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Comparing deliantra/server/server/player.C (file contents):
Revision 1.202 by root, Fri Aug 29 02:07:09 2008 UTC vs.
Revision 1.281 by root, Mon Oct 18 09:33:11 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
168 54
169 players.insert (this); 55 players.insert (this);
170 ob->remove (); 56 ob->remove ();
171 ob->map = 0; 57 ob->map = 0;
172 ob->activate_recursive (); 58 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
174 add_friendly_object (ob); 60 add_friendly_object (ob);
175} 61}
176 62
177void 63void
178player::deactivate () 64player::deactivate ()
190 ob->remove (); 76 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0; 78 ob->map = 0;
193 party = 0; 79 party = 0;
194 80
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this); 81 players.erase (this);
198} 82}
199 83
200// connect the player with a specific client 84// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
211 95
212 ns->update_look = 0; 96 ns->update_look = 0;
213 ns->look_position = 0; 97 ns->look_position = 0;
214 98
215 clear_los (this); 99 clear_los ();
216 100
217 ns->reset_stats (); 101 ns->reset_stats ();
218 102
219 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_player_skills (ob); 108 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 109
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this); 129 esrv_new_player (this);
248 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
249 ob->update_stats (); 136 ob->update_stats ();
250 137
251 ns->floorbox_update (); 138 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
254 141
255 activate (); 142 activate ();
256 143
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
263} 146}
264 147
265void 148void
281 ns->reset_stats (); 164 ns->reset_stats ();
282 ns->pl = 0; 165 ns->pl = 0;
283 ns = 0; 166 ns = 0;
284 } 167 }
285 168
286 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
287 172
288 deactivate (); 173 deactivate ();
289} 174}
175
176//-GPL
290 177
291// the need for this function can be explained 178// the need for this function can be explained
292// by load_object not returning the object 179// by load_object not returning the object
293void 180void
294player::set_object (object *op) 181player::set_object (object *op)
295{ 182{
296 ob = observe = op; 183 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
298 185
299 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
300 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
301 188
302 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 190}
331 191
332void 192void
333player::set_observe (object *op) 193player::set_observe (object *op)
334{ 194{
335 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
336 do_los = 1; 196 do_los = 1;
337} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
338 207
339player::player () 208player::player ()
340{ 209{
341 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 211 * we deal with that below this point.
364 disconnect (); 233 disconnect ();
365 234
366 attachable::do_destroy (); 235 attachable::do_destroy ();
367 236
368 if (ob) 237 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy (); 238 ob->destroy ();
372 }
373 239
374 ob = observe = 0; 240 ob = observe = viewpoint = 0;
375} 241}
376 242
377player::~player () 243player::~player ()
378{ 244{
379 /* Clear item stack */ 245 /* Clear item stack */
380 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
381} 275}
382 276
383/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
385 * mode. 279 * mode.
387player * 281player *
388player::create () 282player::create ()
389{ 283{
390 player *pl = new player; 284 player *pl = new player;
391 285
392 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
393 287
394 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
397 291
398 set_first_map (pl->ob); 292 set_first_map (pl->ob);
399 293
400 return pl; 294 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 295}
430 296
431object * 297object *
432get_nearest_player (object *mon) 298get_nearest_player (object *mon)
433{ 299{
507 */ 373 */
508int 374int
509path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 376{
511 rv_vector rv; 377 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 maptile *m, *lastmap;
515 379
516 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
517 381
518 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
519 return 0; 383 return 0;
520 384
521 x = mon->x; 385 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 386 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527 389
528 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
529 if (diff > max) 391 if (diff > max)
530 return 0; 392 return 0;
531 393
532 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
533 { 395 {
534 lastx = x; 396 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 397
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 399
543 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
545 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
546 { 404 {
547 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
549 */ 407 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 409 if (rv.direction != dir)
552 { 410 {
553 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 412 * the values so it will try again.
555 */ 413 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 414 pos = lastpos;
559 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
560 } 416 }
561 else 417 else
562 { 418 {
563 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
570 */ 426 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 428 {
573 if (i == 0) 429 if (i == 0)
574 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
575 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 433 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
581 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 440 * the last direction the creature has successfully
584 * moved. 441 * moved.
585 */ 442 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 443 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
592 continue; 447 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 452 continue;
596 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 455 continue;
598 456
599 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 458 break;
601 } 459 }
460
602 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
604 */ 463 */
605 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
606 return 0; 465 return 0;
466
607 diff--; 467 diff--;
608 lastdir = dir; 468 lastdir = dir;
609 max--; 469 max--;
610 if (!firstdir) 470 if (!firstdir)
611 firstdir = dir + i; 471 firstdir = dir + i;
615 { 475 {
616 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
617 diff--; 477 diff--;
618 max--; 478 max--;
619 lastdir = dir; 479 lastdir = dir;
480
620 if (!firstdir) 481 if (!firstdir)
621 firstdir = dir; 482 firstdir = dir;
622 } 483 }
623 484
624 if (diff <= 1) 485 if (diff <= 1)
625 { 486 {
626 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 488 * headed toward player for entire distance.
628 */ 489 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 492 }
632 493
633 if (diff > max) 494 if (diff > max)
634 return 0; 495 return 0;
652 next = op->below; 513 next = op->below;
653 514
654 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
656 */ 517 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
658 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
659 520
660 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 522 * by this player due to race restrictions
662 */ 523 */
663 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
664 { 525 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
666 && 527 &&
667 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 533 {
673 op->destroy (); 534 op->destroy ();
674 continue; 535 continue;
675 } 536 }
676 } 537 }
677 538
678 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 542 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
685 { 544 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 547 {
694 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 551 break;
697 } 552 }
698 553
699 if (op->nrof > 1) 554 if (op->nrof > 1)
700 op->nrof = 1; 555 op->nrof = 1;
701 } 556 }
702 557
703 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
705 560
706 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 563 * merged properly.
709 */ 564 */
710 if (need_identify (op)) 565 if (op->need_identify ())
711 { 566 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
715 } 570 }
716 571
717 if (op->type == SPELL) 572 if (op->type == SPELL)
718 { 573 {
719 op->destroy (); 574 op->destroy ();
720 continue; 575 continue;
721 } 576 }
722 else if (op->type == SKILL) 577 else if (op->type == SKILL)
723 { 578 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0; 580 op->stats.exp = 0;
726 op->level = 1; 581 op->level = 1;
727 } 582 }
728 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
731 586
732 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
733 link_player_skills (pl); 588 pl->contr->link_skills ();
734} 589}
735 590
736void 591void
737get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
738{ 593{
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 604}
750 605
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 607static int
753roll_stat (void) 608roll_stat ()
754{ 609{
755 int a[4], i, j, k; 610 int a[4], i, j, k;
756 611
757 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
759 614
760 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 616 if (a[i] < k)
762 k = a[i], j = i; 617 k = a[i], j = i;
763 618
855player::chargen_race_done () 710player::chargen_race_done ()
856{ 711{
857 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 713 esrv_new_player (ob->contr);
859 714
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 716 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
863 718
864 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr);
866 720
867 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
868 722
869 if (ob->msg) 723 if (ob->msg)
870 ob->msg = 0; 724 ob->msg = 0;
871 725
872 start_info (ob); 726 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
875 link_player_skills (ob);
876 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
877 ob->update_stats (); 730 ob->update_stats ();
878 731
879 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
880 * is one for this race 733 * is one for this race
919 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
920 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
921 ob->stats.grace = 0; 774 ob->stats.grace = 0;
922} 775}
923 776
924void 777static void
925flee_player (object *op) 778flee_player (object *op)
926{ 779{
927 int dir, diff; 780 int dir, diff;
928 rv_vector rv; 781 rv_vector rv;
929 782
930 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
931 { 784 {
932 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
933 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
934 return; 787 return;
935 } 788 }
936 789
937 if (op->enemy == NULL) 790 if (!op->enemy)
938 { 791 {
939 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
940 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
941 return; 794 return;
942 } 795 }
943 796
944 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
945 * op->enemy_count, it is possible that something destroys the
946 * actual enemy, and the object is recycled.
947 */
948 if (op->enemy->map == NULL)
949 { 798 {
950 CLEAR_FLAG (op, FLAG_SCARED);
951 op->enemy = NULL; 799 op->enemy = NULL;
952 return; 800 op->clr_flag (FLAG_SCARED);
953 }
954
955 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 {
957 op->enemy = NULL;
958 CLEAR_FLAG (op, FLAG_SCARED);
959 return; 801 return;
960 } 802 }
961 803
962 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
963 805
964 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
965 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
966 { 808 {
967 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
968 810
969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
970 return; 812 return;
971 } 813 }
972 814
973 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
974 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
975 op->enemy = NULL; 817 op->enemy = NULL;
976} 818}
977 819
978/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
979 * It returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
983check_pick (object *op) 825check_pick (object *op)
984{ 826{
985 object *tmp, *next; 827 object *tmp, *next;
986 int stop = 0; 828 int stop = 0;
987 int wvratio; 829 int wvratio;
988 char putstring[128];
989 830
990 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
991 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
992 return 1; 833 return 1;
993 834
994 next = op->below; 835 next = op->below;
995 836
996 int cnt = MAX_ITEM_PER_DROP; 837 int cnt = MAX_ITEM_PER_ACTION;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998 839
999 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1000 * destroyed */ 841 * destroyed */
1001 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1017 858
1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1019 { 860 {
1020 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1021 CHK_PICK_PICKUP; 862 CHK_PICK_PICKUP;
863
1022 continue; 864 continue;
1023 } 865 }
1024 866
1025 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1026 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1027 { 929 {
1028 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1029 { 993 {
1030 case 0:
1031 return 1; /* don't pick up */
1032 case 1:
1033 CHK_PICK_PICKUP; 994 CHK_PICK_PICKUP;
1034 return 1; 995 continue;
1035 case 2:
1036 CHK_PICK_PICKUP;
1037 return 0;
1038 case 3:
1039 return 0; /* stop before pickup */
1040 case 4:
1041 CHK_PICK_PICKUP;
1042 break;
1043 case 5:
1044 CHK_PICK_PICKUP;
1045 stop = 1;
1046 break;
1047 case 6:
1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1051 break;
1052
1053 case 7:
1054 if (tmp->type == MONEY || tmp->type == GEM)
1055 CHK_PICK_PICKUP;
1056 break;
1057
1058 default:
1059 /* use value density */
1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1062 CHK_PICK_PICKUP;
1063 } 996 }
1064 } 997 }
1065 else 998
1066 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1067 /* NEW pickup handling */
1068 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1069 { 1005 {
1070 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1071 if (tmp->name != NULL)
1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1074 else
1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1077
1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1079 }
1080
1081 /* philosophy:
1082 * It's easy to grab an item type from a pile, as long as it's
1083 * generic. This takes no game-time. For more detailed pickups
1084 * and selections, select-items should be used. This is a
1085 * grab-as-you-run type mode that's really useful for arrows for
1086 * example.
1087 * The drawback: right now it has no frontend, so you need to
1088 * stick the bits you want into a calculator in hex mode and then
1089 * convert to decimal and then 'pickup <#>
1090 */
1091
1092 /* the first two modes are exclusive: if NOTHING we return, if
1093 * STOP then we stop. All the rest are applied sequentially,
1094 * meaning if any test passes, the item gets picked up. */
1095
1096 /* if mode is set to pick nothing up, return */
1097
1098 if (op->contr->mode & PU_NOTHING)
1099 return 1;
1100
1101 /* if mode is set to stop when encountering objects, return */
1102 /* take STOP before INHIBIT since it doesn't actually pick
1103 * anything up */
1104
1105 if (op->contr->mode & PU_STOP)
1106 return 0;
1107
1108 /* useful for going into stores and not losing your settings... */
1109 /* and for battles wher you don't want to get loaded down while
1110 * fighting */
1111 if (op->contr->mode & PU_INHIBIT)
1112 return 1;
1113
1114 /* prevent us from turning into auto-thieves :) */
1115 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1116 continue; 1007 continue;
1008 }
1117 1009
1118 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1119 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1120 continue; 1015 continue;
1016 }
1121 1017
1122 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1123 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1124 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1125 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1126 { 1089 {
1127 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1128 continue; 1091 continue;
1129 } 1092 }
1093 }
1130 1094
1095 /* misc stuff that's useful */
1131 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1133 { 1098 {
1134 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1135 continue; 1100 continue;
1136 } 1101 }
1137 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1138 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1139 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1140 { 1110 */
1141 CHK_PICK_PICKUP;
1142 continue;
1143 }
1144
1145 /* spellbooks, skillscrolls and normal books/scrolls */
1146 if (op->contr->mode & PU_SPELLBOOK)
1147 if (tmp->type == SPELLBOOK)
1148 {
1149 CHK_PICK_PICKUP;
1150 continue;
1151 }
1152
1153 if (op->contr->mode & PU_SKILLSCROLL)
1154 if (tmp->type == SKILLSCROLL)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_READABLES)
1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* wands/staves/rods/horns */
1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 /* pick up all magical items */
1176 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1178 {
1179 CHK_PICK_PICKUP;
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_VALUABLES)
1184 { 1113 {
1185 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1186 { 1117 {
1187 CHK_PICK_PICKUP; 1118 fprintf (stderr, "%s", tmp->name);
1188 continue;
1189 } 1119 }
1190 }
1191
1192 /* rings & amulets - talismans seems to be typed AMULET */
1193 if (op->contr->mode & PU_JEWELS)
1194 if (tmp->type == RING || tmp->type == AMULET)
1195 {
1196 CHK_PICK_PICKUP;
1197 continue;
1198 }
1199
1200 /* we don't forget dragon food */
1201 if (op->contr->mode & PU_FLESH)
1202 if (tmp->type == FLESH)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 /* bows and arrows. Bows are good for selling! */
1209 if (op->contr->mode & PU_BOW)
1210 if (tmp->type == BOW)
1211 {
1212 CHK_PICK_PICKUP;
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_ARROW)
1217 if (tmp->type == ARROW)
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* all kinds of armor etc. */
1224 if (op->contr->mode & PU_ARMOUR)
1225 if (tmp->type == ARMOUR)
1226 {
1227 CHK_PICK_PICKUP;
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_HELMET)
1232 if (tmp->type == HELMET)
1233 {
1234 CHK_PICK_PICKUP;
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_SHIELD)
1239 if (tmp->type == SHIELD)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_BOOTS)
1246 if (tmp->type == BOOTS)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_GLOVES)
1253 if (tmp->type == GLOVES)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_CLOAK)
1260 if (tmp->type == CLOAK)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 /* hoping to catch throwing daggers here */
1267 if (op->contr->mode & PU_MISSILEWEAPON)
1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1269 {
1270 CHK_PICK_PICKUP;
1271 continue;
1272 }
1273
1274 /* careful: chairs and tables are weapons! */
1275 if (op->contr->mode & PU_ALLWEAPON)
1276 {
1277 if (tmp->type == WEAPON && tmp->name != NULL)
1278 {
1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285 }
1286
1287 if (tmp->type == WEAPON && tmp->name == NULL)
1288 {
1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1290 {
1291 CHK_PICK_PICKUP;
1292 continue;
1293 }
1294 }
1295 }
1296
1297 /* misc stuff that's useful */
1298 if (op->contr->mode & PU_KEY)
1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1300 {
1301 CHK_PICK_PICKUP;
1302 continue;
1303 }
1304
1305 /* any of the last 4 bits set means we use the ratio for value
1306 * pickups */
1307 if (op->contr->mode & PU_RATIO)
1308 {
1309 /* use value density to decide what else to grab */
1310 /* >=7 was >= op->contr->mode */
1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1312 */
1313 wvratio = op->contr->mode & PU_RATIO;
1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1315 {
1316 CHK_PICK_PICKUP;
1317#if 0
1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1319 if (tmp->name != NULL)
1320 {
1321 fprintf (stderr, "%s", tmp->name);
1322 }
1323 else 1120 else
1324 fprintf (stderr, "%s", tmp->arch->archname); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1325 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1327#endif 1124#endif
1125 CHK_PICK_PICKUP;
1328 continue; 1126 continue;
1329 }
1330 } 1127 }
1331 } /* the new pickup model */ 1128 } /* the new pickup model */
1332 } 1129 }
1333 1130
1334 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1335} 1167}
1336 1168
1337/* 1169/*
1338 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1339 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1340 * found object is returned. 1172 * found object is returned.
1341 */ 1173 */
1342object * 1174static object *
1343find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1344{ 1176{
1345 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp); 1179 return splay (tmp);
1348 1180
1349 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1351 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1352 { 1184 {
1353 splay (tmp); 1185 splay (tmp);
1354 return arrow; 1186 return arrow;
1355 } 1187 }
1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1362 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1363 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1364 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1365 */ 1197 */
1366object * 1198static object *
1367find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1368{ 1200{
1369 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1370 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1371 1203
1372 if (!type) 1204 if (!type)
1373 return NULL; 1205 return NULL;
1374 1206
1375 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1376 { 1208 {
1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1378 { 1210 {
1379 i = 0; 1211 i = 0;
1380 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1381 if (i > betterby) 1214 if (i > betterby)
1382 { 1215 {
1383 tmp = ntmp; 1216 tmp = ntmp;
1384 betterby = i; 1217 betterby = i;
1385 } 1218 }
1386 } 1219 }
1387 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1388 { 1221 {
1389 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1391 { 1224 {
1392 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1393 { 1226 {
1394 *better = 100; 1227 *better = 100;
1395 return arrow; 1228 return arrow;
1410 { 1243 {
1411 tmp = arrow; 1244 tmp = arrow;
1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1413 } 1246 }
1414 } 1247 }
1248
1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1416 { 1250 {
1417 tmp = arrow; 1251 tmp = arrow;
1418 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1419 } 1253 }
1254
1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1421 { 1256 {
1422 tmp = arrow; 1257 tmp = arrow;
1423 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1424 } 1259 }
1437 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1273 * op = the shooter
1439 * type = bow->race 1274 * type = bow->race
1440 * dir = fire direction 1275 * dir = fire direction
1441 */ 1276 */
1442object * 1277static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1279{
1445 object *tmp = NULL; 1280 object *tmp = NULL;
1446 maptile *m; 1281 maptile *m;
1447 int i, mflags, found, number; 1282 int i, mflags, found, number;
1448 sint16 x, y; 1283 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1464 { 1299 {
1465 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1305 {
1470 tmp = NULL; 1306 tmp = 0;
1471 break; 1307 break;
1472 } 1308 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1310 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1477 */ 1313 */
1478 tmp = NULL; 1314 tmp = 0;
1479 break; 1315 break;
1480 } 1316 }
1317
1481 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1321 break;
1491 }
1492 } 1322 }
1493 if (tmp == NULL) 1323
1324 if (!tmp)
1494 return find_arrow (op, type); 1325 return find_arrow (op, type);
1495 1326
1496 if (tmp->head) 1327 if (tmp->head)
1497 tmp = tmp->head; 1328 tmp = tmp->head;
1498 1329
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1370 return 0;
1540 } 1371 }
1541 1372
1542 // optimisation: move object to top so we will find it quickly again 1373 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1374 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1375 }
1550 1376
1551 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1552 { 1378 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1560 { 1386 {
1561 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1564 else 1390 else
1565 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1566 1392
1567 return 0; 1393 return 0;
1568 } 1394 }
1569 } 1395 }
1570 1396
1579 } 1405 }
1580 1406
1581 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1583 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1411 arrow->destroy ();
1585 return 0; 1412 return 0;
1586 } 1413 }
1587 1414
1588 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1598 arrow->direction = dir; 1425 arrow->direction = dir;
1599 1426
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1603 1430 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1431
1607#if 0 1432#if 0
1608 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1609 { 1434 {
1610 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1620#endif 1445#endif
1621 1446
1622 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1623 1448
1624 /* update the speed */ 1449 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627 1450
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1630 1456
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632 1458
1633 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1634 { 1460 {
1672 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1673 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1674 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1675 * hence the function name. 1501 * hence the function name.
1676 */ 1502 */
1677int 1503static int
1678player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1679{ 1505{
1680 int ret = 0, wcmod = 0; 1506 int ret;
1681 1507
1682 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1683 { 1509 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1511 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1513 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1689 wcmod = -1;
1690
1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1516 }
1693 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1694 { 1518 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1522 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1524 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1528 }
1705 else 1529 else
1706 { 1530 {
1712} 1536}
1713 1537
1714/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1715 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1716 */ 1540 */
1717void 1541static void
1718fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1719{ 1543{
1720 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1721 1545
1722 if (!item) 1546 if (!item)
1729 { 1553 {
1730 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1731 return; 1555 return;
1732 } 1556 }
1733 1557
1734 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1735 return; 1559 return;
1736 1560
1737 if (item->type == WAND) 1561 if (item->type == WAND)
1738 { 1562 {
1739 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1744 return; 1568 return;
1745 } 1569 }
1746 } 1570 }
1747 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1748 { 1572 {
1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1750 1574
1751 // using the maximum of the rods charge allows at least one spell cast 1575 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods. 1576 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1754 { 1578 {
1755 op->contr->play_sound (sound_find ("wand_poof")); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1756 1580
1757 if (item->type == ROD) 1581 if (item->type == ROD)
1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1763 } 1587 }
1764 } 1588 }
1765 1589
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1591 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1769 if (item->type == WAND) 1594 if (item->type == WAND)
1770 { 1595 {
1771 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1772 { 1597 {
1773 object *tmp; 1598 object *tmp;
1774 1599
1775 if (item->arch) 1600 if (item->arch)
1776 { 1601 {
1777 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1778 item->face = item->arch->face; 1603 item->face = item->arch->face;
1779 item->set_speed (0); 1604 item->set_speed (0);
1780 } 1605 }
1781 1606
1782 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1789} 1614}
1790 1615
1791/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1792 */ 1617 */
1793bool 1618bool
1794fire (object *op, int dir) 1619fire (object *who, int dir)
1795{ 1620{
1796 int spellcost = 0; 1621 int spellcost = 0;
1797 1622
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1623 player *pl = who->contr;
1803 1624
1804 if (pl->golem) 1625 if (pl->golem)
1805 { 1626 {
1806 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1807 return false; 1628 return false;
1808 } 1629 }
1809 1630
1810 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1811 1632
1812 if (!ob) 1633 if (!ob)
1813 return false; 1634 return false;
1814 1635
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1819 --op->speed_left; 1637 --who->speed_left;
1820 else 1638 else
1821 return false; 1639 return false;
1822 1640
1641 if (!who->apply (ob))
1642 return false;
1643
1644 /* check for loss of invisiblity/hide */
1645 if (action_makes_visible (who))
1646 make_visible (who);
1647
1823 switch (ob->type) 1648 switch (ob->type)
1824 { 1649 {
1825 case BOW: 1650 case BOW:
1826 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1827 break; 1652 break;
1828 1653
1829 case SPELL: 1654 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 break; 1656 break;
1832 1657
1833 case BUILDER: 1658 case BUILDER:
1834 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1835 break; 1660 break;
1836 1661
1837 case SKILL: 1662 case SKILL:
1838 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1839 break; 1664 break;
1840 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1841 default: 1670 default:
1842 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1843 break; 1672 break;
1844 } 1673 }
1845 1674
1846 return true; 1675 return true;
1847} 1676}
1848 1677
1849/* find_key 1678static object *
1850 * We try to find a key for the door as passed. If we find a key
1851 * and successfully use it, we return the key, otherwise NULL
1852 * This function merges both normal and locked door, since the logic
1853 * for both is the same - just the specific key is different.
1854 * pl is the player,
1855 * inv is the objects inventory to searched
1856 * door is the door we are trying to match against.
1857 * This function can be called recursively to search containers.
1858 */
1859object *
1860find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1861{ 1680{
1862 object *tmp, *key; 1681 object *tmp, *key;
1863 1682
1864 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1865 if (!container->inv) 1684 if (!container->inv)
1868 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 { 1689 {
1871 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1872 break; 1691 break;
1692
1873 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1875 */ 1695 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break; 1697 break;
1883 * a key, return 1703 * a key, return
1884 */ 1704 */
1885 if (!tmp) 1705 if (!tmp)
1886 { 1706 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1893 return key; 1711 return key;
1894 }
1895 }
1896 1712
1897 if (!tmp) 1713 if (!tmp)
1898 return NULL; 1714 return 0;
1899 } 1715 }
1900 1716
1901 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1902 * see if we actually want to use it 1718 * see if we actually want to use it
1903 */ 1719 */
1904 if (pl != container) 1720 if (pl != container)
1905 { 1721 {
1906 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1907 if (!pl->contr) 1723 if (!pl->contr)
1908 return NULL; 1724 return 0;
1725
1909 /* cases where this fails: 1726 /* cases where this fails:
1910 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1911 * are not in the players inventory. 1728 * are not in the players inventory.
1912 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1913 * containers can be used. 1730 * containers can be used.
1917 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1918 * 1735 *
1919 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1920 * all the others. 1737 * all the others.
1921 */ 1738 */
1922 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1742 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1745 return NULL;
1929 } 1746 }
1930 } 1747 }
1931 1748
1932 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1933} 1775}
1934 1776
1935/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1936 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1937 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1987 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
1988 */ 1830 */
1989bool 1831bool
1990move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
1991{ 1833{
1992 int on_battleground; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 {
1836 --op->speed_left;
1837 return true;
1838 }
1993 1839
1994 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
1996 1842
1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
2000 return false; 1844 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2007 1845
2008 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2009 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2010 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2011 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2029 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op) 1868 && mon != op)
2031 break; 1869 break;
2032 } 1870 }
2033 1871
2034 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
2035 return false; /* into a wall */ 1873 if (!mon)
1874 {
1875 if (op->contr->ns->bumpmsg)
1876 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1877 if (op->move_type & ob->move_block)
1878 {
1879 if (ob->move_block == MOVE_ALL)
1880 {
1881 op->play_sound (sound_find ("bump_wall"));
1882
1883 op->statusmsg (ob->invisible
1884 ? "You bump into something."
1885 : format ("You bump into the %s.", query_name (ob))
1886 );
1887 }
1888 else
1889 {
1890 op->play_sound (sound_find ("blocked_move"));
1891
1892 op->statusmsg (ob->invisible
1893 ? "Something blocks you."
1894 : format ("Something blocks you from entering the %s.", query_name (ob))
1895 );
1896 }
1897
1898 break;
1899 }
1900
1901 return false;
1902 }
2036 1903
2037 mon = mon->head_ (); 1904 mon = mon->head_ ();
2038 1905
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1906 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f) 1907 if (op->contr->weapon_sp_left > 0.f)
2058 */ 1925 */
2059 if (op->type == PLAYER 1926 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr 1927 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party)) 1928 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op) 1929 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1930 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2064 { 1931 {
2065 /* If we're braced, we don't want to switch places with it */ 1932 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced) 1933 if (op->contr->braced)
2067 return false; 1934 return false;
2068 1935
2071 --op->speed_left; 1938 --op->speed_left;
2072 1939
2073 op->play_sound (sound_find ("push_player")); 1940 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1941 push_ob (mon, dir, op);
2075 1942
2076 if (op->contr->tmp_invis || op->hide) 1943 if (action_makes_visible (op))
2077 make_visible (op); 1944 make_visible (op);
2078 1945
2079 return true; 1946 return true;
2080 } 1947 }
2081 else 1948 else
2082 return false; 1949 return false;
2083 } 1950 }
1951
1952 bool on_battleground = op_on_battleground (op, 0, 0);
2084 1953
2085 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2087 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2088 * attack them either. 1957 * attack them either.
2089 */ 1958 */
2090 if ((mon->type == PLAYER || mon->enemy != op) 1959 if ((mon->type == PLAYER || mon->enemy != op)
2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1960 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2092 && ((op->contr->peaceful 1961 && ((op->contr->peaceful
2093 || (mon->type == PLAYER && mon->contr->peaceful)) 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2094 && !on_battleground)) 1963 && !on_battleground))
2095 { 1964 {
2096 if (op->speed_left > 0.f) 1965 if (op->speed_left > 0.f)
2103 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2104 } 1973 }
2105 else 1974 else
2106 op->statusmsg ("You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2107 1976
2108 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 1978 make_visible (op);
2110 1979
2111 return true; 1980 return true;
2112 } 1981 }
2113 } 1982 }
2114 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2115 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2116 */ 1985 */
2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2118 { 1987 {
2119 if (op->speed_left > 0.f) 1988 if (op->speed_left > 0.f)
2120 { 1989 {
2121 --op->speed_left; 1990 --op->speed_left;
2122 1991
2131 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2132 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2133 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2134 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2135 */ 2004 */
2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2138 { 2007 {
2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2140 { 2009 {
2141 --op->contr->weapon_sp_left; 2010 --op->contr->weapon_sp_left;
2153} 2022}
2154 2023
2155bool 2024bool
2156move_player (object *op, int dir) 2025move_player (object *op, int dir)
2157{ 2026{
2158 int pick;
2159
2160 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2161 return 0; 2028 return 0;
2162 2029
2163 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9)) 2031 if (dir < 0 || dir > 8)
2165 { 2032 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir); 2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0; 2034 return 0;
2168 } 2035 }
2169 2036
2170 /* peterm: added following line */ 2037 /* peterm: added following line */
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (op->flag [FLAG_CONFUSED] && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2040
2174 op->facing = dir; 2041 op->facing = dir;
2175 2042
2176 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2044 do_hidden_move (op);
2178 2045
2179 bool retval; 2046 bool retval;
2047 int pick = 0;
2180 2048
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0); 2050 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2184 retval = fire (op, dir); 2052 retval = fire (op, dir);
2215 * players. 2083 * players.
2216 */ 2084 */
2217bool 2085bool
2218handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2219{ 2087{
2220 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (op->flag [FLAG_SCARED])
2221 { 2089 {
2222 if (op->speed_left > 0.f) 2090 if (op->speed_left > 0.f)
2223 { 2091 {
2224 --op->speed_left; 2092 --op->speed_left;
2225 flee_player (op); 2093 flee_player (op);
2241 return move_player (op, op->direction); 2109 return move_player (op, op->direction);
2242 2110
2243 return false; 2111 return false;
2244} 2112}
2245 2113
2246int 2114static int
2247save_life (object *op) 2115save_life (object *op)
2248{ 2116{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!op->flag [FLAG_LIFESAVE])
2250 return 0; 2118 return 0;
2251 2119
2252 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2254 { 2122 {
2255 op->play_sound (sound_find ("ob_evaporate")); 2123 op->play_sound (sound_find ("ob_evaporate"));
2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2257 2125
2258 tmp->destroy (); 2126 tmp->destroy ();
2259 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 op->clr_flag (FLAG_LIFESAVE);
2260 2128
2261 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp; 2130 op->stats.hp = op->stats.maxhp;
2263 2131
2264 if (op->stats.food < 0) 2132 if (op->stats.food < 0)
2265 op->stats.food = 999; 2133 op->stats.food = MAX_FOOD;
2266 2134
2267 op->update_stats (); 2135 op->update_stats ();
2268 return 1; 2136 return 1;
2269 } 2137 }
2270 2138
2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2272 CLEAR_FLAG (op, FLAG_LIFESAVE); 2140 op->clr_flag (FLAG_LIFESAVE);
2273 enter_player_savebed (op); /* bring him home. */ 2141 enter_player_savebed (op); /* bring him home. */
2274 return 0; 2142 return 0;
2275} 2143}
2276 2144
2277/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2284{ 2152{
2285 while (op) 2153 while (op)
2286 { 2154 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288 2156
2289 if (QUERY_FLAG (op, FLAG_UNPAID)) 2157 if (op->flag [FLAG_UNPAID])
2290 op->insert_at (env); 2158 op->insert_at (env);
2291 else if (op->inv) 2159 else if (op->inv)
2292 drop_unpaid_items (op->inv, env); 2160 drop_unpaid_items (op->inv, env);
2293 2161
2294 op = next; 2162 op = next;
2300{ 2168{
2301 if (!flag [FLAG_REMOVED]) 2169 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this); 2170 ::drop_unpaid_items (inv, this);
2303} 2171}
2304 2172
2305/*
2306 * Returns pointer a static string containing gravestone text
2307 * Moved from apply.c to player.c - player.c is what
2308 * actually uses this function. player.c may not be quite the
2309 * best, a misc file for object actions is probably better,
2310 * but there isn't one in the server directory.
2311 */
2312const char *
2313gravestone_text (object *op)
2314{
2315 static dynbuf_text buf;
2316
2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2320 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title;
2322
2323 buf << "\n\n";
2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2329 if (op->type == PLAYER)
2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2331
2332 {
2333 static char buf2[128];
2334 time_t now = time (NULL);
2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2336 buf << buf2;
2337 }
2338
2339 return buf;
2340}
2341
2342void 2173void
2343do_some_living (object *op) 2174do_some_living (object *op)
2344{ 2175{
2345 int last_food = op->stats.food; 2176 int last_food = op->stats.food;
2346 int gen_hp, gen_sp, gen_grace; 2177 int gen_hp, gen_sp, gen_grace;
2347 int over_hp, over_sp, over_grace;
2348 int i; 2178 int i;
2349 int rate_hp = 1200; 2179 int rate_hp = 1200;
2350 int rate_sp = 2500; 2180 int rate_sp = 2500;
2351 int rate_grace = 2000; 2181 int rate_grace = 2000;
2352 const int max_hp = 1; 2182 const int max_hp = 1;
2361 * alternate it here for it to work correctly. 2191 * alternate it here for it to work correctly.
2362 */ 2192 */
2363 if (pticks & 2) 2193 if (pticks & 2)
2364 op->invisible--; 2194 op->invisible--;
2365 } 2195 }
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2196 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2367 { 2197 {
2368 if (!op->invisible--) 2198 if (!op->invisible--)
2369 { 2199 {
2370 make_visible (op); 2200 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2405 if (--op->last_grace < 0) 2235 if (--op->last_grace < 0)
2406 { 2236 {
2407 if (op->stats.grace < op->stats.maxgrace / 2) 2237 if (op->stats.grace < op->stats.maxgrace / 2)
2408 op->stats.grace++; /* no penalty in food for regaining grace */ 2238 op->stats.grace++; /* no penalty in food for regaining grace */
2409 2239
2240 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2241
2410 if (max_grace > 1) 2242 if (max_grace > 1)
2411 { 2243 {
2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2244 int over_grace = temp / rate_grace;
2245
2413 if (over_grace > 0) 2246 if (over_grace > 0)
2414 { 2247 {
2415 op->stats.sp += over_grace 2248 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2416 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2417 op->last_grace = 0; 2249 op->last_grace = 0;
2418 } 2250 }
2419 else 2251 else
2420 { 2252 op->last_grace = rate_grace / temp;
2421 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422 }
2423 } 2253 }
2424 else 2254 else
2425 { 2255 op->last_grace = rate_grace / temp;
2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2256
2427 }
2428 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2429 } 2258 }
2430 2259
2431 if (op->stats.food > 0) 2260 if (op->stats.food > 0)
2432 { 2261 {
2438 if (op->stats.sp < op->stats.maxsp) 2267 if (op->stats.sp < op->stats.maxsp)
2439 { 2268 {
2440 op->stats.sp++; 2269 op->stats.sp++;
2441 2270
2442 /* dms do not consume food */ 2271 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ)) 2272 if (!op->flag [FLAG_WIZ])
2444 { 2273 {
2445 op->stats.food--; 2274 op->stats.food--;
2446 2275
2447 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2448 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2451 } 2280 }
2452 } 2281 }
2453 2282
2454 if (max_sp > 1) 2283 if (max_sp > 1)
2455 { 2284 {
2456 over_sp = (gen_sp + 10) / rate_sp; 2285 int over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0) 2286 if (over_sp > 0)
2458 { 2287 {
2459 if (op->stats.sp < op->stats.maxsp) 2288 if (op->stats.sp < op->stats.maxsp)
2460 { 2289 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482 if (op->stats.hp < op->stats.maxhp) 2311 if (op->stats.hp < op->stats.maxhp)
2483 { 2312 {
2484 op->stats.hp++; 2313 op->stats.hp++;
2485 2314
2486 /* dms do not consume food */ 2315 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ)) 2316 if (!op->flag [FLAG_WIZ])
2488 { 2317 {
2489 op->stats.food--; 2318 op->stats.food--;
2490 2319
2491 if (op->contr->digestion < 0) 2320 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion; 2321 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food; 2323 op->stats.food = last_food;
2495 } 2324 }
2496 } 2325 }
2497 2326
2327 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2328
2498 if (max_hp > 1) 2329 if (max_hp > 1)
2499 { 2330 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2331 int over_hp = temp / rate_hp;
2501 2332
2502 if (over_hp > 0) 2333 if (over_hp > 0)
2503 { 2334 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2335 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2336 op->last_heal = 0;
2506 } 2337 }
2507 else 2338 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2339 op->last_heal = rate_hp / temp;
2509 } 2340 }
2510 else 2341 else
2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / temp;
2512 } 2343 }
2513 } 2344 }
2514 2345
2515 /* Digestion */ 2346 /* Digestion */
2516 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2519 penalty = max (0, -op->contr->digestion); 2350 penalty = max (0, -op->contr->digestion);
2520 2351
2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522 2353
2523 /* dms do not consume food */ 2354 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!op->flag [FLAG_WIZ])
2525 op->stats.food--; 2356 op->stats.food--;
2526 } 2357 }
2527 2358
2528 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2529 { 2360 {
2530 object *flesh = 0; 2361 object *flesh = 0;
2531 2362
2532 for_inv_removable (op, tmp) 2363 for_inv_removable (op, tmp)
2533 { 2364 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (tmp->flag [FLAG_UNPAID])
2535 continue; 2366 continue;
2536 2367
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 { 2369 {
2539 op->statusmsg ("You blindly grab for a bite of food. " 2370 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0); 2372 op->apply (tmp);
2542 2373
2543 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break; 2375 break;
2545 } 2376 }
2546 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2552 */ 2383 */
2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2554 { 2385 {
2555 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 manual_apply (op, flesh, 0); 2388 op->apply (flesh);
2558 } 2389 }
2559 2390
2560 // If player is still starving, alert him! 2391 // If player is still starving, alert him!
2561 if (op->stats.food < 0) 2392 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! " 2393 op->failmsg ("You are starving! "
2574 op->contr->killer->destroy (); 2405 op->contr->killer->destroy ();
2575 } 2406 }
2576 } 2407 }
2577 2408
2578 /* killer should be set here already */ 2409 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2580 kill_player (op); 2411 kill_player (op);
2581 } 2412 }
2582} 2413}
2583 2414
2584/* If the player should die (lack of hp, food, etc), we call this. 2415/* If the player should die (lack of hp, food, etc), we call this.
2588 */ 2419 */
2589void 2420void
2590kill_player (object *op) 2421kill_player (object *op)
2591{ 2422{
2592 int x, y; 2423 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2425 int will_kill_again;
2596 archetype *at; 2426 archetype *at;
2597 object *tmp; 2427 object *tmp;
2598 2428
2599 if (save_life (op)) 2429 if (save_life (op))
2600 return; 2430 return;
2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454 max_it (op->stats.food , 200);
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2601 2467
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2603 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2471 */
2606 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2607 { 2473 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2610
2611 /* restore player */
2612 at = archetype::find ("poisoning");
2613 if (object *tmp = present_arch_in_ob (at, op))
2614 {
2615 tmp->destroy ();
2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2624 }
2625
2626 cure_disease (op, 0, 0); /* remove any disease */
2627 op->stats.hp = op->stats.maxhp;
2628 if (op->stats.food <= 0)
2629 op->stats.food = 999;
2630 2475
2631 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2633 { 2478
2634 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format ( 2481 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2639 (int)op->level, 2484 (int)op->level,
2640 op->contr->killer_name () 2485 op->contr->killer_name ()
2641 ); 2486 );
2642 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2644 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2645 }
2646 2490
2647 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2496 return;
2651 } 2497 }
2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2501
2653 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2654 2503
2655 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2656 2505
2690 2539
2691 lost_a_stat = 0; 2540 lost_a_stat = 0;
2692 2541
2693 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2694 { 2543 {
2695 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2696 2545
2697 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2698 { 2547 {
2699 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2549 * what he lost.
2707 lost_a_stat = 1; 2556 lost_a_stat = 1;
2708 } 2557 }
2709 else 2558 else
2710 { 2559 {
2711 /* deplete a stat */ 2560 /* deplete a stat */
2712 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2713 object *dep; 2562 object *dep;
2714 2563
2715 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2716 if (!dep) 2565 if (!dep)
2717 { 2566 {
2718 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2719 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2720 } 2569 }
2721 lose_this_stat = 1; 2570 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2723 { 2572 {
2751 } 2600 }
2752 } 2601 }
2753 2602
2754 if (lose_this_stat) 2603 if (lose_this_stat)
2755 { 2604 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2610 * difference.
2762 */ 2611 */
2763 if (this_stat >= -50) 2612 if (this_stat >= -50)
2764 { 2613 {
2765 change_attr_value (&(dep->stats), i, -1); 2614 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG (dep, FLAG_APPLIED); 2615 dep->set_flag (FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats (); 2617 op->update_stats ();
2769 lost_a_stat = 1; 2618 lost_a_stat = 1;
2770 } 2619 }
2771 } 2620 }
2775 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2625 if (!lost_a_stat)
2777 { 2626 {
2778 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2781 2630
2782 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2633 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2635 }
2787#else 2636#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2638#endif
2790 2639
2791 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2641 * exp loss on the stone.
2793 */ 2642 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2795 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2797 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 ()); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2647 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2650
2801 /**************************************/ 2651 /**************************************/
2802 /* */ 2652 /* */
2803 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2654 /* */
2807 /**************************************/ 2655 /**************************************/
2808 2656
2809 /* remove any poisoning and confusion the character may be suffering. */
2810 /* restore player */
2811 at = archetype::find ("poisoning");
2812 tmp = present_arch_in_ob (at, op);
2813
2814 if (tmp)
2815 {
2816 tmp->destroy ();
2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2818 }
2819
2820 at = archetype::find ("confusion");
2821 tmp = present_arch_in_ob (at, op);
2822 if (tmp)
2823 {
2824 tmp->destroy ();
2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2826 }
2827
2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2848 op->stats.hp = op->stats.maxhp;
2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2851 2659
2852 /* 2660 /*
2853 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2854 * and put them back in the map. 2662 * and put them back in the map.
2855 */ 2663 */
2881 object *force; 2689 object *force;
2882 int at; 2690 int at;
2883 2691
2884 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
2885 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
2886 force->speed = 0.1f;
2887 force->speed_left = -5.f; 2694 force->speed_left = -5.f;
2888 SET_FLAG (force, FLAG_APPLIED); 2695 force->set_speed (0.1f);
2696 force->set_flag (FLAG_APPLIED);
2697
2889 for (at = 0; at < NROFATTACKS; at++) 2698 for (at = 0; at < NROFATTACKS; at++)
2890 if (will_kill_again & (1 << at)) 2699 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100; 2700 force->resist[at] = 100;
2892 2701
2893 insert_ob_in_ob (force, op); 2702 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2703 op->update_stats ();
2895
2896 } 2704 }
2897 2705
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2706 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2707}
2900 2708
2901void 2709static void
2902loot_object (object *op) 2710loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2711{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next; 2712 object *tmp, *tmp2, *next;
2905 2713
2906 op->close_container (); /* close open sack first */ 2714 op->close_container (); /* close open sack first */
2916 tmp->x = op->x, tmp->y = op->y; 2724 tmp->x = op->x, tmp->y = op->y;
2917 2725
2918 if (tmp->type == CONTAINER) 2726 if (tmp->type == CONTAINER)
2919 loot_object (tmp); /* empty container to ground */ 2727 loot_object (tmp); /* empty container to ground */
2920 2728
2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2729 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2922 { 2730 {
2923 if (tmp->nrof > 1) 2731 if (tmp->nrof > 1)
2924 { 2732 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1)); 2733 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0); 2734 insert_ob_in_map (tmp, op->map, NULL, 0);
2937 * fix_weight(): Check recursively the weight of all players, and fix 2745 * fix_weight(): Check recursively the weight of all players, and fix
2938 * what needs to be fixed. Refresh windows and fix speed if anything 2746 * what needs to be fixed. Refresh windows and fix speed if anything
2939 * was changed. 2747 * was changed.
2940 */ 2748 */
2941void 2749void
2942fix_weight (void) 2750fix_weight ()
2943{ 2751{
2944 for_all_players (pl) 2752 for_all_players (pl)
2945 { 2753 {
2946 sint32 old = pl->ob->carrying; 2754 sint32 old = pl->ob->carrying;
2947 2755
2954 } 2762 }
2955 } 2763 }
2956} 2764}
2957 2765
2958void 2766void
2959fix_luck (void) 2767fix_luck ()
2960{ 2768{
2961 for_all_players (pl) 2769 for_all_players (pl)
2962 if (!pl->ob->contr->ns->state) 2770 if (!pl->ob->contr->ns->state)
2963 pl->ob->change_luck (0); 2771 pl->ob->change_luck (0);
2964} 2772}
3001} 2809}
3002 2810
3003void 2811void
3004make_visible (object *op) 2812make_visible (object *op)
3005{ 2813{
3006 op->hide = 0; 2814 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2815 op->invisible = 0;
3008 2816
3009 if (op->type == PLAYER) 2817 if (op->type == PLAYER)
3010 { 2818 {
3011 op->contr->tmp_invis = 0; 2819 op->contr->tmp_invis = 0;
3016} 2824}
3017 2825
3018int 2826int
3019is_true_undead (object *op) 2827is_true_undead (object *op)
3020{ 2828{
3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2829 if (op->arch->flag [FLAG_UNDEAD])
3022 return 1; 2830 return 1;
3023 2831
3024 return 0; 2832 return 0;
3025} 2833}
3026 2834
3036 2844
3037 if (!ob || !ob->map) 2845 if (!ob || !ob->map)
3038 return 0; 2846 return 0;
3039 2847
3040 /* so, on normal lighted maps, its hard to hide */ 2848 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2849 level = ob->map->darklevel () - 2;
3042 2850
3043 /* this also picks up whether the object is glowing. 2851 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2852 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2853 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2854 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2855 level = -(10 + (2 * ob->map->darklevel ()));
3048 2856
3049 /* scan through all nearby squares for terrain to hide in */ 2857 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2858 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2859 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2860 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3124 2932
3125 if (who->type == PLAYER) 2933 if (who->type == PLAYER)
3126 player = 1; 2934 player = 1;
3127 2935
3128 else 2936 else
3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2937 friendly = who->flag [FLAG_FRIENDLY];
3130 2938
3131 /* search adjacent squares */ 2939 /* search adjacent squares */
3132 for (i = 1; i < 9; i++) 2940 for (i = 1; i < 9; i++)
3133 { 2941 {
3134 x = who->x + freearr_x[i]; 2942 x = who->x + freearr_x[i];
3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2951 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3144 continue; 2952 continue;
3145 2953
3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2954 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 { 2955 {
3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2956 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3149 return 1; 2957 return 1;
3150 else if (tmp->type == PLAYER) 2958 else if (tmp->type == PLAYER)
3151 { 2959 {
3152 /*don't let a hidden DM prevent you from hiding */ 2960 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2961 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3154 return 1; 2962 return 1;
3155 } 2963 }
3156 } 2964 }
3157 } 2965 }
3158 return 0; 2966 return 0;
3199 while (op) 3007 while (op)
3200 { 3008 {
3201 dx = rv.distance_x + op->arch->x; 3009 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3010 dy = rv.distance_y + op->arch->y;
3203 3011
3204 /* only the viewable area the player sees is updated by LOS 3012 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3205 * code, so we need to restrict ourselves to that range of values
3206 * for any meaningful values.
3207 */
3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 return 1; 3013 return 1;
3212 3014
3213 op = op->more; 3015 op = op->more;
3214 }
3215
3216 return 0;
3217}
3218
3219/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not
3222 * effected by this. If we arent invisible to begin with, we
3223 * return 0.
3224 */
3225int
3226action_makes_visible (object *op)
3227{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231 return 0;
3232
3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3235
3236 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3240 return 1;
3241 }
3242 } 3016 }
3243 3017
3244 return 0; 3018 return 0;
3245} 3019}
3246 3020
3261 * and the exit-coordinates sp/hp must both be > 0. 3035 * and the exit-coordinates sp/hp must both be > 0.
3262 * => The intention here is to prevent abuse of the battleground- 3036 * => The intention here is to prevent abuse of the battleground-
3263 * feature (like pickable or hidden battleground tiles). */ 3037 * feature (like pickable or hidden battleground tiles). */
3264 for (object *tmp = op->below; tmp; tmp = tmp->below) 3038 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 { 3039 {
3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3040 if (tmp->flag [FLAG_IS_FLOOR])
3267 { 3041 {
3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3042 if (tmp->flag [FLAG_NO_PICK]
3269 && tmp->type == BATTLEGROUND 3043 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground 3044 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp)) 3045 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 { 3046 {
3273 /* before we assign the exit, check if this is a teambattle */ 3047 /* before we assign the exit, check if this is a teambattle */
3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3048 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3275 {
3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3049 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3277 { 3051 {
3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 {
3280 if (x && y) 3052 if (x && y)
3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 3054
3283 return 1; 3055 return 1;
3284 }
3285 } 3056 }
3286 }
3287 3057
3288 if (x && y) 3058 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 3060
3291 return 1; 3061 return 1;
3429 else 3199 else
3430 j = 1; 3200 j = 1;
3431 strcat (buf, spellpathnames[i]); 3201 strcat (buf, spellpathnames[i]);
3432 } 3202 }
3433 } 3203 }
3204
3434 strcat (buf, "."); 3205 strcat (buf, ".");
3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3206 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3207 }
3437 3208
3438 /* evtl. adding flags: */ 3209 /* evtl. adding flags: */
3439 if (QUERY_FLAG (item, FLAG_XRAYS)) 3210 if (item->flag [FLAG_XRAYS])
3440 SET_FLAG (skin, FLAG_XRAYS); 3211 skin->set_flag (FLAG_XRAYS);
3441 if (QUERY_FLAG (item, FLAG_STEALTH)) 3212 if (item->flag [FLAG_STEALTH])
3442 SET_FLAG (skin, FLAG_STEALTH); 3213 skin->set_flag (FLAG_STEALTH);
3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3214 if (item->flag [FLAG_SEE_IN_DARK])
3444 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3215 skin->set_flag (FLAG_SEE_IN_DARK);
3445 3216
3446 /* print message if there is one */ 3217 /* print message if there is one */
3447 if (item->msg != NULL) 3218 if (item->msg != NULL)
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3219 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 } 3220 }
3450 else 3221 else
3451 { 3222 {
3452 /* generate misc. treasure */ 3223 /* generate misc. treasure */
3453 tmp = arch_to_object (tr->item); 3224 tmp = tr->item->instance ();
3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3225 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3455 who->insert (tmp); 3226 who->insert (tmp);
3456 } 3227 }
3457} 3228}
3458 3229
3459/** 3230//-GPL
3460 * Unready an object for a player. This function does nothing if the object was
3461 * not readied.
3462 */
3463void
3464player_unready_range_ob (player *pl, object *ob)
3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3468
3469 if (pl->combat_ob == ob)
3470 pl->combat_ob = 0;
3471
3472 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0;
3474}
3475 3231
3476sint8 3232sint8
3477player::visibility_at (maptile *map, int x, int y) const 3233player::darkness_at (maptile *map, int x, int y) const
3478{ 3234{
3479 if (!ns) 3235 if (!ns)
3480 return 0; 3236 return LOS_BLOCKED;
3481 3237
3482 int dx, dy; 3238 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3239 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3240 return LOS_BLOCKED;
3485 3241
3486 x += dx - ns->current_x + ns->mapx / 2; 3242 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3243 y += dy - ns->current_y;
3488 3244
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y]; 3245 return blocked_los (x, y);
3493} 3246}
3494 3247
3495void 3248void
3496player::infobox (const char *title, const char *msg, int color) 3249player::infobox (const char *title, const char *msg, int color)
3497{ 3250{
3509{ 3262{
3510 play_sound (sound_find ("generic_failure")); 3263 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color); 3264 statusmsg (msg, color);
3512} 3265}
3513 3266
3267void
3268object::failmsgf (const char *format, ...)
3269{
3270 if (!contr)
3271 return;
3272
3273 va_list ap;
3274 va_start (ap, format);
3275 contr->failmsg (vformat (format, ap));
3276 va_end (ap);
3277}
3278
3279void
3280player::failmsgf (const char *format, ...)
3281{
3282 va_list ap;
3283 va_start (ap, format);
3284 failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287

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