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Comparing deliantra/server/server/player.C (file contents):
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.273 by root, Sun Apr 18 05:54:18 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->update_weight (); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
247 132
248 ns->floorbox_update (); 133 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
251 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
252 activate (); 143 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 144
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
278 ns->reset_stats (); 165 ns->reset_stats ();
279 ns->pl = 0; 166 ns->pl = 0;
280 ns = 0; 167 ns = 0;
281 } 168 }
282 169
283 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
284 173
285 deactivate (); 174 deactivate ();
286} 175}
176
177//-GPL
287 178
288// the need for this function can be explained 179// the need for this function can be explained
289// by load_object not returning the object 180// by load_object not returning the object
290void 181void
291player::set_object (object *op) 182player::set_object (object *op)
292{ 183{
293 ob = observe = op; 184 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
295 186
296 ob->speed = 1.0f; 187 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
298 189
299 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_weapon activates, fix this better
327} 191}
328 192
329void 193void
330player::set_observe (object *op) 194player::set_observe (object *op)
331{ 195{
332 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
333 do_los = 1; 197 do_los = 1;
334} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
335 208
336player::player () 209player::player ()
337{ 210{
338 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 212 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
346 219
347 gen_sp_armour = 10; 220 gen_sp_armour = 10;
348 bowtype = bow_normal; 221 bowtype = bow_normal;
349 petmode = pet_normal; 222 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 223 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
353 do_los = 1; 225 do_los = 1;
354 226
355 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
362 disconnect (); 234 disconnect ();
363 235
364 attachable::do_destroy (); 236 attachable::do_destroy ();
365 237
366 if (ob) 238 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy (); 239 ob->destroy ();
370 }
371 240
372 ob = observe = 0; 241 ob = observe = viewpoint = 0;
373} 242}
374 243
375player::~player () 244player::~player ()
376{ 245{
377 /* Clear item stack */ 246 /* Clear item stack */
378 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
379} 276}
380 277
381/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
383 * mode. 280 * mode.
385player * 282player *
386player::create () 283player::create ()
387{ 284{
388 player *pl = new player; 285 player *pl = new player;
389 286
390 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
391 288
392 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
395 292
396 set_first_map (pl->ob); 293 set_first_map (pl->ob);
397 294
398 return pl; 295 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 296}
428 297
429object * 298object *
430get_nearest_player (object *mon) 299get_nearest_player (object *mon)
431{ 300{
505 */ 374 */
506int 375int
507path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 377{
509 rv_vector rv; 378 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 maptile *m, *lastmap;
513 380
514 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
515 382
516 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
517 return 0; 384 return 0;
518 385
519 x = mon->x; 386 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 387 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 390
526 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 392 if (diff > max)
528 return 0; 393 return 0;
529 394
530 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
531 { 396 {
532 lastx = x; 397 mapxy lastpos = pos;
533 lasty = y; 398 pos.move (dir);
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 399
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 400 MoveType blocked;
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); 401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
540 415
541 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 419 {
545 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
547 */ 422 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 424 if (rv.direction != dir)
550 { 425 {
551 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 427 * the values so it will try again.
553 */ 428 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 429 pos = lastpos;
557 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
558 } 431 }
559 else 432 else
560 { 433 {
561 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
568 */ 441 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 443 {
571 if (i == 0) 444 if (i == 0)
572 continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
573 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 448 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 455 * the last direction the creature has successfully
582 * moved. 456 * moved.
583 */ 457 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 458 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 459 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 460
461 if (!pos.normalise ())
590 continue; 462 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 463
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 467 continue;
594 if (mflags & P_BLOCKSVIEW) 468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 470 continue;
596 471
597 if (m == mon->map && blocked_link (mon, m, x, y)) 472 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 473 break;
599 } 474 }
475
600 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
602 */ 478 */
603 if (i == (DETOUR_AMOUNT + 1)) 479 if (i == DETOUR_AMOUNT + 1)
604 return 0; 480 return 0;
481
605 diff--; 482 diff--;
606 lastdir = dir; 483 lastdir = dir;
607 max--; 484 max--;
608 if (!firstdir) 485 if (!firstdir)
609 firstdir = dir + i; 486 firstdir = dir + i;
613 { 490 {
614 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
615 diff--; 492 diff--;
616 max--; 493 max--;
617 lastdir = dir; 494 lastdir = dir;
495
618 if (!firstdir) 496 if (!firstdir)
619 firstdir = dir; 497 firstdir = dir;
620 } 498 }
621 499
622 if (diff <= 1) 500 if (diff <= 1)
623 { 501 {
624 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 503 * headed toward player for entire distance.
626 */ 504 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 507 }
630 508
631 if (diff > max) 509 if (diff > max)
632 return 0; 510 return 0;
650 next = op->below; 528 next = op->below;
651 529
652 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
654 */ 532 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
656 SET_FLAG (op, FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
657 535
658 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions 537 * by this player due to race restrictions
660 */ 538 */
661 if (pl->type == PLAYER) 539 if (pl->type == PLAYER)
662 { 540 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 541 if ((!pl->flag [FLAG_USE_ARMOUR]
664 && 542 &&
665 (op->type == ARMOUR || op->type == BOOTS 543 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET 544 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES 545 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE)) 546 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 548 {
671 op->destroy (); 549 op->destroy ();
672 continue; 550 continue;
673 } 551 }
674 } 552 }
675 553
676 /* This really needs to be better - we should really give 554 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 555 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 556 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 557 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 558 if (op->type == SKILL)
683 { 559 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 560 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 561 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 562 {
692 op->destroy (); 563 op->destroy ();
564 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 565 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 566 break;
695 } 567 }
696 568
697 if (op->nrof > 1) 569 if (op->nrof > 1)
698 op->nrof = 1; 570 op->nrof = 1;
699 } 571 }
700 572
701 if (op->type == SPELLBOOK && op->inv) 573 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 574 op->inv->clr_flag (FLAG_STARTEQUIP);
703 575
704 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
706 * merged properly. 578 * merged properly.
707 */ 579 */
708 if (need_identify (op)) 580 if (op->need_identify ())
709 { 581 {
710 SET_FLAG (op, FLAG_IDENTIFIED); 582 op->set_flag (FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED); 583 op->clr_flag (FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED); 584 op->clr_flag (FLAG_DAMNED);
713 } 585 }
714 586
715 if (op->type == SPELL) 587 if (op->type == SPELL)
716 { 588 {
717 op->destroy (); 589 op->destroy ();
718 continue; 590 continue;
719 } 591 }
720 else if (op->type == SKILL) 592 else if (op->type == SKILL)
721 { 593 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 594 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 595 op->stats.exp = 0;
724 op->level = 1; 596 op->level = 1;
725 } 597 }
726 else /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 599 op->set_flag (FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
729 601
730 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
731 link_player_skills (pl); 603 pl->contr->link_skills ();
732} 604}
733 605
734void 606void
735get_party_password (object *op, partylist *party) 607get_party_password (object *op, partylist *party)
736{ 608{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 618 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 619}
748 620
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 621/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 622static int
751roll_stat (void) 623roll_stat ()
752{ 624{
753 int a[4], i, j, k; 625 int a[4], i, j, k;
754 626
755 for (i = 0; i < 4; i++) 627 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 628 a[i] = (int) rndm (6) + 1;
853player::chargen_race_done () 725player::chargen_race_done ()
854{ 726{
855 /* this must before then initial items are given */ 727 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 728 esrv_new_player (ob->contr);
857 729
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 730 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 731 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 732 create_treasure (tl, ob, 0, 0, 0);
861 733
862 INVOKE_PLAYER (BIRTH, ob->contr); 734 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr); 735 INVOKE_PLAYER (LOGIN, ob->contr);
866 738
867 if (ob->msg) 739 if (ob->msg)
868 ob->msg = 0; 740 ob->msg = 0;
869 741
870 start_info (ob); 742 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 744 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 745 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 746 ob->update_stats ();
876 747
877 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
878 * is one for this race 749 * is one for this race
917 ob->stats.hp = ob->stats.maxhp; 788 ob->stats.hp = ob->stats.maxhp;
918 ob->stats.sp = ob->stats.maxsp; 789 ob->stats.sp = ob->stats.maxsp;
919 ob->stats.grace = 0; 790 ob->stats.grace = 0;
920} 791}
921 792
922void 793static void
923flee_player (object *op) 794flee_player (object *op)
924{ 795{
925 int dir, diff; 796 int dir, diff;
926 rv_vector rv; 797 rv_vector rv;
927 798
928 if (op->stats.hp < 0) 799 if (op->stats.hp < 0)
929 { 800 {
930 LOG (llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
931 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
932 return; 803 return;
933 } 804 }
934 805
935 if (op->enemy == NULL) 806 if (!op->enemy)
936 { 807 {
937 LOG (llevDebug, "Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
938 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
939 return; 810 return;
940 } 811 }
941 812
942 /* Seen some crashes here. Since we don't store an 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
943 * op->enemy_count, it is possible that something destroys the
944 * actual enemy, and the object is recycled.
945 */
946 if (op->enemy->map == NULL)
947 { 814 {
948 CLEAR_FLAG (op, FLAG_SCARED);
949 op->enemy = NULL; 815 op->enemy = NULL;
950 return; 816 op->clr_flag (FLAG_SCARED);
951 }
952
953 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 {
955 op->enemy = NULL;
956 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 817 return;
958 } 818 }
959 819
960 get_rangevector (op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
961 821
962 dir = absdir (4 + rv.direction); 822 dir = absdir (4 + rv.direction);
963 for (diff = 0; diff < 3; diff++) 823 for (diff = 0; diff < 3; diff++)
964 { 824 {
965 int m = 1 - (RANDOM () & 2); 825 int m = 1 - rndm (2) * 2;
966 826
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
968 return; 828 return;
969 } 829 }
970 830
971 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
972 CLEAR_FLAG (op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
973 op->enemy = NULL; 833 op->enemy = NULL;
974} 834}
975 835
976/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* check_pick sees if there is stuff to be picked up/picks up stuff.
977 * It returns 1 if the player should keep on moving, 0 if he should 837 * It returns 1 if the player should keep on moving, 0 if he should
981check_pick (object *op) 841check_pick (object *op)
982{ 842{
983 object *tmp, *next; 843 object *tmp, *next;
984 int stop = 0; 844 int stop = 0;
985 int wvratio; 845 int wvratio;
986 char putstring[128];
987 846
988 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
989 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
990 return 1; 849 return 1;
991 850
992 next = op->below; 851 next = op->below;
993 852
994 int cnt = MAX_ITEM_PER_DROP; 853 int cnt = MAX_ITEM_PER_ACTION;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 854#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996 855
997 /* loop while there are items on the floor that are not marked as 856 /* loop while there are items on the floor that are not marked as
998 * destroyed */ 857 * destroyed */
999 while (next && !next->destroyed ()) 858 while (next && !next->destroyed ())
1015 874
1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 875 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1017 { 876 {
1018 if (item_matched_string (op, tmp, op->contr->search_str)) 877 if (item_matched_string (op, tmp, op->contr->search_str))
1019 CHK_PICK_PICKUP; 878 CHK_PICK_PICKUP;
879
1020 continue; 880 continue;
1021 } 881 }
1022 882
1023 /* high not bit set? We're using the old autopickup model */ 883 /* pickup handling */
884 if (op->contr->mode & PU_DEBUG)
885 {
886 /* some debugging code to figure out item information */
887 const char *str = tmp->name
888 ? format ("item name: %s item type: %d weight/value: %d",
889 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
890 : format ("item name: %s item type: %d weight/value: %d",
891 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
892
893 new_draw_info (NDI_UNIQUE, 0, op, str);
894 }
895
896 if (op->contr->mode & PU_INHIBIT)
897 return 1;
898
899 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
900 return 1;
901
902 /* philosophy:
903 * It's easy to grab an item type from a pile, as long as it's
904 * generic. This takes no game-time. For more detailed pickups
905 * and selections, select-items should be used. This is a
906 * grab-as-you-run type mode that's really useful for arrows for
907 * example.
908 * The drawback: right now it has no frontend, so you need to
909 * stick the bits you want into a calculator in hex mode and then
910 * convert to decimal and then 'pickup <#>
911 */
912
913 /* the first two modes are exclusive: if NOTHING we return, if
914 * STOP then we stop. All the rest are applied sequentially,
915 * meaning if any test passes, the item gets picked up. */
916
917 /* if mode is set to pick nothing up, return */
918 if (op->contr->mode == PU_NOTHING)
919 return 1;
920
921 /* if mode is set to stop when encountering objects, return */
922 /* take STOP before INHIBIT since it doesn't actually pick
923 * anything up */
924 if (op->contr->mode & PU_STOP)
925 return 0;
926
927 /* useful for going into stores and not losing your settings... */
928 /* and for battles wher you don't want to get loaded down while
929 * fighting */
930 if (op->contr->mode & PU_INHIBIT)
931 return 1;
932
933 /* prevent us from turning into auto-thieves :) */
934 if (tmp->flag [FLAG_UNPAID])
935 continue;
936
937 /* ignore known cursed objects */
938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
939 continue;
940
941 /* all food and drink if desired */
942 /* question: don't pick up known-poisonous stuff? */
1024 if (!(op->contr->mode & PU_NEWMODE)) 943 if (op->contr->mode & PU_FOOD)
944 if (tmp->type == FOOD)
1025 { 945 {
1026 switch (op->contr->mode) 946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 if (op->contr->mode & PU_DRINK)
951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_POTION)
958 if (tmp->type == POTION)
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 /* spellbooks, skillscrolls and normal books/scrolls */
965 if (op->contr->mode & PU_SPELLBOOK)
966 if (tmp->type == SPELLBOOK)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 if (op->contr->mode & PU_SKILLSCROLL)
973 if (tmp->type == SKILLSCROLL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_READABLES)
980 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 /* wands/staves/rods/horns */
987 if (op->contr->mode & PU_MAGIC_DEVICE)
988 if (tmp->type == WAND
989 || tmp->type == ROD
990 || tmp->type == HORN
991 || tmp->type == POWER_CRYSTAL)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 /* pick up all magical items */
998 if (op->contr->mode & PU_MAGICAL)
999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1005
1006 if (op->contr->mode & PU_VALUABLES)
1007 {
1008 if (tmp->type == MONEY || tmp->type == GEM)
1027 { 1009 {
1028 case 0:
1029 return 1; /* don't pick up */
1030 case 1:
1031 CHK_PICK_PICKUP; 1010 CHK_PICK_PICKUP;
1032 return 1; 1011 continue;
1033 case 2:
1034 CHK_PICK_PICKUP;
1035 return 0;
1036 case 3:
1037 return 0; /* stop before pickup */
1038 case 4:
1039 CHK_PICK_PICKUP;
1040 break;
1041 case 5:
1042 CHK_PICK_PICKUP;
1043 stop = 1;
1044 break;
1045 case 6:
1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1049 break;
1050
1051 case 7:
1052 if (tmp->type == MONEY || tmp->type == GEM)
1053 CHK_PICK_PICKUP;
1054 break;
1055
1056 default:
1057 /* use value density */
1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1060 CHK_PICK_PICKUP;
1061 } 1012 }
1062 } 1013 }
1063 else 1014
1064 { /* old model */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1065 /* NEW pickup handling */
1066 if (op->contr->mode & PU_DEBUG) 1016 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING
1018 || tmp->type == AMULET
1019 || tmp->type == GIRDLE
1020 || tmp->type == SKILL_TOOL)
1067 { 1021 {
1068 /* some debugging code to figure out item information */ 1022 CHK_PICK_PICKUP;
1069 if (tmp->name != NULL)
1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1072 else
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075
1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1077 }
1078
1079 /* philosophy:
1080 * It's easy to grab an item type from a pile, as long as it's
1081 * generic. This takes no game-time. For more detailed pickups
1082 * and selections, select-items should be used. This is a
1083 * grab-as-you-run type mode that's really useful for arrows for
1084 * example.
1085 * The drawback: right now it has no frontend, so you need to
1086 * stick the bits you want into a calculator in hex mode and then
1087 * convert to decimal and then 'pickup <#>
1088 */
1089
1090 /* the first two modes are exclusive: if NOTHING we return, if
1091 * STOP then we stop. All the rest are applied sequentially,
1092 * meaning if any test passes, the item gets picked up. */
1093
1094 /* if mode is set to pick nothing up, return */
1095
1096 if (op->contr->mode & PU_NOTHING)
1097 return 1;
1098
1099 /* if mode is set to stop when encountering objects, return */
1100 /* take STOP before INHIBIT since it doesn't actually pick
1101 * anything up */
1102
1103 if (op->contr->mode & PU_STOP)
1104 return 0;
1105
1106 /* useful for going into stores and not losing your settings... */
1107 /* and for battles wher you don't want to get loaded down while
1108 * fighting */
1109 if (op->contr->mode & PU_INHIBIT)
1110 return 1;
1111
1112 /* prevent us from turning into auto-thieves :) */
1113 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1114 continue; 1023 continue;
1024 }
1115 1025
1116 /* ignore known cursed objects */ 1026 /* we don't forget dragon food */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1027 if (op->contr->mode & PU_FLESH)
1028 if (tmp->type == FLESH)
1029 {
1030 CHK_PICK_PICKUP;
1118 continue; 1031 continue;
1032 }
1119 1033
1120 /* all food and drink if desired */ 1034 /* bows and arrows. Bows are good for selling! */
1121 /* question: don't pick up known-poisonous stuff? */ 1035 if (op->contr->mode & PU_BOW)
1036 if (tmp->type == BOW)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 if (op->contr->mode & PU_ARROW)
1043 if (tmp->type == ARROW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 /* all kinds of armor etc. */
1050 if (op->contr->mode & PU_ARMOUR)
1051 if (tmp->type == ARMOUR)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1057 if (op->contr->mode & PU_HELMET)
1058 if (tmp->type == HELMET)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_SHIELD)
1065 if (tmp->type == SHIELD)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1122 if (op->contr->mode & PU_FOOD) 1071 if (op->contr->mode & PU_BOOTS)
1123 if (tmp->type == FOOD) 1072 if (tmp->type == BOOTS)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 if (op->contr->mode & PU_GLOVES)
1079 if (tmp->type == GLOVES || tmp->type == BRACERS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_CLOAK)
1086 if (tmp->type == CLOAK)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 /* hoping to catch throwing daggers here */
1093 if (op->contr->mode & PU_MISSILEWEAPON)
1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1095 {
1096 CHK_PICK_PICKUP;
1097 continue;
1098 }
1099
1100 /* careful: chairs and tables are weapons! */
1101 if (op->contr->mode & PU_ALLWEAPON)
1102 {
1103 if (tmp->type == WEAPON)
1104 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1124 { 1105 {
1125 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1126 continue; 1107 continue;
1127 } 1108 }
1109 }
1128 1110
1111 /* misc stuff that's useful */
1129 if (op->contr->mode & PU_DRINK) 1112 if (op->contr->mode & PU_KEY)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1113 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1131 { 1114 {
1132 CHK_PICK_PICKUP; 1115 CHK_PICK_PICKUP;
1133 continue; 1116 continue;
1134 } 1117 }
1135 1118
1119 /* any of the last 4 bits set means we use the ratio for value
1120 * pickups */
1136 if (op->contr->mode & PU_POTION) 1121 if (op->contr->mode & PU_RATIO)
1137 if (tmp->type == POTION) 1122 {
1123 /* use value density to decide what else to grab */
1124 /* >=7 was >= op->contr->mode */
1125 /* >=7 is the old standard setting. Now we take the last 4 bits
1138 { 1126 */
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* spellbooks, skillscrolls and normal books/scrolls */
1144 if (op->contr->mode & PU_SPELLBOOK)
1145 if (tmp->type == SPELLBOOK)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_SKILLSCROLL)
1152 if (tmp->type == SKILLSCROLL)
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_READABLES)
1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* wands/staves/rods/horns */
1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 /* pick up all magical items */
1174 if (op->contr->mode & PU_MAGICAL) 1127 wvratio = op->contr->mode & PU_RATIO;
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1128 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_VALUABLES)
1182 { 1129 {
1183 if (tmp->type == MONEY || tmp->type == GEM) 1130#if 0
1131 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1132 if (tmp->name != NULL)
1184 { 1133 {
1185 CHK_PICK_PICKUP; 1134 fprintf (stderr, "%s", tmp->name);
1186 continue;
1187 } 1135 }
1188 }
1189
1190 /* rings & amulets - talismans seems to be typed AMULET */
1191 if (op->contr->mode & PU_JEWELS)
1192 if (tmp->type == RING || tmp->type == AMULET)
1193 {
1194 CHK_PICK_PICKUP;
1195 continue;
1196 }
1197
1198 /* we don't forget dragon food */
1199 if (op->contr->mode & PU_FLESH)
1200 if (tmp->type == FLESH)
1201 {
1202 CHK_PICK_PICKUP;
1203 continue;
1204 }
1205
1206 /* bows and arrows. Bows are good for selling! */
1207 if (op->contr->mode & PU_BOW)
1208 if (tmp->type == BOW)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_ARROW)
1215 if (tmp->type == ARROW)
1216 {
1217 CHK_PICK_PICKUP;
1218 continue;
1219 }
1220
1221 /* all kinds of armor etc. */
1222 if (op->contr->mode & PU_ARMOUR)
1223 if (tmp->type == ARMOUR)
1224 {
1225 CHK_PICK_PICKUP;
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_HELMET)
1230 if (tmp->type == HELMET)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_SHIELD)
1237 if (tmp->type == SHIELD)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_BOOTS)
1244 if (tmp->type == BOOTS)
1245 {
1246 CHK_PICK_PICKUP;
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_GLOVES)
1251 if (tmp->type == GLOVES)
1252 {
1253 CHK_PICK_PICKUP;
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_CLOAK)
1258 if (tmp->type == CLOAK)
1259 {
1260 CHK_PICK_PICKUP;
1261 continue;
1262 }
1263
1264 /* hoping to catch throwing daggers here */
1265 if (op->contr->mode & PU_MISSILEWEAPON)
1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 /* careful: chairs and tables are weapons! */
1273 if (op->contr->mode & PU_ALLWEAPON)
1274 {
1275 if (tmp->type == WEAPON && tmp->name != NULL)
1276 {
1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284
1285 if (tmp->type == WEAPON && tmp->name == NULL)
1286 {
1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 CHK_PICK_PICKUP;
1290 continue;
1291 }
1292 }
1293 }
1294
1295 /* misc stuff that's useful */
1296 if (op->contr->mode & PU_KEY)
1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1298 {
1299 CHK_PICK_PICKUP;
1300 continue;
1301 }
1302
1303 /* any of the last 4 bits set means we use the ratio for value
1304 * pickups */
1305 if (op->contr->mode & PU_RATIO)
1306 {
1307 /* use value density to decide what else to grab */
1308 /* >=7 was >= op->contr->mode */
1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1313 {
1314 CHK_PICK_PICKUP;
1315#if 0
1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1317 if (tmp->name != NULL)
1318 {
1319 fprintf (stderr, "%s", tmp->name);
1320 }
1321 else 1136 else
1322 fprintf (stderr, "%s", tmp->arch->archname); 1137 fprintf (stderr, "%s", tmp->arch->archname);
1323 fprintf (stderr, ",%d] = ", tmp->type); 1138 fprintf (stderr, ",%d] = ", tmp->type);
1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1139 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1325#endif 1140#endif
1141 CHK_PICK_PICKUP;
1326 continue; 1142 continue;
1327 }
1328 } 1143 }
1329 } /* the new pickup model */ 1144 } /* the new pickup model */
1330 } 1145 }
1331 1146
1332 return !stop; 1147 return !stop;
1148}
1149
1150/* routine for both players and monsters. We call this when
1151 * there is a possibility for our action distrubing our hiding
1152 * place or invisiblity spell. Artefact invisiblity causes
1153 * "noise" instead. If we arent invisible to begin with, we
1154 * return 0.
1155 */
1156static int
1157action_makes_visible (object *op)
1158{
1159 if (op->invisible && op->flag [FLAG_ALIVE])
1160 {
1161 if (op->flag [FLAG_MAKE_INVIS])
1162 {
1163 // artefact invisibility is permanent, but we still make noise
1164 // this is important for game-balance.
1165 if (op->contr)
1166 op->make_noise ();
1167
1168 return 0;
1169 }
1170
1171 if (op->contr && op->contr->tmp_invis == 0)
1172 return 0;
1173
1174 /* If monsters, they should become visible */
1175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1178 return 1;
1179 }
1180 }
1181
1182 return 0;
1333} 1183}
1334 1184
1335/* 1185/*
1336 * Find an arrow in the inventory and after that 1186 * Find an arrow in the inventory and after that
1337 * in the right type container (quiver). Pointer to the 1187 * in the right type container (quiver). Pointer to the
1338 * found object is returned. 1188 * found object is returned.
1339 */ 1189 */
1340object * 1190static object *
1341find_arrow (object *op, const char *type) 1191find_arrow (object *op, const char *type)
1342{ 1192{
1343 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp); 1195 return splay (tmp);
1346 1196
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type)) 1199 if (object *arrow = find_arrow (tmp, type))
1350 { 1200 {
1351 splay (tmp); 1201 splay (tmp);
1352 return arrow; 1202 return arrow;
1353 } 1203 }
1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1209 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1360 * against the target. A full test is not performed, simply a basic test 1210 * against the target. A full test is not performed, simply a basic test
1361 * of resistances. The archer is making a quick guess at what he sees down 1211 * of resistances. The archer is making a quick guess at what he sees down
1362 * the hall. Failing that it does it's best to pick the highest plus arrow. 1212 * the hall. Failing that it does it's best to pick the highest plus arrow.
1363 */ 1213 */
1364object * 1214static object *
1365find_better_arrow (object *op, object *target, const char *type, int *better) 1215find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1366{ 1216{
1367 object *tmp = NULL, *arrow, *ntmp; 1217 object *tmp = NULL, *arrow, *ntmp;
1368 int attacknum, attacktype, betterby = 0, i; 1218 int attacknum, attacktype, betterby = 0, i;
1369 1219
1370 if (!type) 1220 if (!type)
1371 return NULL; 1221 return NULL;
1372 1222
1373 for (arrow = op->inv; arrow; arrow = arrow->below) 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1374 { 1224 {
1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1376 { 1226 {
1377 i = 0; 1227 i = 0;
1378 ntmp = find_better_arrow (arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1229
1379 if (i > betterby) 1230 if (i > betterby)
1380 { 1231 {
1381 tmp = ntmp; 1232 tmp = ntmp;
1382 betterby = i; 1233 betterby = i;
1383 } 1234 }
1384 } 1235 }
1385 else if (arrow->type == ARROW && arrow->race == type) 1236 else if (arrow->type == ARROW && arrow->race == type)
1386 { 1237 {
1387 /* allways prefer assasination/slaying */ 1238 /* allways prefer assasination/slaying */
1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1239 if (target->race && arrow->slaying.contains (target->race))
1389 { 1240 {
1390 if (arrow->attacktype & AT_DEATH) 1241 if (arrow->attacktype & AT_DEATH)
1391 { 1242 {
1392 *better = 100; 1243 *better = 100;
1393 return arrow; 1244 return arrow;
1408 { 1259 {
1409 tmp = arrow; 1260 tmp = arrow;
1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1261 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 } 1262 }
1412 } 1263 }
1264
1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1265 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414 { 1266 {
1415 tmp = arrow; 1267 tmp = arrow;
1416 betterby = 2 + arrow->magic + arrow->stats.dam; 1268 betterby = 2 + arrow->magic + arrow->stats.dam;
1417 } 1269 }
1270
1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1271 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1272 {
1420 tmp = arrow; 1273 tmp = arrow;
1421 betterby = 1 + arrow->magic + arrow->stats.dam; 1274 betterby = 1 + arrow->magic + arrow->stats.dam;
1422 } 1275 }
1435 * find_better_arrow to find a decent arrow to use. 1288 * find_better_arrow to find a decent arrow to use.
1436 * op = the shooter 1289 * op = the shooter
1437 * type = bow->race 1290 * type = bow->race
1438 * dir = fire direction 1291 * dir = fire direction
1439 */ 1292 */
1440object * 1293static object *
1441pick_arrow_target (object *op, const char *type, int dir) 1294pick_arrow_target (object *op, shstr_cmp type, int dir)
1442{ 1295{
1443 object *tmp = NULL; 1296 object *tmp = NULL;
1444 maptile *m; 1297 maptile *m;
1445 int i, mflags, found, number; 1298 int i, mflags, found, number;
1446 sint16 x, y; 1299 sint16 x, y;
1461 for (i = 0, found = 0; i < 20; i++) 1314 for (i = 0, found = 0; i < 20; i++)
1462 { 1315 {
1463 x += freearr_x[dir]; 1316 x += freearr_x[dir];
1464 y += freearr_y[dir]; 1317 y += freearr_y[dir];
1465 mflags = get_map_flags (m, &m, x, y, &x, &y); 1318 mflags = get_map_flags (m, &m, x, y, &x, &y);
1319
1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1320 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 { 1321 {
1468 tmp = NULL; 1322 tmp = 0;
1469 break; 1323 break;
1470 } 1324 }
1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1325 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 { 1326 {
1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1327 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474 * perhaps a bad assumption. 1328 * perhaps a bad assumption.
1475 */ 1329 */
1476 tmp = NULL; 1330 tmp = 0;
1477 break; 1331 break;
1478 } 1332 }
1333
1479 if (mflags & P_IS_ALIVE) 1334 if (mflags & P_IS_ALIVE)
1480 {
1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1336 if (tmp->flag [FLAG_ALIVE])
1483 {
1484 found++;
1485 break;
1486 }
1487 if (found)
1488 break; 1337 break;
1489 }
1490 } 1338 }
1491 if (tmp == NULL) 1339
1340 if (!tmp)
1492 return find_arrow (op, type); 1341 return find_arrow (op, type);
1493 1342
1494 if (tmp->head) 1343 if (tmp->head)
1495 tmp = tmp->head; 1344 tmp = tmp->head;
1496 1345
1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1385 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1537 return 0; 1386 return 0;
1538 } 1387 }
1539 1388
1540 // optimisation: move object to top so we will find it quickly again 1389 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below) 1390 splay (bow);
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1547 } 1391 }
1548 1392
1549 if (!bow->race || !bow->skill) 1393 if (!bow->race || !bow->skill)
1550 { 1394 {
1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1558 { 1402 {
1559 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1562 else 1406 else
1563 CLEAR_FLAG (op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1564 1408
1565 return 0; 1409 return 0;
1566 } 1410 }
1567 } 1411 }
1568 1412
1577 } 1421 }
1578 1422
1579 /* this should not happen, but sometimes does */ 1423 /* this should not happen, but sometimes does */
1580 if (arrow->nrof == 0) 1424 if (arrow->nrof == 0)
1581 { 1425 {
1426 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1582 arrow->destroy (); 1427 arrow->destroy ();
1583 return 0; 1428 return 0;
1584 } 1429 }
1585 1430
1586 left = arrow; /* these are arrows left to the player */ 1431 left = arrow; /* these are arrows left to the player */
1596 arrow->direction = dir; 1441 arrow->direction = dir;
1597 1442
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1443 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam; 1444 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype; 1445 arrow->stats.grace = arrow->attacktype;
1601 1446 arrow->custom_name = arrow->slaying;
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604 1447
1605#if 0 1448#if 0
1606 if (player *pl = op->contr) 1449 if (player *pl = op->contr)
1607 { 1450 {
1608 float speed = pl->weapon_sp; 1451 float speed = pl->weapon_sp;
1670 * but monsters can't. Putting that code here 1513 * but monsters can't. Putting that code here
1671 * makes the fire_bow code much cleaner. 1514 * makes the fire_bow code much cleaner.
1672 * this function should only be called if 'op' is a player, 1515 * this function should only be called if 'op' is a player,
1673 * hence the function name. 1516 * hence the function name.
1674 */ 1517 */
1675int 1518static int
1676player_fire_bow (object *op, int dir) 1519player_fire_bow (object *op, int dir)
1677{ 1520{
1678 int ret = 0, wcmod = 0; 1521 int ret;
1679 1522
1680 if (op->contr->bowtype == bow_bestarrow) 1523 if (op->contr->bowtype == bow_bestarrow)
1681 { 1524 {
1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1683 } 1526 }
1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1527 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685 { 1528 {
1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1529 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1687 wcmod = -1;
1688
1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1690 } 1531 }
1691 else if (op->contr->bowtype == bow_threewide) 1532 else if (op->contr->bowtype == bow_threewide)
1692 { 1533 {
1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1694 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1535 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1695 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1536 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1696 } 1537 }
1697 else if (op->contr->bowtype == bow_spreadshot) 1538 else if (op->contr->bowtype == bow_spreadshot)
1698 { 1539 {
1699 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);
1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1541 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1542 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1702 } 1543 }
1703 else 1544 else
1704 { 1545 {
1710} 1551}
1711 1552
1712/* Fires a misc (wand/rod/horn) object in 'dir'. 1553/* Fires a misc (wand/rod/horn) object in 'dir'.
1713 * Broken apart from 'fire' to keep it more readable. 1554 * Broken apart from 'fire' to keep it more readable.
1714 */ 1555 */
1715void 1556static void
1716fire_misc_object (object *op, int dir) 1557fire_misc_object (object *op, int dir)
1717{ 1558{
1718 object *item = op->contr->ranged_ob; 1559 object *item = op->contr->ranged_ob;
1719 1560
1720 if (!item) 1561 if (!item)
1727 { 1568 {
1728 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1729 return; 1570 return;
1730 } 1571 }
1731 1572
1732 if (!op->change_weapon (item)) 1573 if (!op->apply (item))
1733 return; 1574 return;
1734 1575
1735 if (item->type == WAND) 1576 if (item->type == WAND)
1736 { 1577 {
1737 if (item->stats.food <= 0) 1578 if (item->stats.food <= 0)
1742 return; 1583 return;
1743 } 1584 }
1744 } 1585 }
1745 else if (item->type == ROD || item->type == HORN) 1586 else if (item->type == ROD || item->type == HORN)
1746 { 1587 {
1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1588 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1748 1589
1749 // using the maximum of the rods charge allows at least one spell cast 1590 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods. 1591 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1592 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1752 { 1593 {
1753 op->contr->play_sound (sound_find ("wand_poof")); 1594 op->contr->play_sound (sound_find ("wand_poof"));
1754 1595
1755 if (item->type == ROD) 1596 if (item->type == ROD)
1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1761 } 1602 }
1762 } 1603 }
1763 1604
1764 if (cast_spell (op, item, dir, item->inv, NULL)) 1605 if (cast_spell (op, item, dir, item->inv, NULL))
1765 { 1606 {
1766 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1607 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1608
1767 if (item->type == WAND) 1609 if (item->type == WAND)
1768 { 1610 {
1769 if (!(--item->stats.food)) 1611 if (!(--item->stats.food))
1770 { 1612 {
1771 object *tmp; 1613 object *tmp;
1772 1614
1773 if (item->arch) 1615 if (item->arch)
1774 { 1616 {
1775 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1776 item->face = item->arch->face; 1618 item->face = item->arch->face;
1777 item->set_speed (0); 1619 item->set_speed (0);
1778 } 1620 }
1779 1621
1780 if (object *pl = item->visible_to ()) 1622 if (object *pl = item->visible_to ())
1787} 1629}
1788 1630
1789/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1790 */ 1632 */
1791bool 1633bool
1792fire (object *op, int dir) 1634fire (object *who, int dir)
1793{ 1635{
1794 int spellcost = 0; 1636 int spellcost = 0;
1795 1637
1796 /* check for loss of invisiblity/hide */
1797 if (action_makes_visible (op))
1798 make_visible (op);
1799
1800 player *pl = op->contr; 1638 player *pl = who->contr;
1801 1639
1802 if (pl->golem) 1640 if (pl->golem)
1803 { 1641 {
1804 control_golem (op->contr->golem, dir); 1642 control_golem (who->contr->golem, dir);
1805 return false; 1643 return false;
1806 } 1644 }
1807 1645
1808 object *ob = pl->ranged_ob; 1646 object *ob = pl->ranged_ob;
1809 1647
1810 if (!ob) 1648 if (!ob)
1811 return false; 1649 return false;
1812 1650
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f) 1651 if (who->speed_left > 0.f)
1817 --op->speed_left; 1652 --who->speed_left;
1818 else 1653 else
1819 return false; 1654 return false;
1820 1655
1656 if (!who->apply (ob))
1657 return false;
1658
1659 /* check for loss of invisiblity/hide */
1660 if (action_makes_visible (who))
1661 make_visible (who);
1662
1821 switch (ob->type) 1663 switch (ob->type)
1822 { 1664 {
1823 case BOW: 1665 case BOW:
1824 player_fire_bow (op, dir); 1666 player_fire_bow (who, dir);
1825 break; 1667 break;
1826 1668
1827 case SPELL: 1669 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1829 break; 1671 break;
1830 1672
1831 case BUILDER: 1673 case BUILDER:
1832 apply_map_builder (op, dir); 1674 apply_map_builder (who, dir);
1833 break; 1675 break;
1834 1676
1835 case SKILL: 1677 case SKILL:
1836 do_skill (op, op, ob, dir, 0); 1678 do_skill (who, who, ob, dir, 0);
1837 break; 1679 break;
1838 1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1839 default: 1685 default:
1840 fire_misc_object (op, dir); 1686 fire_misc_object (who, dir);
1841 break; 1687 break;
1842 } 1688 }
1843 1689
1844 return true; 1690 return true;
1845} 1691}
1846 1692
1847/* find_key 1693static object *
1848 * We try to find a key for the door as passed. If we find a key
1849 * and successfully use it, we return the key, otherwise NULL
1850 * This function merges both normal and locked door, since the logic
1851 * for both is the same - just the specific key is different.
1852 * pl is the player,
1853 * inv is the objects inventory to searched
1854 * door is the door we are trying to match against.
1855 * This function can be called recursively to search containers.
1856 */
1857object *
1858find_key (object *pl, object *container, object *door) 1694find_key_ (object *pl, object *container, object *door)
1859{ 1695{
1860 object *tmp, *key; 1696 object *tmp, *key;
1861 1697
1862 /* Should not happen, but sanity checking is never bad */ 1698 /* Should not happen, but sanity checking is never bad */
1863 if (!container->inv) 1699 if (!container->inv)
1866 /* First, lets try to find a key in the top level inventory */ 1702 /* First, lets try to find a key in the top level inventory */
1867 for (tmp = container->inv; tmp; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 { 1704 {
1869 if (door->type == DOOR && tmp->type == KEY) 1705 if (door->type == DOOR && tmp->type == KEY)
1870 break; 1706 break;
1707
1871 /* For sanity, we should really check door type, but other stuff 1708 /* For sanity, we should really check door type, but other stuff
1872 * (like containers) can be locked with special keys 1709 * (like containers) can be locked with special keys
1873 */ 1710 */
1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1875 break; 1712 break;
1881 * a key, return 1718 * a key, return
1882 */ 1719 */
1883 if (!tmp) 1720 if (!tmp)
1884 { 1721 {
1885 for (tmp = container->inv; tmp; tmp = tmp->below) 1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1887 /* No reason to search empty containers */ 1723 /* No reason to search empty containers */
1888 if (tmp->type == CONTAINER && tmp->inv) 1724 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1890 if ((key = find_key (pl, tmp, door))) 1725 if ((key = find_key_ (pl, tmp, door)))
1891 return key; 1726 return key;
1892 }
1893 }
1894 1727
1895 if (!tmp) 1728 if (!tmp)
1896 return NULL; 1729 return 0;
1897 } 1730 }
1898 1731
1899 /* We get down here if we have found a key. Now if its in a container, 1732 /* We get down here if we have found a key. Now if its in a container,
1900 * see if we actually want to use it 1733 * see if we actually want to use it
1901 */ 1734 */
1902 if (pl != container) 1735 if (pl != container)
1903 { 1736 {
1904 /* Only let players use keys in containers */ 1737 /* Only let players use keys in containers */
1905 if (!pl->contr) 1738 if (!pl->contr)
1906 return NULL; 1739 return 0;
1740
1907 /* cases where this fails: 1741 /* cases where this fails:
1908 * If we only search the player inventory, return now since we 1742 * If we only search the player inventory, return now since we
1909 * are not in the players inventory. 1743 * are not in the players inventory.
1910 * If the container is not active, return now since only active 1744 * If the container is not active, return now since only active
1911 * containers can be used. 1745 * containers can be used.
1915 * inv must have been an container and must have been active. 1749 * inv must have been an container and must have been active.
1916 * 1750 *
1917 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1918 * all the others. 1752 * all the others.
1919 */ 1753 */
1920 if (pl->contr->usekeys == key_inventory || 1754 if (pl->contr->usekeys == key_inventory
1921 !QUERY_FLAG (container, FLAG_APPLIED) || 1755 || !container->flag [FLAG_APPLIED]
1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1923 { 1757 {
1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1926 return NULL; 1760 return NULL;
1927 } 1761 }
1928 } 1762 }
1929 1763
1930 return tmp; 1764 return tmp;
1765}
1766
1767/* find_key
1768 * We try to find a key for the door as passed. If we find a key
1769 * and successfully use it, we return the key, otherwise NULL
1770 * This function merges both normal and locked door, since the logic
1771 * for both is the same - just the specific key is different.
1772 * pl is the player,
1773 * inv is the objects inventory to searched
1774 * door is the door we are trying to match against.
1775 * This function can be called recursively to search containers.
1776 */
1777object *
1778find_key (object *pl, object *container, object *door)
1779{
1780 if (door->slaying && is_match_expr (door->slaying))
1781 {
1782 // for match expressions, we try to find the key by applying the match
1783 // to the op itself, which is supposed to find the "key", instead
1784 // of searching through containers ourselves.
1785
1786 return match_one (door->slaying, container, door, pl, pl);
1787 }
1788 else
1789 return find_key_ (pl, container, door);
1931} 1790}
1932 1791
1933/* moved door processing out of move_player_attack. 1792/* moved door processing out of move_player_attack.
1934 * returns 1 if player has opened the door with a key 1793 * returns 1 if player has opened the door with a key
1935 * such that the caller should not do anything more, 1794 * such that the caller should not do anything more,
1985 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
1986 */ 1845 */
1987bool 1846bool
1988move_player_attack (object *op, int dir) 1847move_player_attack (object *op, int dir)
1989{ 1848{
1990 int on_battleground; 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1850 {
1851 --op->speed_left;
1852 return true;
1853 }
1991 1854
1992 sint16 nx = freearr_x[dir] + op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
1993 sint16 ny = freearr_y[dir] + op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
1994 1857
1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny)) 1858 if (out_of_map (op->map, nx, ny))
1998 return false; 1859 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2005 1860
2006 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
2007 * map, attack it. Note order of if statement is important - don't 1862 * map, attack it. Note order of if statement is important - don't
2008 * want to be calling move_ob if braced, because move_ob will move the 1863 * want to be calling move_ob if braced, because move_ob will move the
2009 * player. This is a pretty nasty hack, because if we could 1864 * player. This is a pretty nasty hack, because if we could
2056 */ 1911 */
2057 if (op->type == PLAYER 1912 if (op->type == PLAYER
2058 && ((mon->owner && mon->owner->contr 1913 && ((mon->owner && mon->owner->contr
2059 && same_party (mon->owner->contr->party, op->contr->party)) 1914 && same_party (mon->owner->contr->party, op->contr->party))
2060 || mon->owner == op) 1915 || mon->owner == op)
2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2062 { 1917 {
2063 /* If we're braced, we don't want to switch places with it */ 1918 /* If we're braced, we don't want to switch places with it */
2064 if (op->contr->braced) 1919 if (op->contr->braced)
2065 return false; 1920 return false;
2066 1921
2069 --op->speed_left; 1924 --op->speed_left;
2070 1925
2071 op->play_sound (sound_find ("push_player")); 1926 op->play_sound (sound_find ("push_player"));
2072 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2073 1928
2074 if (op->contr->tmp_invis || op->hide) 1929 if (action_makes_visible (op))
2075 make_visible (op); 1930 make_visible (op);
2076 1931
2077 return true; 1932 return true;
2078 } 1933 }
2079 else 1934 else
2080 return false; 1935 return false;
2081 } 1936 }
1937
1938 bool on_battleground = op_on_battleground (op, 0, 0);
2082 1939
2083 /* in certain circumstances, you shouldn't attack friendly 1940 /* in certain circumstances, you shouldn't attack friendly
2084 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
2085 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
2086 * attack them either. 1943 * attack them either.
2087 */ 1944 */
2088 if ((mon->type == PLAYER || mon->enemy != op) 1945 if ((mon->type == PLAYER || mon->enemy != op)
2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2090 && ((op->contr->peaceful 1947 && ((op->contr->peaceful
2091 || (mon->type == PLAYER && mon->contr->peaceful)) 1948 || (mon->type == PLAYER && mon->contr->peaceful))
2092 && !on_battleground)) 1949 && !on_battleground))
2093 { 1950 {
2094 if (op->speed_left > 0.f) 1951 if (op->speed_left > 0.f)
2101 push_ob (mon, dir, op); 1958 push_ob (mon, dir, op);
2102 } 1959 }
2103 else 1960 else
2104 op->statusmsg ("You withhold your attack"); 1961 op->statusmsg ("You withhold your attack");
2105 1962
2106 if (op->contr->tmp_invis || op->hide) 1963 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2107 make_visible (op); 1964 make_visible (op);
2108 1965
2109 return true; 1966 return true;
2110 } 1967 }
2111 } 1968 }
2112 /* If the object is a boulder or other rollable object, then 1969 /* If the object is a boulder or other rollable object, then
2113 * roll it if not braced. You can't roll it if you are braced. 1970 * roll it if not braced. You can't roll it if you are braced.
2114 */ 1971 */
2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2116 { 1973 {
2117 if (op->speed_left > 0.f) 1974 if (op->speed_left > 0.f)
2118 { 1975 {
2119 --op->speed_left; 1976 --op->speed_left;
2120 1977
2129 * Way it works is like this: First, it must have some hit points 1986 * Way it works is like this: First, it must have some hit points
2130 * and be living. Then, it must be one of the following: 1987 * and be living. Then, it must be one of the following:
2131 * 1) Not a player, 2) A player, but of a different party. Note 1988 * 1) Not a player, 2) A player, but of a different party. Note
2132 * that party_number -1 is no party, so attacks can still happen. 1989 * that party_number -1 is no party, so attacks can still happen.
2133 */ 1990 */
2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2136 { 1993 {
2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2138 { 1995 {
2139 --op->contr->weapon_sp_left; 1996 --op->contr->weapon_sp_left;
2151} 2008}
2152 2009
2153bool 2010bool
2154move_player (object *op, int dir) 2011move_player (object *op, int dir)
2155{ 2012{
2156 int pick;
2157
2158 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2159 return 0; 2014 return 0;
2160 2015
2161 /* Sanity check: make sure dir is valid */ 2016 /* Sanity check: make sure dir is valid */
2162 if ((dir < 0) || (dir >= 9)) 2017 if (dir < 0 || dir > 8)
2163 { 2018 {
2164 LOG (llevError, "move_player: invalid direction %d\n", dir); 2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2165 return 0; 2020 return 0;
2166 } 2021 }
2167 2022
2168 /* peterm: added following line */ 2023 /* peterm: added following line */
2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2024 if (op->flag [FLAG_CONFUSED] && dir)
2170 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171 2026
2172 op->facing = dir; 2027 op->facing = dir;
2173 2028
2174 if (op->hide) 2029 if (op->flag [FLAG_HIDDEN])
2175 do_hidden_move (op); 2030 do_hidden_move (op);
2176 2031
2177 bool retval; 2032 bool retval;
2033 int pick = 0;
2178 2034
2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2035 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2180 retval = RESULT_INT (0); 2036 retval = RESULT_INT (0);
2181 else if (op->contr->fire_on) 2037 else if (op->contr->fire_on)
2182 retval = fire (op, dir); 2038 retval = fire (op, dir);
2213 * players. 2069 * players.
2214 */ 2070 */
2215bool 2071bool
2216handle_newcs_player (object *op) 2072handle_newcs_player (object *op)
2217{ 2073{
2218 if (QUERY_FLAG (op, FLAG_SCARED)) 2074 if (op->flag [FLAG_SCARED])
2219 { 2075 {
2220 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2221 { 2077 {
2222 --op->speed_left; 2078 --op->speed_left;
2223 flee_player (op); 2079 flee_player (op);
2239 return move_player (op, op->direction); 2095 return move_player (op, op->direction);
2240 2096
2241 return false; 2097 return false;
2242} 2098}
2243 2099
2244int 2100static int
2245save_life (object *op) 2101save_life (object *op)
2246{ 2102{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2103 if (!op->flag [FLAG_LIFESAVE])
2248 return 0; 2104 return 0;
2249 2105
2250 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2252 { 2108 {
2253 op->play_sound (sound_find ("ob_evaporate")); 2109 op->play_sound (sound_find ("ob_evaporate"));
2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2255 2111
2256 tmp->destroy (); 2112 tmp->destroy ();
2257 CLEAR_FLAG (op, FLAG_LIFESAVE); 2113 op->clr_flag (FLAG_LIFESAVE);
2258 2114
2259 if (op->stats.hp < 0) 2115 if (op->stats.hp < 0)
2260 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2261 2117
2262 if (op->stats.food < 0) 2118 if (op->stats.food < 0)
2263 op->stats.food = 999; 2119 op->stats.food = MAX_FOOD;
2264 2120
2265 op->update_stats (); 2121 op->update_stats ();
2266 return 1; 2122 return 1;
2267 } 2123 }
2268 2124
2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2271 enter_player_savebed (op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2272 return 0; 2128 return 0;
2273} 2129}
2274 2130
2275/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2282{ 2138{
2283 while (op) 2139 while (op)
2284 { 2140 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286 2142
2287 if (QUERY_FLAG (op, FLAG_UNPAID)) 2143 if (op->flag [FLAG_UNPAID])
2288 op->insert_at (env); 2144 op->insert_at (env);
2289 else if (op->inv) 2145 else if (op->inv)
2290 drop_unpaid_items (op->inv, env); 2146 drop_unpaid_items (op->inv, env);
2291 2147
2292 op = next; 2148 op = next;
2296void 2152void
2297object::drop_unpaid_items () 2153object::drop_unpaid_items ()
2298{ 2154{
2299 if (!flag [FLAG_REMOVED]) 2155 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this); 2156 ::drop_unpaid_items (inv, this);
2301}
2302
2303/*
2304 * Returns pointer a static string containing gravestone text
2305 * Moved from apply.c to player.c - player.c is what
2306 * actually uses this function. player.c may not be quite the
2307 * best, a misc file for object actions is probably better,
2308 * but there isn't one in the server directory.
2309 */
2310const char *
2311gravestone_text (object *op)
2312{
2313 static dynbuf_text buf;
2314
2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2318 if (op->type == PLAYER)
2319 buf << " the " << op->contr->title;
2320
2321 buf << "\n\n";
2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2327 if (op->type == PLAYER)
2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2329
2330 {
2331 static char buf2[128];
2332 time_t now = time (NULL);
2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2334 buf << buf2;
2335 }
2336
2337 return buf;
2338} 2157}
2339 2158
2340void 2159void
2341do_some_living (object *op) 2160do_some_living (object *op)
2342{ 2161{
2359 * alternate it here for it to work correctly. 2178 * alternate it here for it to work correctly.
2360 */ 2179 */
2361 if (pticks & 2) 2180 if (pticks & 2)
2362 op->invisible--; 2181 op->invisible--;
2363 } 2182 }
2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2365 { 2184 {
2366 if (!op->invisible--) 2185 if (!op->invisible--)
2367 { 2186 {
2368 make_visible (op); 2187 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2436 if (op->stats.sp < op->stats.maxsp) 2255 if (op->stats.sp < op->stats.maxsp)
2437 { 2256 {
2438 op->stats.sp++; 2257 op->stats.sp++;
2439 2258
2440 /* dms do not consume food */ 2259 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ)) 2260 if (!op->flag [FLAG_WIZ])
2442 { 2261 {
2443 op->stats.food--; 2262 op->stats.food--;
2444 2263
2445 if (op->contr->digestion < 0) 2264 if (op->contr->digestion < 0)
2446 op->stats.food += op->contr->digestion; 2265 op->stats.food += op->contr->digestion;
2480 if (op->stats.hp < op->stats.maxhp) 2299 if (op->stats.hp < op->stats.maxhp)
2481 { 2300 {
2482 op->stats.hp++; 2301 op->stats.hp++;
2483 2302
2484 /* dms do not consume food */ 2303 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ)) 2304 if (!op->flag [FLAG_WIZ])
2486 { 2305 {
2487 op->stats.food--; 2306 op->stats.food--;
2488 2307
2489 if (op->contr->digestion < 0) 2308 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion; 2309 op->stats.food += op->contr->digestion;
2497 { 2316 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2317 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499 2318
2500 if (over_hp > 0) 2319 if (over_hp > 0)
2501 { 2320 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2321 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0; 2322 op->last_heal = 0;
2504 } 2323 }
2505 else 2324 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2325 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2507 } 2326 }
2517 penalty = max (0, -op->contr->digestion); 2336 penalty = max (0, -op->contr->digestion);
2518 2337
2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2520 2339
2521 /* dms do not consume food */ 2340 /* dms do not consume food */
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2341 if (!op->flag [FLAG_WIZ])
2523 op->stats.food--; 2342 op->stats.food--;
2524 } 2343 }
2525 2344
2526 if (op->stats.food < 0 && op->stats.hp >= 0) 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2527 { 2346 {
2528 object *flesh = 0; 2347 object *flesh = 0;
2529 2348
2530 for_inv_removable (op, tmp) 2349 for_inv_removable (op, tmp)
2531 { 2350 {
2532 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2351 if (tmp->flag [FLAG_UNPAID])
2533 continue; 2352 continue;
2534 2353
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2536 { 2355 {
2537 op->statusmsg ("You blindly grab for a bite of food. " 2356 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, tmp, 0); 2358 op->apply (tmp);
2540 2359
2541 if (op->stats.food >= 0 || op->stats.hp < 0) 2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2542 break; 2361 break;
2543 } 2362 }
2544 else if (tmp->type == FLESH) 2363 else if (tmp->type == FLESH)
2550 */ 2369 */
2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2552 { 2371 {
2553 op->statusmsg ("You blindly grab for a bite of food. " 2372 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2555 manual_apply (op, flesh, 0); 2374 op->apply (flesh);
2556 } 2375 }
2557 2376
2558 // If player is still starving, alert him! 2377 // If player is still starving, alert him!
2559 if (op->stats.food < 0) 2378 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! " 2379 op->failmsg ("You are starving! "
2563 2382
2564 if (op->stats.food < 0) 2383 if (op->stats.food < 0)
2565 { 2384 {
2566 op->stats.hp += op->stats.food; 2385 op->stats.hp += op->stats.food;
2567 op->stats.food = 0; 2386 op->stats.food = 0;
2387
2388 if (op->stats.hp < 0)
2389 {
2390 op->contr->killer = archetype::get ("killer_starvation");
2391 op->contr->killer->destroy ();
2568 } 2392 }
2393 }
2569 2394
2395 /* killer should be set here already */
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2571 kill_player (op); 2397 kill_player (op);
2572 } 2398 }
2573} 2399}
2574 2400
2575/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2579 */ 2405 */
2580void 2406void
2581kill_player (object *op) 2407kill_player (object *op)
2582{ 2408{
2583 int x, y; 2409 int x, y;
2584 char buf[MAX_BUF];
2585 maptile *map; /* this is for resurrection */ 2410 maptile *map; /* this is for resurrection */
2586 int will_kill_again; 2411 int will_kill_again;
2587 archetype *at; 2412 archetype *at;
2588 object *tmp; 2413 object *tmp;
2589 2414
2590 if (save_life (op)) 2415 if (save_life (op))
2591 return; 2416 return;
2417
2418 dynbuf_text deathtab;
2419
2420 /* restore player */
2421 at = archetype::find (shstr_poisoning);
2422 if (object *tmp = present_arch_in_ob (at, op))
2423 {
2424 tmp->destroy ();
2425 deathtab << "Your body feels cleansed...\r";
2426 }
2427
2428 at = archetype::find (shstr_confusion);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your mind feels clearer...\r";
2433 }
2434
2435 cure_disease (op, 0, 0); /* remove any disease */
2436
2437 max_it (op->stats.hp , op->stats.maxhp);
2438 max_it (op->stats.sp , op->stats.maxsp);
2439 max_it (op->stats.grace, op->stats.maxgrace);
2440 max_it (op->stats.food , 200);
2441
2442 // remove all spell effects that are active
2443 // to avoid long-term effects such as word-of-recall
2444 for (object *item = op->inv; item; )
2445 {
2446 object *next = item->below;
2447
2448 if (item->type == SPELL_EFFECT && item->active)
2449 item->destroy ();
2450
2451 item = next;
2452 }
2592 2453
2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2454 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2594 * in cities ONLY!!! It is very important that this doesn't get abused. 2455 * in cities ONLY!!! It is very important that this doesn't get abused.
2595 * Look at op_on_battleground() for more info --AndreasV 2456 * Look at op_on_battleground() for more info --AndreasV
2596 */ 2457 */
2597 if (op_on_battleground (op, &x, &y)) 2458 if (op_on_battleground (op, &x, &y))
2598 { 2459 {
2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2460 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2601
2602 /* restore player */
2603 at = archetype::find ("poisoning");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2608 }
2609
2610 at = archetype::find ("confusion");
2611 if (object *tmp = present_arch_in_ob (at, op))
2612 {
2613 tmp->destroy ();
2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2615 }
2616
2617 cure_disease (op, 0, 0); /* remove any disease */
2618 op->stats.hp = op->stats.maxhp;
2619 if (op->stats.food <= 0)
2620 op->stats.food = 999;
2621 2461
2622 /* create a bodypart-trophy to make the winner happy */ 2462 /* create a bodypart-trophy to make the winner happy */
2623 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2463 object *tmp = archetype::find (shstr_finger)->instance ();
2624 { 2464
2625 tmp->name = format ("%s's finger" , &op->name); 2465 tmp->name = format ("%s's finger" , &op->name);
2626 tmp->name_pl = format ("%s's fingers", &op->name); 2466 tmp->name_pl = format ("%s's fingers", &op->name);
2627 tmp->msg = format ( 2467 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2468 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title, 2469 &op->name, op->contr->title,
2630 (int)op->level, 2470 (int)op->level,
2631 op->contr->killer_name () 2471 op->contr->killer_name ()
2632 ); 2472 );
2633 tmp->value = 0, tmp->type = 0; 2473 tmp->value = 0, tmp->type = 0;
2634 tmp->materialname = "organics"; 2474 tmp->material = name_to_material (shstr_organic);
2635 tmp->insert_at (op, tmp); 2475 tmp->insert_at (op, tmp);
2636 }
2637 2476
2638 /* teleport defeated player to new destination */ 2477 /* teleport defeated player to new destination */
2639 transfer_ob (op, x, y, 0, NULL); 2478 transfer_ob (op, x, y, 0, NULL);
2640 op->contr->braced = 0; 2479 op->contr->braced = 0;
2480
2481 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2641 return; 2482 return;
2642 } 2483 }
2643 2484
2485 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2486 deathtab << "T<YOU HAVE DIED>\n\n";
2487
2644 INVOKE_PLAYER (DEATH, op->contr); 2488 INVOKE_PLAYER (DEATH, op->contr);
2645 2489
2646 command_kill_pets (op, 0); 2490 command_kill_pets (op, 0);
2647
2648 if (op->stats.food < 0)
2649 {
2650 op->contr->killer = archetype::get ("killer_starvation");
2651 op->contr->killer->destroy ();
2652 }
2653 2491
2654 op->contr->play_sound (sound_find ("player_dies")); 2492 op->contr->play_sound (sound_find ("player_dies"));
2655 2493
2656 /* save the map location for corpse, gravestone */ 2494 /* save the map location for corpse, gravestone */
2657 x = op->x; 2495 x = op->x;
2687 2525
2688 lost_a_stat = 0; 2526 lost_a_stat = 0;
2689 2527
2690 for (z = 0; z < num_stats_lose; z++) 2528 for (z = 0; z < num_stats_lose; z++)
2691 { 2529 {
2692 i = RANDOM () % NUM_STATS; 2530 i = rndm (NUM_STATS);
2693 2531
2694 if (settings.stat_loss_on_death) 2532 if (settings.stat_loss_on_death)
2695 { 2533 {
2696 /* Pick a random stat and take a point off it. Tell the player 2534 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2535 * what he lost.
2704 lost_a_stat = 1; 2542 lost_a_stat = 1;
2705 } 2543 }
2706 else 2544 else
2707 { 2545 {
2708 /* deplete a stat */ 2546 /* deplete a stat */
2709 archetype *deparch = archetype::find ("depletion"); 2547 archetype *deparch = archetype::find (shstr_depletion);
2710 object *dep; 2548 object *dep;
2711 2549
2712 dep = present_arch_in_ob (deparch, op); 2550 dep = present_arch_in_ob (deparch, op);
2713 if (!dep) 2551 if (!dep)
2714 { 2552 {
2715 dep = arch_to_object (deparch); 2553 dep = deparch->instance ();
2716 insert_ob_in_ob (dep, op); 2554 insert_ob_in_ob (dep, op);
2717 } 2555 }
2718 lose_this_stat = 1; 2556 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) 2557 if (settings.balanced_stat_loss)
2720 { 2558 {
2748 } 2586 }
2749 } 2587 }
2750 2588
2751 if (lose_this_stat) 2589 if (lose_this_stat)
2752 { 2590 {
2753 this_stat = get_attr_value (&(dep->stats), i); 2591 this_stat = get_attr_value (&dep->stats, i);
2754 /* We could try to do something clever like find another 2592 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if 2593 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low 2594 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a 2595 * and should be roughly the same, so it shouldn't make a
2758 * difference. 2596 * difference.
2759 */ 2597 */
2760 if (this_stat >= -50) 2598 if (this_stat >= -50)
2761 { 2599 {
2762 change_attr_value (&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2763 SET_FLAG (dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765 op->update_stats (); 2603 op->update_stats ();
2766 lost_a_stat = 1; 2604 lost_a_stat = 1;
2767 } 2605 }
2768 } 2606 }
2772 /* If no stat lost, tell the player. */ 2610 /* If no stat lost, tell the player. */
2773 if (!lost_a_stat) 2611 if (!lost_a_stat)
2774 { 2612 {
2775 /* determine_god() seems to not work sometimes... why is this? 2613 /* determine_god() seems to not work sometimes... why is this?
2776 Should I be using something else? GD */ 2614 Should I be using something else? GD */
2777 const char *god = determine_god (op); 2615 shstr_tmp god = determine_god (op);
2778 2616
2779 if (god && (strcmp (god, "none"))) 2617 if (god != shstr_none)
2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2618 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2781 else 2619 else
2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2620 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2783 } 2621 }
2784#else 2622#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2623 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2786#endif 2624#endif
2787 2625
2788 /* Put a gravestone up where the character 'almost' died. List the 2626 /* Put a gravestone up where the character 'almost' died. List the
2789 * exp loss on the stone. 2627 * exp loss on the stone.
2790 */ 2628 */
2791 tmp = arch_to_object (archetype::find ("gravestone")); 2629 tmp = archetype::find (shstr_gravestone)->instance ();
2792 tmp->name = format ("%s's gravestone", &op->name); 2630 tmp->name = format ("%s's gravestone", &op->name);
2793 tmp->name_pl = format ("%s's gravestones", &op->name); 2631 tmp->name_pl = format ("%s's gravestones", &op->name);
2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2632 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2633 &op->name, op->contr->title, op->contr->killer_name ());
2795 tmp->x = op->x, tmp->y = op->y; 2634 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL, 0); 2635 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2636
2798 /**************************************/ 2637 /**************************************/
2799 /* */ 2638 /* */
2800 /* Subtract the experience points, */ 2639 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2640 /* */
2804 /**************************************/ 2641 /**************************************/
2805 2642
2806 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */
2808 at = archetype::find ("poisoning");
2809 tmp = present_arch_in_ob (at, op);
2810
2811 if (tmp)
2812 {
2813 tmp->destroy ();
2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2815 }
2816
2817 at = archetype::find ("confusion");
2818 tmp = present_arch_in_ob (at, op);
2819 if (tmp)
2820 {
2821 tmp->destroy ();
2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2823 }
2824
2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2838
2839 /*add_exp(op, (op->stats.exp * -0.20)); */ 2643 /*add_exp(op, (op->stats.exp * -0.20)); */
2840 apply_death_exp_penalty (op); 2644 apply_death_exp_penalty (op);
2841
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844
2845 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2645
2849 /* 2646 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2647 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2648 * and put them back in the map.
2852 */ 2649 */
2880 2677
2881 force = get_archetype (FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed = 0.1f; 2680 force->speed = 0.1f;
2884 force->speed_left = -5.f; 2681 force->speed_left = -5.f;
2885 SET_FLAG (force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2886 for (at = 0; at < NROFATTACKS; at++) 2683 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2685 force->resist[at] = 100;
2889 2686
2890 insert_ob_in_ob (force, op); 2687 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2688 op->update_stats ();
2892
2893 } 2689 }
2894 2690
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2691 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2692}
2897 2693
2898void 2694static void
2899loot_object (object *op) 2695loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2696{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next; 2697 object *tmp, *tmp2, *next;
2902 2698
2903 op->close_container (); /* close open sack first */ 2699 op->close_container (); /* close open sack first */
2913 tmp->x = op->x, tmp->y = op->y; 2709 tmp->x = op->x, tmp->y = op->y;
2914 2710
2915 if (tmp->type == CONTAINER) 2711 if (tmp->type == CONTAINER)
2916 loot_object (tmp); /* empty container to ground */ 2712 loot_object (tmp); /* empty container to ground */
2917 2713
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2919 { 2715 {
2920 if (tmp->nrof > 1) 2716 if (tmp->nrof > 1)
2921 { 2717 {
2922 tmp->decrease (rndm (1, tmp->nrof - 1)); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2934 * fix_weight(): Check recursively the weight of all players, and fix 2730 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2731 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2732 * was changed.
2937 */ 2733 */
2938void 2734void
2939fix_weight (void) 2735fix_weight ()
2940{ 2736{
2941 for_all_players (pl) 2737 for_all_players (pl)
2942 { 2738 {
2943 sint32 old = pl->ob->carrying; 2739 sint32 old = pl->ob->carrying;
2944 2740
2951 } 2747 }
2952 } 2748 }
2953} 2749}
2954 2750
2955void 2751void
2956fix_luck (void) 2752fix_luck ()
2957{ 2753{
2958 for_all_players (pl) 2754 for_all_players (pl)
2959 if (!pl->ob->contr->ns->state) 2755 if (!pl->ob->contr->ns->state)
2960 pl->ob->change_luck (0); 2756 pl->ob->change_luck (0);
2961} 2757}
2998} 2794}
2999 2795
3000void 2796void
3001make_visible (object *op) 2797make_visible (object *op)
3002{ 2798{
3003 op->hide = 0; 2799 op->flag [FLAG_HIDDEN] = 0;
3004 op->invisible = 0; 2800 op->invisible = 0;
3005 2801
3006 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3007 { 2803 {
3008 op->contr->tmp_invis = 0; 2804 op->contr->tmp_invis = 0;
3013} 2809}
3014 2810
3015int 2811int
3016is_true_undead (object *op) 2812is_true_undead (object *op)
3017{ 2813{
3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2814 if (op->arch->flag [FLAG_UNDEAD])
3019 return 1; 2815 return 1;
3020 2816
3021 return 0; 2817 return 0;
3022} 2818}
3023 2819
3033 2829
3034 if (!ob || !ob->map) 2830 if (!ob || !ob->map)
3035 return 0; 2831 return 0;
3036 2832
3037 /* so, on normal lighted maps, its hard to hide */ 2833 /* so, on normal lighted maps, its hard to hide */
3038 level = ob->map->darkness - 2; 2834 level = ob->map->darklevel () - 2;
3039 2835
3040 /* this also picks up whether the object is glowing. 2836 /* this also picks up whether the object is glowing.
3041 * If you carry a light on a non-dark map, its not 2837 * If you carry a light on a non-dark map, its not
3042 * as bad as carrying a light on a pitch dark map */ 2838 * as bad as carrying a light on a pitch dark map */
3043 if (has_carried_lights (ob)) 2839 if (ob->has_carried_lights ())
3044 level = -(10 + (2 * ob->map->darkness)); 2840 level = -(10 + (2 * ob->map->darklevel ()));
3045 2841
3046 /* scan through all nearby squares for terrain to hide in */ 2842 /* scan through all nearby squares for terrain to hide in */
3047 for (i = 0, x = ob->x, y = ob->y; 2843 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1; 2844 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2845 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3121 2917
3122 if (who->type == PLAYER) 2918 if (who->type == PLAYER)
3123 player = 1; 2919 player = 1;
3124 2920
3125 else 2921 else
3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2922 friendly = who->flag [FLAG_FRIENDLY];
3127 2923
3128 /* search adjacent squares */ 2924 /* search adjacent squares */
3129 for (i = 1; i < 9; i++) 2925 for (i = 1; i < 9; i++)
3130 { 2926 {
3131 x = who->x + freearr_x[i]; 2927 x = who->x + freearr_x[i];
3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3141 continue; 2937 continue;
3142 2938
3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 { 2940 {
3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3146 return 1; 2942 return 1;
3147 else if (tmp->type == PLAYER) 2943 else if (tmp->type == PLAYER)
3148 { 2944 {
3149 /*don't let a hidden DM prevent you from hiding */ 2945 /*don't let a hidden DM prevent you from hiding */
3150 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3151 return 1; 2947 return 1;
3152 } 2948 }
3153 } 2949 }
3154 } 2950 }
3155 return 0; 2951 return 0;
3196 while (op) 2992 while (op)
3197 { 2993 {
3198 dx = rv.distance_x + op->arch->x; 2994 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 2995 dy = rv.distance_y + op->arch->y;
3200 2996
3201 /* only the viewable area the player sees is updated by LOS 2997 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3202 * code, so we need to restrict ourselves to that range of values
3203 * for any meaningful values.
3204 */
3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 return 1; 2998 return 1;
3209 2999
3210 op = op->more; 3000 op = op->more;
3211 }
3212
3213 return 0;
3214}
3215
3216/* routine for both players and monsters. We call this when
3217 * there is a possibility for our action distrubing our hiding
3218 * place or invisiblity spell. Artefact invisiblity is not
3219 * effected by this. If we arent invisible to begin with, we
3220 * return 0.
3221 */
3222int
3223action_makes_visible (object *op)
3224{
3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3228 return 0;
3229
3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3232
3233 /* If monsters, they should become visible */
3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3237 return 1;
3238 }
3239 } 3001 }
3240 3002
3241 return 0; 3003 return 0;
3242} 3004}
3243 3005
3258 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3259 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3260 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3261 for (object *tmp = op->below; tmp; tmp = tmp->below) 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 { 3024 {
3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3025 if (tmp->flag [FLAG_IS_FLOOR])
3264 { 3026 {
3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3027 if (tmp->flag [FLAG_NO_PICK]
3266 && tmp->type == BATTLEGROUND 3028 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground 3029 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp)) 3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 { 3031 {
3270 /* before we assign the exit, check if this is a teambattle */ 3032 /* before we assign the exit, check if this is a teambattle */
3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3272 {
3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3274 { 3036 {
3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 {
3277 if (x && y) 3037 if (x && y)
3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279 3039
3280 return 1; 3040 return 1;
3281 }
3282 } 3041 }
3283 }
3284 3042
3285 if (x && y) 3043 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287 3045
3288 return 1; 3046 return 1;
3426 else 3184 else
3427 j = 1; 3185 j = 1;
3428 strcat (buf, spellpathnames[i]); 3186 strcat (buf, spellpathnames[i]);
3429 } 3187 }
3430 } 3188 }
3189
3431 strcat (buf, "."); 3190 strcat (buf, ".");
3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3433 } 3192 }
3434 3193
3435 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3436 if (QUERY_FLAG (item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3437 SET_FLAG (skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3438 if (QUERY_FLAG (item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3439 SET_FLAG (skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3441 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3442 3201
3443 /* print message if there is one */ 3202 /* print message if there is one */
3444 if (item->msg != NULL) 3203 if (item->msg != NULL)
3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 } 3205 }
3447 else 3206 else
3448 { 3207 {
3449 /* generate misc. treasure */ 3208 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3209 tmp = tr->item->instance ();
3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 who->insert (tmp); 3211 who->insert (tmp);
3453 } 3212 }
3454} 3213}
3455 3214
3456/** 3215//-GPL
3457 * Unready an object for a player. This function does nothing if the object was
3458 * not readied.
3459 */
3460void
3461player_unready_range_ob (player *pl, object *ob)
3462{
3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3465
3466 if (pl->combat_ob == ob)
3467 pl->combat_ob = 0;
3468
3469 if (pl->ranged_ob == ob)
3470 pl->ranged_ob = 0;
3471}
3472 3216
3473sint8 3217sint8
3474player::visibility_at (maptile *map, int x, int y) const 3218player::darkness_at (maptile *map, int x, int y) const
3475{ 3219{
3476 if (!ns) 3220 if (!ns)
3477 return 0; 3221 return LOS_BLOCKED;
3478 3222
3479 int dx, dy; 3223 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3224 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3225 return LOS_BLOCKED;
3482 3226
3483 x += dx - ns->current_x + ns->mapx / 2; 3227 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3228 y += dy - ns->current_y;
3485 3229
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y]; 3230 return blocked_los (x, y);
3490} 3231}
3491 3232
3492void 3233void
3493player::infobox (const char *title, const char *msg, int color) 3234player::infobox (const char *title, const char *msg, int color)
3494{ 3235{
3506{ 3247{
3507 play_sound (sound_find ("generic_failure")); 3248 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color); 3249 statusmsg (msg, color);
3509} 3250}
3510 3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3256 return;
3257
3258 va_list ap;
3259 va_start (ap, format);
3260 contr->failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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