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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.302 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
23 30
24#include <global.h> 31#include <global.h>
25#include <sproto.h> 32#include <sproto.h>
26#include <sounds.h> 33#include <sounds.h>
27#include <living.h> 34#include <living.h>
28#include <object.h> 35#include <object.h>
29#include <spells.h> 36#include <spells.h>
30#include <skills.h> 37#include <skills.h>
31 38
32#include <algorithm>
33#include <functional>
34
35playervec players; 39playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 40
151/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
152static void 42static void
153set_first_map (object *op) 43set_first_map (object *op)
154{ 44{
165 55
166 players.insert (this); 56 players.insert (this);
167 ob->remove (); 57 ob->remove ();
168 ob->map = 0; 58 ob->map = 0;
169 ob->activate_recursive (); 59 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 61 add_friendly_object (ob);
172} 62}
173 63
174void 64void
175player::deactivate () 65player::deactivate ()
187 ob->remove (); 77 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 79 ob->map = 0;
190 party = 0; 80 party = 0;
191 81
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 82 players.erase (this);
195} 83}
196 84
197// connect the player with a specific client 85// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 95 ob->close_container (); //TODO: client-specific
208 96
209 ns->update_look = 0; 97 ns->update_look = 0;
210 ns->look_position = 0; 98 ns->look_position = 0;
211 99
212 clear_los (this); 100 clear_los ();
213 101
214 ns->reset_stats (); 102 ns->reset_stats ();
215 103
216 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 106 ob->race = ob->arch->race;
219 107
220 ob->update_weight (); 108 ob->update_weight ();
221 link_player_skills (ob); 109 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 110
225 assign (title, ob->arch->object::name); 111 assign (title, ob->arch->object::name);
226 112
227 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
229 { 115 {
230 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
231 117
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
241 127
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 129
244 esrv_new_player (this); 130 esrv_new_player (this);
245 131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
246 ob->update_stats (); 137 ob->update_stats ();
247 138
248 ns->floorbox_update (); 139 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
251 142
252 activate (); 143 activate ();
253 144
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
262void 149void
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; // object still inactive, keep it that way
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;
363 235
364 attachable::do_destroy (); 236 attachable::do_destroy ();
365 237
366 if (ob) 238 if (ob)
367 { 239 {
368 ob->destroy_inv (false); 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
369 ob->destroy (); 243 ob->destroy ();
370 } 244 }
371 245
372 ob = observe = 0; 246 ob = observe = viewpoint = 0;
373} 247}
374 248
375player::~player () 249player::~player ()
376{ 250{
377 /* Clear item stack */ 251 /* Clear item stack */
378 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
379} 281}
380 282
381/* Tries to add player on the connection passed in ns. 283/* 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 284 * All we can really get in this is some settings like host and display
383 * mode. 285 * mode.
385player * 287player *
386player::create () 288player::create ()
387{ 289{
388 player *pl = new player; 290 player *pl = new player;
389 291
390 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
391 293
392 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
395 297
396 set_first_map (pl->ob); 298 set_first_map (pl->ob);
397 299
398 return pl; 300 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} 301}
428 302
429object * 303object *
430get_nearest_player (object *mon) 304get_nearest_player (object *mon)
431{ 305{
459#endif 333#endif
460 return op; 334 return op;
461} 335}
462 336
463/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
464 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
465 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
466 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
467 * the deviation is 341 * the deviation is
468 */ 342 */
469#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
505 */ 379 */
506int 380int
507path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 382{
509 rv_vector rv; 383 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
512 maptile *m, *lastmap;
513 385
514 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
515 387
516 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
517 return 0; 389 return 0;
518 390
519 x = mon->x; 391 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 392 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 395
526 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 397 if (diff > max)
528 return 0; 398 return 0;
529 399
530 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
531 { 401 {
532 lastx = x; 402 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 403
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 405
541 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 410 {
545 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
547 */ 413 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 415 if (rv.direction != dir)
550 { 416 {
551 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 418 * the values so it will try again.
553 */ 419 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 420 pos = lastpos;
557 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
558 } 422 }
559 else 423 else
560 { 424 {
561 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
562 * either the left or right. 426 * either the left or right.
563 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth 431 * stepping back and forth
568 */ 432 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 434 {
571 if (i == 0) 435 if (i == 0)
572 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
573 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 439 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 446 * the last direction the creature has successfully
582 * moved. 447 * moved.
583 */ 448 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 449 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
590 continue; 453 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 458 continue;
594 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 461 continue;
596 462
597 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 464 break;
599 } 465 }
466
600 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
602 */ 469 */
603 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
604 return 0; 471 return 0;
472
605 diff--; 473 diff--;
606 lastdir = dir; 474 lastdir = dir;
607 max--; 475 max--;
608 if (!firstdir) 476 if (!firstdir)
609 firstdir = dir + i; 477 firstdir = dir + i;
613 { 481 {
614 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
615 diff--; 483 diff--;
616 max--; 484 max--;
617 lastdir = dir; 485 lastdir = dir;
486
618 if (!firstdir) 487 if (!firstdir)
619 firstdir = dir; 488 firstdir = dir;
620 } 489 }
621 490
622 if (diff <= 1) 491 if (diff <= 1)
623 { 492 {
624 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 494 * headed toward player for entire distance.
626 */ 495 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 498 }
630 499
631 if (diff > max) 500 if (diff > max)
632 return 0; 501 return 0;
648 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
649 { 518 {
650 next = op->below; 519 next = op->below;
651 520
652 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
654 */ 523 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
656 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
657 526
658 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions 528 * by this player due to race restrictions
660 */ 529 */
661 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
662 { 531 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 532 if ((!pl->flag [FLAG_USE_ARMOUR]
664 && 533 &&
665 (op->type == ARMOUR || op->type == BOOTS 534 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET 535 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES 536 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE)) 537 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 539 {
671 op->destroy (); 540 op->destroy ();
672 continue; 541 continue;
673 } 542 }
674 } 543 }
675 544
676 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 548 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
683 { 550 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 553 {
692 op->destroy (); 554 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
694 continue;
695 } 556 }
696 557
697 if (op->nrof > 1) 558 if (op->nrof > 1)
698 op->nrof = 1; 559 op->nrof = 1;
699 } 560 }
700 561
701 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
703 564
704 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
706 * merged properly. 567 * merged properly.
707 */ 568 */
708 if (need_identify (op)) 569 if (op->need_identify ())
709 { 570 {
710 SET_FLAG (op, FLAG_IDENTIFIED); 571 op->set_flag (FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED); 572 op->clr_flag (FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED); 573 op->clr_flag (FLAG_DAMNED);
713 } 574 }
714 575
715 if (op->type == SPELL) 576 if (op->type == SPELL)
716 { 577 {
717 op->destroy (); 578 op->destroy ();
718 continue; 579 continue;
719 } 580 }
720 else if (op->type == SKILL) 581 else if (op->type == SKILL)
721 { 582 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 584 op->stats.exp = 0;
724 op->level = 1; 585 op->level = 1;
725 } 586 }
726 else /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
729 590
730 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
731 link_player_skills (pl); 592 pl->contr->link_skills ();
732} 593}
733 594
734void 595void
735get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
736{ 597{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 608}
748 609
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 611static int
751roll_stat (void) 612roll_stat ()
752{ 613{
753 int a[4], i, j, k; 614 int a[4], i, j, k;
754 615
755 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
757 618
758 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k) 620 if (a[i] < k)
760 k = a[i], j = i; 621 k = a[i], j = i;
761 622
853player::chargen_race_done () 714player::chargen_race_done ()
854{ 715{
855 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 717 esrv_new_player (ob->contr);
857 718
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 720 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
861 722
862 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864 724
865 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
866 726
867 if (ob->msg) 727 if (ob->msg)
868 ob->msg = 0; 728 ob->msg = 0;
869 729
870 start_info (ob); 730 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 734 ob->update_stats ();
876 735
877 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
878 * is one for this race 737 * is one for this race
879 */ 738 */
880 if (*first_map_ext_path) 739 if (*first_map_ext_path)
881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
882 else 741 else
883 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
884} 762}
885 763
886void 764void
887player::chargen_race_next () 765player::chargen_race_next ()
888{ 766{
902 ob->instantiate (); 780 ob->instantiate ();
903 ob->stats = ob->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
904 ob->name = ob->name_pl = name; 782 ob->name = ob->name_pl = name;
905 ob->x = x; 783 ob->x = x;
906 ob->y = y; 784 ob->y = y;
907 SET_ANIMATION (ob, 2); /* So player faces south */ 785 ob->set_anim_frame (2); /* So player faces south */
908 insert_ob_in_map (ob, ob->map, ob, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
909 assign (ob->contr->title, ob->arch->object::name); 787 assign (ob->contr->title, ob->arch->object::name);
910 ob->add_statbonus (); 788 ob->add_statbonus ();
911 } 789 }
912 while (!allowed_class (ob)); 790 while (!allowed_class (ob));
917 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
918 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
919 ob->stats.grace = 0; 797 ob->stats.grace = 0;
920} 798}
921 799
922void 800static void
923flee_player (object *op) 801flee_player (object *op)
924{ 802{
925 int dir, diff; 803 int dir, diff;
926 rv_vector rv; 804 rv_vector rv;
927 805
928 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
929 { 807 {
930 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
931 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
932 return; 810 return;
933 } 811 }
934 812
935 if (op->enemy == NULL) 813 if (!op->enemy)
936 { 814 {
937 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
938 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
939 return; 817 return;
940 } 818 }
941 819
942 /* Seen some crashes here. Since we don't store an 820 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 { 821 {
948 CLEAR_FLAG (op, FLAG_SCARED);
949 op->enemy = NULL; 822 op->enemy = NULL;
950 return; 823 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; 824 return;
958 } 825 }
959 826
960 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
961 828
962 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
963 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
964 { 831 {
965 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
966 833
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
968 return; 835 return;
969 } 836 }
970 837
971 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
972 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
973 op->enemy = NULL; 840 op->enemy = NULL;
974} 841}
975 842
976/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* 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 844 * It returns 1 if the player should keep on moving, 0 if he should
981check_pick (object *op) 848check_pick (object *op)
982{ 849{
983 object *tmp, *next; 850 object *tmp, *next;
984 int stop = 0; 851 int stop = 0;
985 int wvratio; 852 int wvratio;
986 char putstring[128];
987 853
988 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
989 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
990 return 1; 856 return 1;
991 857
992 next = op->below; 858 next = op->below;
993 859
994 int cnt = MAX_ITEM_PER_DROP; 860 int cnt = MAX_ITEM_PER_ACTION;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996 862
997 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
998 * destroyed */ 864 * destroyed */
999 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1015 881
1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1017 { 883 {
1018 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1019 CHK_PICK_PICKUP; 885 CHK_PICK_PICKUP;
886
1020 continue; 887 continue;
1021 } 888 }
1022 889
1023 /* high not bit set? We're using the old autopickup model */ 890 /* pickup handling */
891 if (op->contr->mode & PU_DEBUG)
892 {
893 /* some debugging code to figure out item information */
894 const char *str = tmp->name
895 ? format ("item name: %s item type: %d weight/value: %d",
896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
897 : format ("item name: %s item type: %d weight/value: %d",
898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
900 new_draw_info (NDI_UNIQUE, 0, op, str);
901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
909 /* philosophy:
910 * It's easy to grab an item type from a pile, as long as it's
911 * generic. This takes no game-time. For more detailed pickups
912 * and selections, select-items should be used. This is a
913 * grab-as-you-run type mode that's really useful for arrows for
914 * example.
915 * The drawback: right now it has no frontend, so you need to
916 * stick the bits you want into a calculator in hex mode and then
917 * convert to decimal and then 'pickup <#>
918 */
919
920 /* the first two modes are exclusive: if NOTHING we return, if
921 * STOP then we stop. All the rest are applied sequentially,
922 * meaning if any test passes, the item gets picked up. */
923
924 /* if mode is set to pick nothing up, return */
925 if (op->contr->mode == PU_NOTHING)
926 return 1;
927
928 /* if mode is set to stop when encountering objects, return */
929 /* take STOP before INHIBIT since it doesn't actually pick
930 * anything up */
931 if (op->contr->mode & PU_STOP)
932 return 0;
933
934 /* useful for going into stores and not losing your settings... */
935 /* and for battles wher you don't want to get loaded down while
936 * fighting */
937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
939
940 /* prevent us from turning into auto-thieves :) */
941 if (tmp->flag [FLAG_UNPAID])
942 continue;
943
944 /* ignore known cursed objects */
945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
947
948 /* all food and drink if desired */
949 /* question: don't pick up known-poisonous stuff? */
1024 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1025 { 952 {
1026 switch (op->contr->mode) 953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_DRINK)
958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_POTION)
965 if (tmp->type == POTION)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* spellbooks, skillscrolls and normal books/scrolls */
972 if (op->contr->mode & PU_SPELLBOOK)
973 if (tmp->type == SPELLBOOK)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_SKILLSCROLL)
980 if (tmp->type == SKILLSCROLL)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 if (op->contr->mode & PU_READABLES)
987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* wands/staves/rods/horns */
994 if (op->contr->mode & PU_MAGIC_DEVICE)
995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 /* pick up all magical items */
1005 if (op->contr->mode & PU_MAGICAL)
1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 if (op->contr->mode & PU_VALUABLES)
1014 {
1015 if (tmp->type == MONEY || tmp->type == GEM)
1027 { 1016 {
1028 case 0:
1029 return 1; /* don't pick up */
1030 case 1:
1031 CHK_PICK_PICKUP; 1017 CHK_PICK_PICKUP;
1032 return 1; 1018 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 } 1019 }
1062 } 1020 }
1063 else 1021
1064 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1065 /* NEW pickup handling */
1066 if (op->contr->mode & PU_DEBUG) 1023 if (op->contr->mode & PU_JEWELS)
1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1067 { 1028 {
1068 /* some debugging code to figure out item information */ 1029 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; 1030 continue;
1031 }
1115 1032
1116 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1118 continue; 1038 continue;
1039 }
1119 1040
1120 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1121 /* question: don't pick up known-poisonous stuff? */ 1042 if (op->contr->mode & PU_BOW)
1043 if (tmp->type == BOW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_ARROW)
1050 if (tmp->type == ARROW)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1056 /* all kinds of armor etc. */
1057 if (op->contr->mode & PU_ARMOUR)
1058 if (tmp->type == ARMOUR)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_HELMET)
1065 if (tmp->type == HELMET)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_SHIELD)
1072 if (tmp->type == SHIELD)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1122 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1123 if (tmp->type == FOOD) 1079 if (tmp->type == BOOTS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_GLOVES)
1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 if (op->contr->mode & PU_CLOAK)
1093 if (tmp->type == CLOAK)
1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1098
1099 /* hoping to catch throwing daggers here */
1100 if (op->contr->mode & PU_MISSILEWEAPON)
1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1106
1107 /* careful: chairs and tables are weapons! */
1108 if (op->contr->mode & PU_ALLWEAPON)
1109 {
1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1124 { 1112 {
1125 CHK_PICK_PICKUP; 1113 CHK_PICK_PICKUP;
1126 continue; 1114 continue;
1127 } 1115 }
1116 }
1128 1117
1118 /* misc stuff that's useful */
1129 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1131 { 1121 {
1132 CHK_PICK_PICKUP; 1122 CHK_PICK_PICKUP;
1133 continue; 1123 continue;
1134 } 1124 }
1135 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1136 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1137 if (tmp->type == POTION) 1129 {
1130 /* use value density to decide what else to grab */
1131 /* >=7 was >= op->contr->mode */
1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1138 { 1133 */
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) 1134 wvratio = op->contr->mode & PU_RATIO;
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1135 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 { 1136 {
1183 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1184 { 1140 {
1185 CHK_PICK_PICKUP; 1141 fprintf (stderr, "%s", tmp->name);
1186 continue;
1187 } 1142 }
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 1143 else
1322 fprintf (stderr, "%s", tmp->arch->archname); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1323 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1325#endif 1147#endif
1148 CHK_PICK_PICKUP;
1326 continue; 1149 continue;
1327 }
1328 } 1150 }
1329 } /* the new pickup model */ 1151 } /* the new pickup model */
1330 } 1152 }
1331 1153
1332 return !stop; 1154 return !stop;
1333} 1155}
1334 1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1190}
1191
1335/* 1192/*
1336 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1337 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1338 * found object is returned. 1195 * found object is returned.
1339 */ 1196 */
1340object * 1197static object *
1341find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1342{ 1199{
1343 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp); 1202 return splay (tmp);
1346 1203
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1350 { 1207 {
1351 splay (tmp); 1208 splay (tmp);
1352 return arrow; 1209 return arrow;
1353 } 1210 }
1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * 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 1217 * 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 1218 * 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. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1363 */ 1220 */
1364object * 1221static object *
1365find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1366{ 1223{
1367 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1368 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1369 1226
1370 if (!type) 1227 if (!type)
1371 return NULL; 1228 return NULL;
1372 1229
1373 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1374 { 1231 {
1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1376 { 1233 {
1377 i = 0; 1234 i = 0;
1378 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1379 if (i > betterby) 1237 if (i > betterby)
1380 { 1238 {
1381 tmp = ntmp; 1239 tmp = ntmp;
1382 betterby = i; 1240 betterby = i;
1383 } 1241 }
1384 } 1242 }
1385 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1386 { 1244 {
1387 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1389 { 1247 {
1390 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1391 { 1249 {
1392 *better = 100; 1250 *better = 100;
1393 return arrow; 1251 return arrow;
1408 { 1266 {
1409 tmp = arrow; 1267 tmp = arrow;
1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 } 1269 }
1412 } 1270 }
1271
1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414 { 1273 {
1415 tmp = arrow; 1274 tmp = arrow;
1416 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1417 } 1276 }
1277
1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1279 {
1420 tmp = arrow; 1280 tmp = arrow;
1421 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1422 } 1282 }
1435 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1436 * op = the shooter 1296 * op = the shooter
1437 * type = bow->race 1297 * type = bow->race
1438 * dir = fire direction 1298 * dir = fire direction
1439 */ 1299 */
1440object * 1300static object *
1441pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1442{ 1302{
1443 object *tmp = NULL; 1303 object *tmp = NULL;
1444 maptile *m; 1304 maptile *m;
1445 int i, mflags, found, number; 1305 int i, mflags, found, number;
1446 sint16 x, y; 1306 sint16 x, y;
1458 y = op->y; 1318 y = op->y;
1459 1319
1460 /* find the first target */ 1320 /* find the first target */
1461 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1462 { 1322 {
1463 x += freearr_x[dir]; 1323 x += DIRX (dir);
1464 y += freearr_y[dir]; 1324 y += DIRY (dir);
1465 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 { 1328 {
1468 tmp = NULL; 1329 tmp = 0;
1469 break; 1330 break;
1470 } 1331 }
1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 { 1333 {
1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1475 */ 1336 */
1476 tmp = NULL; 1337 tmp = 0;
1477 break; 1338 break;
1478 } 1339 }
1340
1479 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1480 {
1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1483 {
1484 found++;
1485 break;
1486 }
1487 if (found)
1488 break; 1344 break;
1489 }
1490 } 1345 }
1491 if (tmp == NULL) 1346
1347 if (!tmp)
1492 return find_arrow (op, type); 1348 return find_arrow (op, type);
1493 1349
1494 if (tmp->head) 1350 if (tmp->head)
1495 tmp = tmp->head; 1351 tmp = tmp->head;
1496 1352
1497 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1498} 1354}
1499 1355
1500/* 1356/*
1501 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1502 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1503 * op is the object firing the bow. 1359 * op is the object firing the bow.
1504 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1505 * dir is the direction of fire. 1361 * dir is the direction of fire.
1506 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1537 return 0; 1393 return 0;
1538 } 1394 }
1539 1395
1540 // optimisation: move object to top so we will find it quickly again 1396 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below) 1397 splay (bow);
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1547 } 1398 }
1548 1399
1549 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1550 { 1401 {
1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1558 { 1409 {
1559 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1411 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 */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1562 else 1413 else
1563 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1564 1415
1565 return 0; 1416 return 0;
1566 } 1417 }
1567 } 1418 }
1568 1419
1577 } 1428 }
1578 1429
1579 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1580 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1581 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1582 arrow->destroy (); 1434 arrow->destroy ();
1583 return 0; 1435 return 0;
1584 } 1436 }
1585 1437
1586 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1596 arrow->direction = dir; 1448 arrow->direction = dir;
1597 1449
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1601 1453 arrow->custom_name = arrow->slaying;
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604 1454
1605#if 0 1455#if 0
1606 if (player *pl = op->contr) 1456 if (player *pl = op->contr)
1607 { 1457 {
1608 float speed = pl->weapon_sp; 1458 float speed = pl->weapon_sp;
1615 1465
1616 op->speed_left += speed - op->speed; 1466 op->speed_left += speed - op->speed;
1617 } 1467 }
1618#endif 1468#endif
1619 1469
1620 SET_ANIMATION (arrow, arrow->direction); 1470 arrow->set_anim_frame (arrow->direction);
1621 1471
1622 /* update the speed */ 1472 /* update the speed */
1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624 + bow->stats.dam / 7.f;
1625 1473
1626 arrow->set_speed (max (arrow->speed, 2.f));
1627 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1628 1479
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630 1481
1631 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1632 { 1483 {
1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1654 1505
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1656 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1658 1510
1659 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1660 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1661 1513
1662 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1670 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1671 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1672 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1673 * hence the function name. 1525 * hence the function name.
1674 */ 1526 */
1675int 1527static int
1676player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1677{ 1529{
1678 int ret = 0, wcmod = 0; 1530 int ret;
1679 1531
1680 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1681 { 1533 {
1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1683 } 1535 }
1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685 { 1537 {
1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 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); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1690 } 1540 }
1691 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1692 { 1542 {
1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1694 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (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)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1696 } 1546 }
1697 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1698 { 1548 {
1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 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); 1550 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); 1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1702 } 1552 }
1703 else 1553 else
1704 { 1554 {
1710} 1560}
1711 1561
1712/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1713 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1714 */ 1564 */
1715void 1565static void
1716fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1717{ 1567{
1718 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1719 1569
1720 if (!item) 1570 if (!item)
1727 { 1577 {
1728 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1729 return; 1579 return;
1730 } 1580 }
1731 1581
1732 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1733 return; 1583 return;
1734 1584
1735 if (item->type == WAND) 1585 if (item->type == WAND)
1736 { 1586 {
1737 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1742 return; 1592 return;
1743 } 1593 }
1744 } 1594 }
1745 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1746 { 1596 {
1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1748 1598
1749 // using the maximum of the rods charge allows at least one spell cast 1599 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods. 1600 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1752 { 1602 {
1753 op->contr->play_sound (sound_find ("wand_poof")); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1754 1604
1755 if (item->type == ROD) 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1761 } 1611 }
1762 } 1612 }
1763 1613
1764 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1765 { 1615 {
1766 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1767 if (item->type == WAND) 1618 if (item->type == WAND)
1768 { 1619 {
1769 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1770 { 1621 {
1771 object *tmp;
1772
1773 if (item->arch) 1622 if (item->arch)
1774 { 1623 {
1775 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1776 item->face = item->arch->face; 1625 item->face = item->arch->face;
1777 item->set_speed (0); 1626 item->set_speed (0);
1778 } 1627 }
1779 1628
1780 if (object *pl = item->visible_to ()) 1629 if (object *pl = item->visible_to ())
1787} 1636}
1788 1637
1789/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1790 */ 1639 */
1791bool 1640bool
1792fire (object *op, int dir) 1641fire (object *who, int dir)
1793{ 1642{
1794 int spellcost = 0; 1643 int spellcost = 0;
1795 1644
1796 /* check for loss of invisiblity/hide */
1797 if (action_makes_visible (op))
1798 make_visible (op);
1799
1800 player *pl = op->contr; 1645 player *pl = who->contr;
1801 1646
1802 if (pl->golem) 1647 if (pl->golem)
1803 { 1648 {
1804 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1805 return false; 1650 return false;
1806 } 1651 }
1807 1652
1808 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1809 1654
1810 if (!ob) 1655 if (!ob)
1811 return false; 1656 return false;
1812 1657
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1817 --op->speed_left; 1659 --who->speed_left;
1818 else 1660 else
1819 return false; 1661 return false;
1820 1662
1663 if (!who->apply (ob))
1664 return false;
1665
1666 /* check for loss of invisiblity/hide */
1667 if (action_makes_visible (who))
1668 make_visible (who);
1669
1821 switch (ob->type) 1670 switch (ob->type)
1822 { 1671 {
1823 case BOW: 1672 case BOW:
1824 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1825 break; 1674 break;
1826 1675
1827 case SPELL: 1676 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1829 break; 1678 break;
1830 1679
1831 case BUILDER: 1680 case BUILDER:
1832 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1833 break; 1682 break;
1834 1683
1835 case SKILL: 1684 case SKILL:
1836 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1837 break; 1686 break;
1838 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1839 default: 1692 default:
1840 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1841 break; 1694 break;
1842 } 1695 }
1843 1696
1844 return true; 1697 return true;
1845} 1698}
1846 1699
1847/* find_key 1700static 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) 1701find_key_ (object *pl, object *container, object *door)
1859{ 1702{
1860 object *tmp, *key; 1703 object *tmp, *key;
1861 1704
1862 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1863 if (!container->inv) 1706 if (!container->inv)
1866 /* First, lets try to find a key in the top level inventory */ 1709 /* First, lets try to find a key in the top level inventory */
1867 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 { 1711 {
1869 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1870 break; 1713 break;
1714
1871 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1872 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1873 */ 1717 */
1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1875 break; 1719 break;
1876 } 1720 }
1881 * a key, return 1725 * a key, return
1882 */ 1726 */
1883 if (!tmp) 1727 if (!tmp)
1884 { 1728 {
1885 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1887 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1888 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1890 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1891 return key; 1733 return key;
1892 }
1893 }
1894 1734
1895 if (!tmp) 1735 if (!tmp)
1896 return NULL; 1736 return 0;
1897 } 1737 }
1898 1738
1899 /* We get down here if we have found a key. Now if its in a container, 1739 /* 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 1740 * see if we actually want to use it
1901 */ 1741 */
1902 if (pl != container) 1742 if (pl != container)
1903 { 1743 {
1904 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1905 if (!pl->contr) 1745 if (!pl->contr)
1906 return NULL; 1746 return 0;
1747
1907 /* cases where this fails: 1748 /* cases where this fails:
1908 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1909 * are not in the players inventory. 1750 * are not in the players inventory.
1910 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1911 * containers can be used. 1752 * containers can be used.
1915 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1916 * 1757 *
1917 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1918 * all the others. 1759 * all the others.
1919 */ 1760 */
1920 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1921 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1923 { 1764 {
1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 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)); 1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1926 return NULL; 1767 return NULL;
1927 } 1768 }
1928 } 1769 }
1929 1770
1930 return tmp; 1771 return tmp;
1772}
1773
1774/* find_key
1775 * We try to find a key for the door as passed. If we find a key
1776 * and successfully use it, we return the key, otherwise NULL
1777 * This function merges both normal and locked door, since the logic
1778 * for both is the same - just the specific key is different.
1779 * pl is the player,
1780 * inv is the objects inventory to searched
1781 * door is the door we are trying to match against.
1782 * This function can be called recursively to search containers.
1783 */
1784object *
1785find_key (object *pl, object *container, object *door)
1786{
1787 if (door->slaying && is_match_expr (door->slaying))
1788 {
1789 // for match expressions, we try to find the key by applying the match
1790 // to the op itself, which is supposed to find the "key", instead
1791 // of searching through containers ourselves.
1792
1793 return match_one (door->slaying, container, door, pl, pl);
1794 }
1795 else
1796 return find_key_ (pl, container, door);
1931} 1797}
1932 1798
1933/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1934 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1935 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1985 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
1986 */ 1852 */
1987bool 1853bool
1988move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
1989{ 1855{
1990 int on_battleground; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1857 {
1858 --op->speed_left;
1859 return true;
1860 }
1991 1861
1992 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
1993 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
1994
1995 on_battleground = op_on_battleground (op, 0, 0);
1996 1864
1997 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1998 return false; 1866 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 1867
2006 /* If braced, or can't move to the square, and it is not out of the 1868 /* 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 1869 * 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 1870 * 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 1871 * player. This is a pretty nasty hack, because if we could
2027 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
2028 && mon != op) 1890 && mon != op)
2029 break; 1891 break;
2030 } 1892 }
2031 1893
2032 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
2033 return false; /* into a wall */ 1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
2034 1920
2035 mon = mon->head_ (); 1921 mon = mon->head_ ();
2036 1922
2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
2056 */ 1942 */
2057 if (op->type == PLAYER 1943 if (op->type == PLAYER
2058 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
2059 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
2060 || mon->owner == op) 1946 || mon->owner == op)
2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2062 { 1948 {
2063 /* If we're braced, we don't want to switch places with it */ 1949 /* If we're braced, we don't want to switch places with it */
2064 if (op->contr->braced) 1950 if (op->contr->braced)
2065 return false; 1951 return false;
2066 1952
2069 --op->speed_left; 1955 --op->speed_left;
2070 1956
2071 op->play_sound (sound_find ("push_player")); 1957 op->play_sound (sound_find ("push_player"));
2072 push_ob (mon, dir, op); 1958 push_ob (mon, dir, op);
2073 1959
2074 if (op->contr->tmp_invis || op->hide) 1960 if (action_makes_visible (op))
2075 make_visible (op); 1961 make_visible (op);
2076 1962
2077 return true; 1963 return true;
2078 } 1964 }
2079 else 1965 else
2080 return false; 1966 return false;
2081 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
2082 1970
2083 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2084 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2085 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2086 * attack them either. 1974 * attack them either.
2087 */ 1975 */
2088 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2090 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
2091 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2092 && !on_battleground)) 1980 && !on_battleground))
2093 { 1981 {
2094 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
2101 push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2102 } 1990 }
2103 else 1991 else
2104 op->statusmsg ("You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2105 1993
2106 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2107 make_visible (op); 1995 make_visible (op);
2108 1996
2109 return true; 1997 return true;
2110 } 1998 }
2111 } 1999 }
2112 /* If the object is a boulder or other rollable object, then 2000 /* 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. 2001 * roll it if not braced. You can't roll it if you are braced.
2114 */ 2002 */
2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2116 { 2004 {
2117 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
2118 { 2006 {
2119 --op->speed_left; 2007 --op->speed_left;
2120 2008
2129 * Way it works is like this: First, it must have some hit points 2017 * 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: 2018 * 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 2019 * 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. 2020 * that party_number -1 is no party, so attacks can still happen.
2133 */ 2021 */
2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2136 { 2024 {
2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2138 { 2026 {
2139 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
2151} 2039}
2152 2040
2153bool 2041bool
2154move_player (object *op, int dir) 2042move_player (object *op, int dir)
2155{ 2043{
2156 int pick;
2157
2158 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2159 return 0; 2045 return 0;
2160 2046
2161 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2162 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2163 { 2049 {
2164 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2165 return 0; 2051 return 0;
2166 } 2052 }
2167 2053
2168 /* peterm: added following line */ 2054 /* peterm: added following line */
2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2170 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171 2057
2172 op->facing = dir; 2058 op->facing = dir;
2173 2059
2174 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2175 do_hidden_move (op); 2061 do_hidden_move (op);
2176 2062
2177 bool retval; 2063 bool retval;
2064 int pick = 0;
2178 2065
2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2180 retval = RESULT_INT (0); 2067 retval = RESULT_INT (0);
2181 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2182 retval = fire (op, dir); 2069 retval = fire (op, dir);
2213 * players. 2100 * players.
2214 */ 2101 */
2215bool 2102bool
2216handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2217{ 2104{
2218 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2219 { 2106 {
2220 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2221 { 2108 {
2222 --op->speed_left; 2109 --op->speed_left;
2223 flee_player (op); 2110 flee_player (op);
2239 return move_player (op, op->direction); 2126 return move_player (op, op->direction);
2240 2127
2241 return false; 2128 return false;
2242} 2129}
2243 2130
2244int 2131static int
2245save_life (object *op) 2132save_life (object *op)
2246{ 2133{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2248 return 0; 2135 return 0;
2249 2136
2250 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2252 { 2139 {
2253 op->play_sound (sound_find ("ob_evaporate")); 2140 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)); 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2255 2142
2256 tmp->destroy (); 2143 tmp->destroy ();
2257 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2258 2145
2259 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2260 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2261 2148
2262 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2263 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2264 2151
2265 op->update_stats (); 2152 op->update_stats ();
2266 return 1; 2153 return 1;
2267 } 2154 }
2268 2155
2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2271 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2272 return 0; 2159 return 0;
2273} 2160}
2274 2161
2275/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2282{ 2169{
2283 while (op) 2170 while (op)
2284 { 2171 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286 2173
2287 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2288 op->insert_at (env); 2175 op->insert_at (env);
2289 else if (op->inv) 2176 else if (op->inv)
2290 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2291 2178
2292 op = next; 2179 op = next;
2298{ 2185{
2299 if (!flag [FLAG_REMOVED]) 2186 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this); 2187 ::drop_unpaid_items (inv, this);
2301} 2188}
2302 2189
2303/*
2304 * Returns pointer a static string containing gravestone text
2305 * Moved from apply.c to player.c - player.c is what
2306 * actually uses this function. player.c may not be quite the
2307 * best, a misc file for object actions is probably better,
2308 * but there isn't one in the server directory.
2309 */
2310const char *
2311gravestone_text (object *op)
2312{
2313 static dynbuf_text buf;
2314
2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2318 if (op->type == PLAYER)
2319 buf << " the " << op->contr->title;
2320
2321 buf << "\n\n";
2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2327 if (op->type == PLAYER)
2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2329
2330 {
2331 static char buf2[128];
2332 time_t now = time (NULL);
2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2334 buf << buf2;
2335 }
2336
2337 return buf;
2338}
2339
2340void 2190void
2341do_some_living (object *op) 2191do_some_living (object *op)
2342{ 2192{
2343 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2344 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2345 int over_hp, over_sp, over_grace;
2346 int i;
2347 int rate_hp = 1200; 2195 int rate_hp = 1200;
2348 int rate_sp = 2500; 2196 int rate_sp = 2500;
2349 int rate_grace = 2000; 2197 int rate_grace = 2000;
2350 const int max_hp = 1; 2198 const int max_hp = 1;
2351 const int max_sp = 1; 2199 const int max_sp = 1;
2352 const int max_grace = 1; 2200 const int max_grace = 1;
2353 2201
2202#if 0
2354 if (op->contr->hidden) 2203 if (op->contr->hidden)
2355 { 2204 {
2356 op->invisible = 1000; 2205 op->invisible = 1000;
2357 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2358 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2359 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2360 */ 2209 */
2361 if (pticks & 2) 2210 if (server_tick & 2)
2362 op->invisible--; 2211 op->invisible--;
2363 } 2212 }
2213 else
2214#endif
2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2365 { 2216 {
2366 if (!op->invisible--) 2217 if (!op->invisible--)
2367 { 2218 {
2368 make_visible (op); 2219 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2403 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2404 { 2255 {
2405 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2406 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2407 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2408 if (max_grace > 1) 2261 if (max_grace > 1)
2409 { 2262 {
2410 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2411 if (over_grace > 0) 2265 if (over_grace > 0)
2412 { 2266 {
2413 op->stats.sp += over_grace 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2414 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2415 op->last_grace = 0; 2268 op->last_grace = 0;
2416 } 2269 }
2417 else 2270 else
2418 { 2271 op->last_grace = rate_grace / temp;
2419 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2420 }
2421 } 2272 }
2422 else 2273 else
2423 { 2274 op->last_grace = rate_grace / temp;
2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2425 }
2426 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2427 } 2277 }
2428 2278
2429 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2430 { 2280 {
2436 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2437 { 2287 {
2438 op->stats.sp++; 2288 op->stats.sp++;
2439 2289
2440 /* dms do not consume food */ 2290 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2442 { 2292 {
2443 op->stats.food--; 2293 op->stats.food--;
2444 2294
2445 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2446 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2449 } 2299 }
2450 } 2300 }
2451 2301
2452 if (max_sp > 1) 2302 if (max_sp > 1)
2453 { 2303 {
2454 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0) 2305 if (over_sp > 0)
2456 { 2306 {
2457 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2458 { 2308 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2481 { 2331 {
2482 op->stats.hp++; 2332 op->stats.hp++;
2483 2333
2484 /* dms do not consume food */ 2334 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2486 { 2336 {
2487 op->stats.food--; 2337 op->stats.food--;
2488 2338
2489 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food; 2342 op->stats.food = last_food;
2493 } 2343 }
2494 } 2344 }
2495 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2496 if (max_hp > 1) 2348 if (max_hp > 1)
2497 { 2349 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2499 2351
2500 if (over_hp > 0) 2352 if (over_hp > 0)
2501 { 2353 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0; 2355 op->last_heal = 0;
2504 } 2356 }
2505 else 2357 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2507 } 2359 }
2508 else 2360 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2510 } 2362 }
2511 } 2363 }
2512 2364
2513 /* Digestion */ 2365 /* Digestion */
2514 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2517 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2518 2370
2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2520 2372
2521 /* dms do not consume food */ 2373 /* dms do not consume food */
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2523 op->stats.food--; 2375 op->stats.food--;
2524 } 2376 }
2525 2377
2526 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2527 { 2379 {
2528 object *flesh = 0; 2380 object *flesh = 0;
2529 2381
2530 for_inv_removable (op, tmp) 2382 for_inv_removable (op, tmp)
2531 { 2383 {
2532 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2533 continue; 2385 continue;
2534 2386
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2536 { 2388 {
2537 op->statusmsg ("You blindly grab for a bite of food. " 2389 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.>"); 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2540 2392
2541 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2542 break; 2394 break;
2543 } 2395 }
2544 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2550 */ 2402 */
2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2552 { 2404 {
2553 op->statusmsg ("You blindly grab for a bite of food. " 2405 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.>"); 2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2555 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2556 } 2408 }
2557 2409
2558 // If player is still starving, alert him! 2410 // If player is still starving, alert him!
2559 if (op->stats.food < 0) 2411 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! " 2412 op->failmsg ("You are starving! "
2563 2415
2564 if (op->stats.food < 0) 2416 if (op->stats.food < 0)
2565 { 2417 {
2566 op->stats.hp += op->stats.food; 2418 op->stats.hp += op->stats.food;
2567 op->stats.food = 0; 2419 op->stats.food = 0;
2420
2421 if (op->stats.hp < 0)
2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2568 } 2425 }
2426 }
2569 2427
2428 /* killer should be set here already */
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2571 kill_player (op); 2430 kill_player (op);
2572 } 2431 }
2573} 2432}
2574 2433
2575/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2579 */ 2438 */
2580void 2439void
2581kill_player (object *op) 2440kill_player (object *op)
2582{ 2441{
2583 int x, y; 2442 int x, y;
2584 char buf[MAX_BUF];
2585 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2586 int will_kill_again; 2444 int will_kill_again;
2587 archetype *at; 2445 archetype *at;
2588 object *tmp; 2446 object *tmp;
2589 2447
2590 if (save_life (op)) 2448 if (save_life (op))
2591 return; 2449 return;
2450
2451 dynbuf_text deathtab;
2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2592 2486
2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* 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. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2595 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2596 */ 2490 */
2597 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2598 { 2492 {
2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2493 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 2494
2622 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2623 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2624 { 2497
2625 tmp->name = format ("%s's finger" , &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2626 tmp->name_pl = format ("%s's fingers", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2627 tmp->msg = format ( 2500 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2501 "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, 2502 &op->name, op->contr->title,
2630 (int)op->level, 2503 (int)op->level,
2631 op->contr->killer_name () 2504 op->contr->killer_name ()
2632 ); 2505 );
2633 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2634 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2635 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2636 }
2637 2509
2638 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2639 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2640 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2641 return; 2515 return;
2642 } 2516 }
2643 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2644 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2645 2522
2646 command_kill_pets (op, 0); 2523 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 2524
2654 op->contr->play_sound (sound_find ("player_dies")); 2525 op->contr->play_sound (sound_find ("player_dies"));
2655 2526
2656 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2657 x = op->x; 2528 x = op->x;
2687 2558
2688 lost_a_stat = 0; 2559 lost_a_stat = 0;
2689 2560
2690 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2691 { 2562 {
2692 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2693 2564
2694 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2695 { 2566 {
2696 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2568 * what he lost.
2704 lost_a_stat = 1; 2575 lost_a_stat = 1;
2705 } 2576 }
2706 else 2577 else
2707 { 2578 {
2708 /* deplete a stat */ 2579 /* deplete a stat */
2709 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2710 object *dep; 2581 object *dep;
2711 2582
2712 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2713 if (!dep) 2584 if (!dep)
2714 { 2585 {
2715 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2716 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2717 } 2588 }
2718 lose_this_stat = 1; 2589 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2720 { 2591 {
2732 2603
2733 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2734 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2735 { 2606 {
2736 lose_this_stat = 0; 2607 lose_this_stat = 0;
2737 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2738 retain the stat. */ 2609 retain the stat. */
2739 } 2610 }
2740 else 2611 else
2741 { 2612 {
2742 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2748 } 2619 }
2749 } 2620 }
2750 2621
2751 if (lose_this_stat) 2622 if (lose_this_stat)
2752 { 2623 {
2753 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2754 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a 2628 * and should be roughly the same, so it shouldn't make a
2758 * difference. 2629 * difference.
2759 */ 2630 */
2760 if (this_stat >= -50) 2631 if (this_stat >= -50)
2761 { 2632 {
2762 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2763 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765 op->update_stats (); 2636 op->update_stats ();
2766 lost_a_stat = 1; 2637 lost_a_stat = 1;
2767 } 2638 }
2768 } 2639 }
2772 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2773 if (!lost_a_stat) 2644 if (!lost_a_stat)
2774 { 2645 {
2775 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2776 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2777 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2778 2649
2779 if (god && (strcmp (god, "none"))) 2650 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); 2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2781 else 2652 else
2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2783 } 2654 }
2784#else 2655#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2786#endif 2657#endif
2787 2658
2788 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2789 * exp loss on the stone. 2660 * exp loss on the stone.
2790 */ 2661 */
2791 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2792 tmp->name = format ("%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2793 tmp->name_pl = format ("%s's gravestones", &op->name); 2664 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 ()); 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2666 &op->name, op->contr->title, op->contr->killer_name ());
2795 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2669
2798 /**************************************/ 2670 /**************************************/
2799 /* */ 2671 /* */
2800 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2673 /* */
2804 /**************************************/ 2674 /**************************************/
2805 2675
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)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2840 apply_death_exp_penalty (op); 2677 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 2678
2849 /* 2679 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2680 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2681 * and put them back in the map.
2852 */ 2682 */
2876 if (will_kill_again) 2706 if (will_kill_again)
2877 { 2707 {
2878 object *force; 2708 object *force;
2879 int at; 2709 int at;
2880 2710
2881 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed = 0.1f;
2884 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2885 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2886 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2719 force->resist[at] = 100;
2889 2720
2890 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2722 op->update_stats ();
2892
2893 } 2723 }
2894 2724
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2726}
2897 2727
2898void 2728static void
2899loot_object (object *op) 2729loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2902 2732
2903 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2904 2734
2905 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2906 { 2736 {
2913 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2914 2744
2915 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2916 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2917 2747
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2919 { 2749 {
2920 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2921 { 2751 {
2922 tmp->decrease (rndm (1, tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2934 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2766 * was changed.
2937 */ 2767 */
2938void 2768void
2939fix_weight (void) 2769fix_weight ()
2940{ 2770{
2941 for_all_players (pl) 2771 for_all_players (pl)
2942 { 2772 {
2943 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2944 2774
2945 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2946 2776
2947 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2948 { 2778 {
2951 } 2781 }
2952 } 2782 }
2953} 2783}
2954 2784
2955void 2785void
2956fix_luck (void) 2786fix_luck ()
2957{ 2787{
2958 for_all_players (pl) 2788 for_all_players (pl)
2959 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2960 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2961} 2791}
2998} 2828}
2999 2829
3000void 2830void
3001make_visible (object *op) 2831make_visible (object *op)
3002{ 2832{
3003 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3004 op->invisible = 0; 2834 op->invisible = 0;
3005 2835
3006 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3007 { 2837 {
3008 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3013} 2843}
3014 2844
3015int 2845int
3016is_true_undead (object *op) 2846is_true_undead (object *op)
3017{ 2847{
3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
3019 return 1; 2849 return 1;
3020 2850
3021 return 0; 2851 return 0;
3022} 2852}
3023 2853
3033 2863
3034 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3035 return 0; 2865 return 0;
3036 2866
3037 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3038 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3039 2869
3040 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3041 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3042 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3043 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3044 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3045 2875
3046 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3047 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
3050 { 2880 {
3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3052 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3053 continue; 2883 continue;
3054 2884
3121 2951
3122 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3123 player = 1; 2953 player = 1;
3124 2954
3125 else 2955 else
3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3127 2957
3128 /* search adjacent squares */ 2958 /* search adjacent squares */
3129 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3130 { 2960 {
3131 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3132 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3133 m = who->map; 2963 m = who->map;
3134 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3135 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3136 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3137 */ 2967 */
3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3141 continue; 2971 continue;
3142 2972
3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 { 2974 {
3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3146 return 1; 2976 return 1;
3147 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3148 {
3149 /*don't let a hidden DM prevent you from hiding */
3150 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3151 return 1; 2978 return 1;
3152 }
3153 } 2979 }
3154 } 2980 }
3155 return 0; 2981 return 0;
3156} 2982}
3157 2983
3158/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3159 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3160 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3161 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3162 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3163 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3164 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3165 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3166 * imply the way your head, or body is facing? It's possible 2992 * imply the way your head, or body is facing? It's possible
3167 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3168 * -b.t. 2994 * -b.t.
3169 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3170 */ 2996 */
3171int 2997int
3172player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3173{ 2999{
3187 3013
3188 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3189 3015
3190 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3191 * through the object and find if it has any 3017 * through the object and find if it has any
3192 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
3193 * a blocked los square. 3019 * a blocked los square.
3194 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3195 */ 3021 */
3196 while (op) 3022 while (op)
3197 { 3023 {
3198 dx = rv.distance_x + op->arch->x; 3024 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 3025 dy = rv.distance_y + op->arch->y;
3200 3026
3201 /* only the viewable area the player sees is updated by LOS 3027 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; 3028 return 1;
3209 3029
3210 op = op->more; 3030 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 } 3031 }
3240 3032
3241 return 0; 3033 return 0;
3242} 3034}
3243 3035
3258 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3259 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3260 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3261 for (object *tmp = op->below; tmp; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 { 3054 {
3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3264 { 3056 {
3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3057 if (tmp->flag [FLAG_NO_PICK]
3266 && tmp->type == BATTLEGROUND 3058 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground 3059 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp)) 3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 { 3061 {
3270 /* before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3272 {
3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3274 { 3066 {
3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 {
3277 if (x && y) 3067 if (x && y)
3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279 3069
3280 return 1; 3070 return 1;
3281 }
3282 } 3071 }
3283 }
3284 3072
3285 if (x && y) 3073 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287 3075
3288 return 1; 3076 return 1;
3426 else 3214 else
3427 j = 1; 3215 j = 1;
3428 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3429 } 3217 }
3430 } 3218 }
3219
3431 strcat (buf, "."); 3220 strcat (buf, ".");
3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3433 } 3222 }
3434 3223
3435 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3436 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3437 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3438 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3439 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3441 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3442 3231
3443 /* print message if there is one */ 3232 /* print message if there is one */
3444 if (item->msg != NULL) 3233 if (item->msg != NULL)
3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 } 3235 }
3447 else 3236 else
3448 { 3237 {
3449 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 who->insert (tmp); 3241 who->insert (tmp);
3453 } 3242 }
3454} 3243}
3455 3244
3456/** 3245//-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 3246
3473sint8 3247sint8
3474player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3475{ 3249{
3476 if (!ns) 3250 if (!ns)
3477 return 0; 3251 return LOS_BLOCKED;
3478 3252
3479 int dx, dy; 3253 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3255 return LOS_BLOCKED;
3482 3256
3483 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3485 3259
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]; 3260 return blocked_los (x, y);
3490} 3261}
3491 3262
3492void 3263void
3493player::infobox (const char *title, const char *msg, int color) 3264player::infobox (const char *title, const char *msg, int color)
3494{ 3265{
3506{ 3277{
3507 play_sound (sound_find ("generic_failure")); 3278 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color); 3279 statusmsg (msg, color);
3509} 3280}
3510 3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines