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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.209 by root, Thu Dec 18 05:13:38 2008 UTC vs.
Revision 1.275 by root, Tue Apr 27 07:20:49 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_skills (); 108 link_skills ();
225 109
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
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)
250 132
251 ns->floorbox_update (); 133 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
254 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
255 activate (); 143 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 144
261 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
263} 147}
264 148
281 ns->reset_stats (); 165 ns->reset_stats ();
282 ns->pl = 0; 166 ns->pl = 0;
283 ns = 0; 167 ns = 0;
284 } 168 }
285 169
286 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
287 173
288 deactivate (); 174 deactivate ();
289} 175}
176
177//-GPL
290 178
291// the need for this function can be explained 179// the need for this function can be explained
292// by load_object not returning the object 180// by load_object not returning the object
293void 181void
294player::set_object (object *op) 182player::set_object (object *op)
295{ 183{
296 ob = observe = op; 184 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
298 186
299 ob->speed = 1.0f; 187 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
301 189
302 ob->direction = 5; /* So player faces south */ 190 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} 191}
331 192
332void 193void
333player::set_observe (object *op) 194player::set_observe (object *op)
334{ 195{
335 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
336 do_los = 1; 197 do_los = 1;
337} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
338 208
339player::player () 209player::player ()
340{ 210{
341 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 212 * we deal with that below this point.
364 disconnect (); 234 disconnect ();
365 235
366 attachable::do_destroy (); 236 attachable::do_destroy ();
367 237
368 if (ob) 238 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy (); 239 ob->destroy ();
372 }
373 240
374 ob = observe = 0; 241 ob = observe = viewpoint = 0;
375} 242}
376 243
377player::~player () 244player::~player ()
378{ 245{
379 /* Clear item stack */ 246 /* Clear item stack */
380 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
381} 276}
382 277
383/* Tries to add player on the connection passed in ns. 278/* 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 279 * All we can really get in this is some settings like host and display
385 * mode. 280 * mode.
387player * 282player *
388player::create () 283player::create ()
389{ 284{
390 player *pl = new player; 285 player *pl = new player;
391 286
392 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
393 288
394 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
397 292
398 set_first_map (pl->ob); 293 set_first_map (pl->ob);
399 294
400 return pl; 295 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} 296}
430 297
431object * 298object *
432get_nearest_player (object *mon) 299get_nearest_player (object *mon)
433{ 300{
507 */ 374 */
508int 375int
509path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 377{
511 rv_vector rv; 378 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 maptile *m, *lastmap;
515 380
516 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
517 382
518 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
519 return 0; 384 return 0;
520 385
521 x = mon->x; 386 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 387 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527 390
528 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
529 if (diff > max) 392 if (diff > max)
530 return 0; 393 return 0;
531 394
532 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
533 { 396 {
534 lastx = x; 397 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 398
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 400
543 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
545 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
546 { 405 {
547 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
549 */ 408 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 410 if (rv.direction != dir)
552 { 411 {
553 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 413 * the values so it will try again.
555 */ 414 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 415 pos = lastpos;
559 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
560 } 417 }
561 else 418 else
562 { 419 {
563 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
570 */ 427 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 429 {
573 if (i == 0) 430 if (i == 0)
574 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
575 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 434 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
581 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 441 * the last direction the creature has successfully
584 * moved. 442 * moved.
585 */ 443 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 444 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
592 continue; 448 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 453 continue;
596 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 456 continue;
598 457
599 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 459 break;
601 } 460 }
461
602 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
604 */ 464 */
605 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
606 return 0; 466 return 0;
467
607 diff--; 468 diff--;
608 lastdir = dir; 469 lastdir = dir;
609 max--; 470 max--;
610 if (!firstdir) 471 if (!firstdir)
611 firstdir = dir + i; 472 firstdir = dir + i;
615 { 476 {
616 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
617 diff--; 478 diff--;
618 max--; 479 max--;
619 lastdir = dir; 480 lastdir = dir;
481
620 if (!firstdir) 482 if (!firstdir)
621 firstdir = dir; 483 firstdir = dir;
622 } 484 }
623 485
624 if (diff <= 1) 486 if (diff <= 1)
625 { 487 {
626 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 489 * headed toward player for entire distance.
628 */ 490 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 493 }
632 494
633 if (diff > max) 495 if (diff > max)
634 return 0; 496 return 0;
652 next = op->below; 514 next = op->below;
653 515
654 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
656 */ 518 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
658 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
659 521
660 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 523 * by this player due to race restrictions
662 */ 524 */
663 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
664 { 526 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 527 if ((!pl->flag [FLAG_USE_ARMOUR]
666 && 528 &&
667 (op->type == ARMOUR || op->type == BOOTS 529 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET 530 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES 531 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE)) 532 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 534 {
673 op->destroy (); 535 op->destroy ();
674 continue; 536 continue;
675 } 537 }
676 } 538 }
677 539
678 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 543 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
685 { 545 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 548 {
694 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 552 break;
697 } 553 }
698 554
699 if (op->nrof > 1) 555 if (op->nrof > 1)
700 op->nrof = 1; 556 op->nrof = 1;
701 } 557 }
702 558
703 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
705 561
706 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 564 * merged properly.
709 */ 565 */
710 if (need_identify (op)) 566 if (op->need_identify ())
711 { 567 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
715 } 571 }
716 572
717 if (op->type == SPELL) 573 if (op->type == SPELL)
718 { 574 {
719 op->destroy (); 575 op->destroy ();
720 continue; 576 continue;
721 } 577 }
722 else if (op->type == SKILL) 578 else if (op->type == SKILL)
723 { 579 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0; 581 op->stats.exp = 0;
726 op->level = 1; 582 op->level = 1;
727 } 583 }
728 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
731 587
732 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
733 pl->contr->link_skills (); 589 pl->contr->link_skills ();
734} 590}
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 605}
750 606
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 608static int
753roll_stat (void) 609roll_stat ()
754{ 610{
755 int a[4], i, j, k; 611 int a[4], i, j, k;
756 612
757 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 711player::chargen_race_done ()
856{ 712{
857 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 714 esrv_new_player (ob->contr);
859 715
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 717 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
863 719
864 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr);
866 721
867 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
868 723
869 if (ob->msg) 724 if (ob->msg)
870 ob->msg = 0; 725 ob->msg = 0;
871 726
872 start_info (ob); 727 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
875 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
876 ob->update_stats (); 731 ob->update_stats ();
877 732
878 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
918 ob->stats.hp = ob->stats.maxhp; 773 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 774 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 775 ob->stats.grace = 0;
921} 776}
922 777
923void 778static void
924flee_player (object *op) 779flee_player (object *op)
925{ 780{
926 int dir, diff; 781 int dir, diff;
927 rv_vector rv; 782 rv_vector rv;
928 783
929 if (op->stats.hp < 0) 784 if (op->stats.hp < 0)
930 { 785 {
931 LOG (llevDebug, "Fleeing player is dead.\n"); 786 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 787 op->clr_flag (FLAG_SCARED);
933 return; 788 return;
934 } 789 }
935 790
936 if (op->enemy == NULL) 791 if (!op->enemy)
937 { 792 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 793 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 794 op->clr_flag (FLAG_SCARED);
940 return; 795 return;
941 } 796 }
942 797
943 /* Seen some crashes here. Since we don't store an 798 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944 * op->enemy_count, it is possible that something destroys the
945 * actual enemy, and the object is recycled.
946 */
947 if (op->enemy->map == NULL)
948 { 799 {
949 CLEAR_FLAG (op, FLAG_SCARED);
950 op->enemy = NULL; 800 op->enemy = NULL;
951 return; 801 op->clr_flag (FLAG_SCARED);
952 }
953
954 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 {
956 op->enemy = NULL;
957 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 802 return;
959 } 803 }
960 804
961 get_rangevector (op, op->enemy, &rv, 0); 805 get_rangevector (op, op->enemy, &rv, 0);
962 806
963 dir = absdir (4 + rv.direction); 807 dir = absdir (4 + rv.direction);
964 for (diff = 0; diff < 3; diff++) 808 for (diff = 0; diff < 3; diff++)
965 { 809 {
966 int m = 1 - (RANDOM () & 2); 810 int m = 1 - rndm (2) * 2;
967 811
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 812 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
969 return; 813 return;
970 } 814 }
971 815
972 /* Cornered, get rid of scared */ 816 /* Cornered, get rid of scared */
973 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
974 op->enemy = NULL; 818 op->enemy = NULL;
975} 819}
976 820
977/* check_pick sees if there is stuff to be picked up/picks up stuff. 821/* check_pick sees if there is stuff to be picked up/picks up stuff.
978 * It returns 1 if the player should keep on moving, 0 if he should 822 * It returns 1 if the player should keep on moving, 0 if he should
982check_pick (object *op) 826check_pick (object *op)
983{ 827{
984 object *tmp, *next; 828 object *tmp, *next;
985 int stop = 0; 829 int stop = 0;
986 int wvratio; 830 int wvratio;
987 char putstring[128];
988 831
989 /* if you're flying, you cna't pick up anything */ 832 /* if you're flying, you can't pick up anything */
990 if (op->move_type & MOVE_FLYING) 833 if (op->move_type & MOVE_FLYING)
991 return 1; 834 return 1;
992 835
993 next = op->below; 836 next = op->below;
994 837
995 int cnt = MAX_ITEM_PER_DROP; 838 int cnt = MAX_ITEM_PER_ACTION;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 839#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997 840
998 /* loop while there are items on the floor that are not marked as 841 /* loop while there are items on the floor that are not marked as
999 * destroyed */ 842 * destroyed */
1000 while (next && !next->destroyed ()) 843 while (next && !next->destroyed ())
1016 859
1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 860 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1018 { 861 {
1019 if (item_matched_string (op, tmp, op->contr->search_str)) 862 if (item_matched_string (op, tmp, op->contr->search_str))
1020 CHK_PICK_PICKUP; 863 CHK_PICK_PICKUP;
864
1021 continue; 865 continue;
1022 } 866 }
1023 867
1024 /* high not bit set? We're using the old autopickup model */ 868 /* pickup handling */
869 if (op->contr->mode & PU_DEBUG)
870 {
871 /* some debugging code to figure out item information */
872 const char *str = tmp->name
873 ? format ("item name: %s item type: %d weight/value: %d",
874 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
875 : format ("item name: %s item type: %d weight/value: %d",
876 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
877
878 new_draw_info (NDI_UNIQUE, 0, op, str);
879 }
880
881 if (op->contr->mode & PU_INHIBIT)
882 return 1;
883
884 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
885 return 1;
886
887 /* philosophy:
888 * It's easy to grab an item type from a pile, as long as it's
889 * generic. This takes no game-time. For more detailed pickups
890 * and selections, select-items should be used. This is a
891 * grab-as-you-run type mode that's really useful for arrows for
892 * example.
893 * The drawback: right now it has no frontend, so you need to
894 * stick the bits you want into a calculator in hex mode and then
895 * convert to decimal and then 'pickup <#>
896 */
897
898 /* the first two modes are exclusive: if NOTHING we return, if
899 * STOP then we stop. All the rest are applied sequentially,
900 * meaning if any test passes, the item gets picked up. */
901
902 /* if mode is set to pick nothing up, return */
903 if (op->contr->mode == PU_NOTHING)
904 return 1;
905
906 /* if mode is set to stop when encountering objects, return */
907 /* take STOP before INHIBIT since it doesn't actually pick
908 * anything up */
909 if (op->contr->mode & PU_STOP)
910 return 0;
911
912 /* useful for going into stores and not losing your settings... */
913 /* and for battles wher you don't want to get loaded down while
914 * fighting */
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 /* prevent us from turning into auto-thieves :) */
919 if (tmp->flag [FLAG_UNPAID])
920 continue;
921
922 /* ignore known cursed objects */
923 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
924 continue;
925
926 /* all food and drink if desired */
927 /* question: don't pick up known-poisonous stuff? */
1025 if (!(op->contr->mode & PU_NEWMODE)) 928 if (op->contr->mode & PU_FOOD)
929 if (tmp->type == FOOD)
1026 { 930 {
1027 switch (op->contr->mode) 931 CHK_PICK_PICKUP;
932 continue;
933 }
934
935 if (op->contr->mode & PU_DRINK)
936 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
937 {
938 CHK_PICK_PICKUP;
939 continue;
940 }
941
942 if (op->contr->mode & PU_POTION)
943 if (tmp->type == POTION)
944 {
945 CHK_PICK_PICKUP;
946 continue;
947 }
948
949 /* spellbooks, skillscrolls and normal books/scrolls */
950 if (op->contr->mode & PU_SPELLBOOK)
951 if (tmp->type == SPELLBOOK)
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_SKILLSCROLL)
958 if (tmp->type == SKILLSCROLL)
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_READABLES)
965 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* wands/staves/rods/horns */
972 if (op->contr->mode & PU_MAGIC_DEVICE)
973 if (tmp->type == WAND
974 || tmp->type == ROD
975 || tmp->type == HORN
976 || tmp->type == POWER_CRYSTAL)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* pick up all magical items */
983 if (op->contr->mode & PU_MAGICAL)
984 if (tmp->flag [FLAG_KNOWN_MAGICAL]
985 && !tmp->flag [FLAG_KNOWN_CURSED])
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_VALUABLES)
992 {
993 if (tmp->type == MONEY || tmp->type == GEM)
1028 { 994 {
1029 case 0:
1030 return 1; /* don't pick up */
1031 case 1:
1032 CHK_PICK_PICKUP; 995 CHK_PICK_PICKUP;
1033 return 1; 996 continue;
1034 case 2:
1035 CHK_PICK_PICKUP;
1036 return 0;
1037 case 3:
1038 return 0; /* stop before pickup */
1039 case 4:
1040 CHK_PICK_PICKUP;
1041 break;
1042 case 5:
1043 CHK_PICK_PICKUP;
1044 stop = 1;
1045 break;
1046 case 6:
1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1050 break;
1051
1052 case 7:
1053 if (tmp->type == MONEY || tmp->type == GEM)
1054 CHK_PICK_PICKUP;
1055 break;
1056
1057 default:
1058 /* use value density */
1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1061 CHK_PICK_PICKUP;
1062 } 997 }
1063 } 998 }
1064 else 999
1065 { /* old model */ 1000 /* rings & amulets - talismans seems to be typed AMULET */
1066 /* NEW pickup handling */
1067 if (op->contr->mode & PU_DEBUG) 1001 if (op->contr->mode & PU_JEWELS)
1002 if (tmp->type == RING
1003 || tmp->type == AMULET
1004 || tmp->type == GIRDLE
1005 || tmp->type == SKILL_TOOL)
1068 { 1006 {
1069 /* some debugging code to figure out item information */ 1007 CHK_PICK_PICKUP;
1070 if (tmp->name != NULL)
1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1073 else
1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076
1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1078 }
1079
1080 /* philosophy:
1081 * It's easy to grab an item type from a pile, as long as it's
1082 * generic. This takes no game-time. For more detailed pickups
1083 * and selections, select-items should be used. This is a
1084 * grab-as-you-run type mode that's really useful for arrows for
1085 * example.
1086 * The drawback: right now it has no frontend, so you need to
1087 * stick the bits you want into a calculator in hex mode and then
1088 * convert to decimal and then 'pickup <#>
1089 */
1090
1091 /* the first two modes are exclusive: if NOTHING we return, if
1092 * STOP then we stop. All the rest are applied sequentially,
1093 * meaning if any test passes, the item gets picked up. */
1094
1095 /* if mode is set to pick nothing up, return */
1096
1097 if (op->contr->mode & PU_NOTHING)
1098 return 1;
1099
1100 /* if mode is set to stop when encountering objects, return */
1101 /* take STOP before INHIBIT since it doesn't actually pick
1102 * anything up */
1103
1104 if (op->contr->mode & PU_STOP)
1105 return 0;
1106
1107 /* useful for going into stores and not losing your settings... */
1108 /* and for battles wher you don't want to get loaded down while
1109 * fighting */
1110 if (op->contr->mode & PU_INHIBIT)
1111 return 1;
1112
1113 /* prevent us from turning into auto-thieves :) */
1114 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1115 continue; 1008 continue;
1009 }
1116 1010
1117 /* ignore known cursed objects */ 1011 /* we don't forget dragon food */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1012 if (op->contr->mode & PU_FLESH)
1013 if (tmp->type == FLESH)
1014 {
1015 CHK_PICK_PICKUP;
1119 continue; 1016 continue;
1017 }
1120 1018
1121 /* all food and drink if desired */ 1019 /* bows and arrows. Bows are good for selling! */
1122 /* question: don't pick up known-poisonous stuff? */ 1020 if (op->contr->mode & PU_BOW)
1021 if (tmp->type == BOW)
1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1026
1027 if (op->contr->mode & PU_ARROW)
1028 if (tmp->type == ARROW)
1029 {
1030 CHK_PICK_PICKUP;
1031 continue;
1032 }
1033
1034 /* all kinds of armor etc. */
1035 if (op->contr->mode & PU_ARMOUR)
1036 if (tmp->type == ARMOUR)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 if (op->contr->mode & PU_HELMET)
1043 if (tmp->type == HELMET)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_SHIELD)
1050 if (tmp->type == SHIELD)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1123 if (op->contr->mode & PU_FOOD) 1056 if (op->contr->mode & PU_BOOTS)
1124 if (tmp->type == FOOD) 1057 if (tmp->type == BOOTS)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_GLOVES)
1064 if (tmp->type == GLOVES || tmp->type == BRACERS)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_CLOAK)
1071 if (tmp->type == CLOAK)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1077 /* hoping to catch throwing daggers here */
1078 if (op->contr->mode & PU_MISSILEWEAPON)
1079 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 /* careful: chairs and tables are weapons! */
1086 if (op->contr->mode & PU_ALLWEAPON)
1087 {
1088 if (tmp->type == WEAPON)
1089 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1125 { 1090 {
1126 CHK_PICK_PICKUP; 1091 CHK_PICK_PICKUP;
1127 continue; 1092 continue;
1128 } 1093 }
1094 }
1129 1095
1096 /* misc stuff that's useful */
1130 if (op->contr->mode & PU_DRINK) 1097 if (op->contr->mode & PU_KEY)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1098 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1132 { 1099 {
1133 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1134 continue; 1101 continue;
1135 } 1102 }
1136 1103
1104 /* any of the last 4 bits set means we use the ratio for value
1105 * pickups */
1137 if (op->contr->mode & PU_POTION) 1106 if (op->contr->mode & PU_RATIO)
1138 if (tmp->type == POTION) 1107 {
1108 /* use value density to decide what else to grab */
1109 /* >=7 was >= op->contr->mode */
1110 /* >=7 is the old standard setting. Now we take the last 4 bits
1139 { 1111 */
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* spellbooks, skillscrolls and normal books/scrolls */
1145 if (op->contr->mode & PU_SPELLBOOK)
1146 if (tmp->type == SPELLBOOK)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_SKILLSCROLL)
1153 if (tmp->type == SKILLSCROLL)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_READABLES)
1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* wands/staves/rods/horns */
1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 /* pick up all magical items */
1175 if (op->contr->mode & PU_MAGICAL) 1112 wvratio = op->contr->mode & PU_RATIO;
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1113 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_VALUABLES)
1183 { 1114 {
1184 if (tmp->type == MONEY || tmp->type == GEM) 1115#if 0
1116 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1117 if (tmp->name != NULL)
1185 { 1118 {
1186 CHK_PICK_PICKUP; 1119 fprintf (stderr, "%s", tmp->name);
1187 continue;
1188 } 1120 }
1189 }
1190
1191 /* rings & amulets - talismans seems to be typed AMULET */
1192 if (op->contr->mode & PU_JEWELS)
1193 if (tmp->type == RING || tmp->type == AMULET)
1194 {
1195 CHK_PICK_PICKUP;
1196 continue;
1197 }
1198
1199 /* we don't forget dragon food */
1200 if (op->contr->mode & PU_FLESH)
1201 if (tmp->type == FLESH)
1202 {
1203 CHK_PICK_PICKUP;
1204 continue;
1205 }
1206
1207 /* bows and arrows. Bows are good for selling! */
1208 if (op->contr->mode & PU_BOW)
1209 if (tmp->type == BOW)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_ARROW)
1216 if (tmp->type == ARROW)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* all kinds of armor etc. */
1223 if (op->contr->mode & PU_ARMOUR)
1224 if (tmp->type == ARMOUR)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_HELMET)
1231 if (tmp->type == HELMET)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_SHIELD)
1238 if (tmp->type == SHIELD)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_BOOTS)
1245 if (tmp->type == BOOTS)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_GLOVES)
1252 if (tmp->type == GLOVES)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_CLOAK)
1259 if (tmp->type == CLOAK)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 /* hoping to catch throwing daggers here */
1266 if (op->contr->mode & PU_MISSILEWEAPON)
1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 /* careful: chairs and tables are weapons! */
1274 if (op->contr->mode & PU_ALLWEAPON)
1275 {
1276 if (tmp->type == WEAPON && tmp->name != NULL)
1277 {
1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284 }
1285
1286 if (tmp->type == WEAPON && tmp->name == NULL)
1287 {
1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293 }
1294 }
1295
1296 /* misc stuff that's useful */
1297 if (op->contr->mode & PU_KEY)
1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299 {
1300 CHK_PICK_PICKUP;
1301 continue;
1302 }
1303
1304 /* any of the last 4 bits set means we use the ratio for value
1305 * pickups */
1306 if (op->contr->mode & PU_RATIO)
1307 {
1308 /* use value density to decide what else to grab */
1309 /* >=7 was >= op->contr->mode */
1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1311 */
1312 wvratio = op->contr->mode & PU_RATIO;
1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1314 {
1315 CHK_PICK_PICKUP;
1316#if 0
1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1318 if (tmp->name != NULL)
1319 {
1320 fprintf (stderr, "%s", tmp->name);
1321 }
1322 else 1121 else
1323 fprintf (stderr, "%s", tmp->arch->archname); 1122 fprintf (stderr, "%s", tmp->arch->archname);
1324 fprintf (stderr, ",%d] = ", tmp->type); 1123 fprintf (stderr, ",%d] = ", tmp->type);
1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1124 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1326#endif 1125#endif
1126 CHK_PICK_PICKUP;
1327 continue; 1127 continue;
1328 }
1329 } 1128 }
1330 } /* the new pickup model */ 1129 } /* the new pickup model */
1331 } 1130 }
1332 1131
1333 return !stop; 1132 return !stop;
1133}
1134
1135/* routine for both players and monsters. We call this when
1136 * there is a possibility for our action distrubing our hiding
1137 * place or invisiblity spell. Artefact invisiblity causes
1138 * "noise" instead. If we arent invisible to begin with, we
1139 * return 0.
1140 */
1141static int
1142action_makes_visible (object *op)
1143{
1144 if (op->invisible && op->flag [FLAG_ALIVE])
1145 {
1146 if (op->flag [FLAG_MAKE_INVIS])
1147 {
1148 // artefact invisibility is permanent, but we still make noise
1149 // this is important for game-balance.
1150 if (op->contr)
1151 op->make_noise ();
1152
1153 return 0;
1154 }
1155
1156 if (op->contr && op->contr->tmp_invis == 0)
1157 return 0;
1158
1159 /* If monsters, they should become visible */
1160 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1161 {
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1163 return 1;
1164 }
1165 }
1166
1167 return 0;
1334} 1168}
1335 1169
1336/* 1170/*
1337 * Find an arrow in the inventory and after that 1171 * Find an arrow in the inventory and after that
1338 * in the right type container (quiver). Pointer to the 1172 * in the right type container (quiver). Pointer to the
1339 * found object is returned. 1173 * found object is returned.
1340 */ 1174 */
1341object * 1175static object *
1342find_arrow (object *op, const char *type) 1176find_arrow (object *op, const char *type)
1343{ 1177{
1344 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp); 1180 return splay (tmp);
1347 1181
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1182 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1183 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type)) 1184 if (object *arrow = find_arrow (tmp, type))
1351 { 1185 {
1352 splay (tmp); 1186 splay (tmp);
1353 return arrow; 1187 return arrow;
1354 } 1188 }
1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1194 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1361 * against the target. A full test is not performed, simply a basic test 1195 * against the target. A full test is not performed, simply a basic test
1362 * of resistances. The archer is making a quick guess at what he sees down 1196 * of resistances. The archer is making a quick guess at what he sees down
1363 * the hall. Failing that it does it's best to pick the highest plus arrow. 1197 * the hall. Failing that it does it's best to pick the highest plus arrow.
1364 */ 1198 */
1365object * 1199static object *
1366find_better_arrow (object *op, object *target, const char *type, int *better) 1200find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1367{ 1201{
1368 object *tmp = NULL, *arrow, *ntmp; 1202 object *tmp = NULL, *arrow, *ntmp;
1369 int attacknum, attacktype, betterby = 0, i; 1203 int attacknum, attacktype, betterby = 0, i;
1370 1204
1371 if (!type) 1205 if (!type)
1372 return NULL; 1206 return NULL;
1373 1207
1374 for (arrow = op->inv; arrow; arrow = arrow->below) 1208 for (arrow = op->inv; arrow; arrow = arrow->below)
1375 { 1209 {
1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1210 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1377 { 1211 {
1378 i = 0; 1212 i = 0;
1379 ntmp = find_better_arrow (arrow, target, type, &i); 1213 ntmp = find_better_arrow (arrow, target, type, &i);
1214
1380 if (i > betterby) 1215 if (i > betterby)
1381 { 1216 {
1382 tmp = ntmp; 1217 tmp = ntmp;
1383 betterby = i; 1218 betterby = i;
1384 } 1219 }
1385 } 1220 }
1386 else if (arrow->type == ARROW && arrow->race == type) 1221 else if (arrow->type == ARROW && arrow->race == type)
1387 { 1222 {
1388 /* allways prefer assasination/slaying */ 1223 /* allways prefer assasination/slaying */
1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1224 if (target->race && arrow->slaying.contains (target->race))
1390 { 1225 {
1391 if (arrow->attacktype & AT_DEATH) 1226 if (arrow->attacktype & AT_DEATH)
1392 { 1227 {
1393 *better = 100; 1228 *better = 100;
1394 return arrow; 1229 return arrow;
1409 { 1244 {
1410 tmp = arrow; 1245 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1246 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 } 1247 }
1413 } 1248 }
1249
1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1250 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415 { 1251 {
1416 tmp = arrow; 1252 tmp = arrow;
1417 betterby = 2 + arrow->magic + arrow->stats.dam; 1253 betterby = 2 + arrow->magic + arrow->stats.dam;
1418 } 1254 }
1255
1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1256 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420 { 1257 {
1421 tmp = arrow; 1258 tmp = arrow;
1422 betterby = 1 + arrow->magic + arrow->stats.dam; 1259 betterby = 1 + arrow->magic + arrow->stats.dam;
1423 } 1260 }
1436 * find_better_arrow to find a decent arrow to use. 1273 * find_better_arrow to find a decent arrow to use.
1437 * op = the shooter 1274 * op = the shooter
1438 * type = bow->race 1275 * type = bow->race
1439 * dir = fire direction 1276 * dir = fire direction
1440 */ 1277 */
1441object * 1278static object *
1442pick_arrow_target (object *op, const char *type, int dir) 1279pick_arrow_target (object *op, shstr_cmp type, int dir)
1443{ 1280{
1444 object *tmp = NULL; 1281 object *tmp = NULL;
1445 maptile *m; 1282 maptile *m;
1446 int i, mflags, found, number; 1283 int i, mflags, found, number;
1447 sint16 x, y; 1284 sint16 x, y;
1462 for (i = 0, found = 0; i < 20; i++) 1299 for (i = 0, found = 0; i < 20; i++)
1463 { 1300 {
1464 x += freearr_x[dir]; 1301 x += freearr_x[dir];
1465 y += freearr_y[dir]; 1302 y += freearr_y[dir];
1466 mflags = get_map_flags (m, &m, x, y, &x, &y); 1303 mflags = get_map_flags (m, &m, x, y, &x, &y);
1304
1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1305 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 { 1306 {
1469 tmp = NULL; 1307 tmp = 0;
1470 break; 1308 break;
1471 } 1309 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1310 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 { 1311 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1312 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption. 1313 * perhaps a bad assumption.
1476 */ 1314 */
1477 tmp = NULL; 1315 tmp = 0;
1478 break; 1316 break;
1479 } 1317 }
1318
1480 if (mflags & P_IS_ALIVE) 1319 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1320 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1321 if (tmp->flag [FLAG_ALIVE])
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1489 break; 1322 break;
1490 }
1491 } 1323 }
1492 if (tmp == NULL) 1324
1325 if (!tmp)
1493 return find_arrow (op, type); 1326 return find_arrow (op, type);
1494 1327
1495 if (tmp->head) 1328 if (tmp->head)
1496 tmp = tmp->head; 1329 tmp = tmp->head;
1497 1330
1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1370 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1538 return 0; 1371 return 0;
1539 } 1372 }
1540 1373
1541 // optimisation: move object to top so we will find it quickly again 1374 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below) 1375 splay (bow);
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1548 } 1376 }
1549 1377
1550 if (!bow->race || !bow->skill) 1378 if (!bow->race || !bow->skill)
1551 { 1379 {
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1559 { 1387 {
1560 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1389 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1562 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1390 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1563 else 1391 else
1564 CLEAR_FLAG (op, FLAG_READY_BOW); 1392 op->clr_flag (FLAG_READY_BOW);
1565 1393
1566 return 0; 1394 return 0;
1567 } 1395 }
1568 } 1396 }
1569 1397
1598 arrow->direction = dir; 1426 arrow->direction = dir;
1599 1427
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1428 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1429 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1430 arrow->stats.grace = arrow->attacktype;
1603 1431 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1432
1607#if 0 1433#if 0
1608 if (player *pl = op->contr) 1434 if (player *pl = op->contr)
1609 { 1435 {
1610 float speed = pl->weapon_sp; 1436 float speed = pl->weapon_sp;
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 player *pl = op->contr; 1623 player *pl = who->contr;
1799 1624
1800 if (pl->golem) 1625 if (pl->golem)
1801 { 1626 {
1802 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1803 return false; 1628 return false;
1804 } 1629 }
1805 1630
1806 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1807 1632
1808 if (!ob) 1633 if (!ob)
1809 return false; 1634 return false;
1810 1635
1811 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1812 --op->speed_left; 1637 --who->speed_left;
1813 else 1638 else
1814 return false; 1639 return false;
1815 1640
1816 if (!op->change_weapon (ob)) 1641 if (!who->apply (ob))
1817 return false; 1642 return false;
1818 1643
1819 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1821 make_visible (op); 1646 make_visible (who);
1822 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
2058 */ 1896 */
2059 if (op->type == PLAYER 1897 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op) 1900 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2064 { 1902 {
2065 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced) 1904 if (op->contr->braced)
2067 return false; 1905 return false;
2068 1906
2071 --op->speed_left; 1909 --op->speed_left;
2072 1910
2073 op->play_sound (sound_find ("push_player")); 1911 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1912 push_ob (mon, dir, op);
2075 1913
2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) 1914 if (action_makes_visible (op))
2077 make_visible (op); 1915 make_visible (op);
2078 1916
2079 return true; 1917 return true;
2080 } 1918 }
2081 else 1919 else
2082 return false; 1920 return false;
2083 } 1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
2084 1924
2085 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2087 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2088 * attack them either. 1928 * attack them either.
2089 */ 1929 */
2090 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2092 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
2093 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2094 && !on_battleground)) 1934 && !on_battleground))
2095 { 1935 {
2096 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
2112 } 1952 }
2113 } 1953 }
2114 /* If the object is a boulder or other rollable object, then 1954 /* 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. 1955 * roll it if not braced. You can't roll it if you are braced.
2116 */ 1956 */
2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2118 { 1958 {
2119 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
2120 { 1960 {
2121 --op->speed_left; 1961 --op->speed_left;
2122 1962
2131 * Way it works is like this: First, it must have some hit points 1971 * 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: 1972 * 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 1973 * 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. 1974 * that party_number -1 is no party, so attacks can still happen.
2135 */ 1975 */
2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2138 { 1978 {
2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2140 { 1980 {
2141 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
2153} 1993}
2154 1994
2155bool 1995bool
2156move_player (object *op, int dir) 1996move_player (object *op, int dir)
2157{ 1997{
2158 int pick;
2159
2160 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2161 return 0; 1999 return 0;
2162 2000
2163 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2165 { 2003 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0; 2005 return 0;
2168 } 2006 }
2169 2007
2170 /* peterm: added following line */ 2008 /* peterm: added following line */
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2011
2174 op->facing = dir; 2012 op->facing = dir;
2175 2013
2176 if (op->flag [FLAG_HIDDEN]) 2014 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2015 do_hidden_move (op);
2178 2016
2179 bool retval; 2017 bool retval;
2018 int pick = 0;
2180 2019
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0); 2021 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2184 retval = fire (op, dir); 2023 retval = fire (op, dir);
2215 * players. 2054 * players.
2216 */ 2055 */
2217bool 2056bool
2218handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2219{ 2058{
2220 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2221 { 2060 {
2222 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2223 { 2062 {
2224 --op->speed_left; 2063 --op->speed_left;
2225 flee_player (op); 2064 flee_player (op);
2241 return move_player (op, op->direction); 2080 return move_player (op, op->direction);
2242 2081
2243 return false; 2082 return false;
2244} 2083}
2245 2084
2246int 2085static int
2247save_life (object *op) 2086save_life (object *op)
2248{ 2087{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2250 return 0; 2089 return 0;
2251 2090
2252 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2254 { 2093 {
2255 op->play_sound (sound_find ("ob_evaporate")); 2094 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)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2257 2096
2258 tmp->destroy (); 2097 tmp->destroy ();
2259 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2260 2099
2261 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2263 2102
2264 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2265 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2266 2105
2267 op->update_stats (); 2106 op->update_stats ();
2268 return 1; 2107 return 1;
2269 } 2108 }
2270 2109
2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2272 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2273 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2274 return 0; 2113 return 0;
2275} 2114}
2276 2115
2277/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2284{ 2123{
2285 while (op) 2124 while (op)
2286 { 2125 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288 2127
2289 if (QUERY_FLAG (op, FLAG_UNPAID)) 2128 if (op->flag [FLAG_UNPAID])
2290 op->insert_at (env); 2129 op->insert_at (env);
2291 else if (op->inv) 2130 else if (op->inv)
2292 drop_unpaid_items (op->inv, env); 2131 drop_unpaid_items (op->inv, env);
2293 2132
2294 op = next; 2133 op = next;
2298void 2137void
2299object::drop_unpaid_items () 2138object::drop_unpaid_items ()
2300{ 2139{
2301 if (!flag [FLAG_REMOVED]) 2140 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this); 2141 ::drop_unpaid_items (inv, this);
2303}
2304
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} 2142}
2341 2143
2342void 2144void
2343do_some_living (object *op) 2145do_some_living (object *op)
2344{ 2146{
2361 * alternate it here for it to work correctly. 2163 * alternate it here for it to work correctly.
2362 */ 2164 */
2363 if (pticks & 2) 2165 if (pticks & 2)
2364 op->invisible--; 2166 op->invisible--;
2365 } 2167 }
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2367 { 2169 {
2368 if (!op->invisible--) 2170 if (!op->invisible--)
2369 { 2171 {
2370 make_visible (op); 2172 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2173 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 if (op->stats.sp < op->stats.maxsp) 2240 if (op->stats.sp < op->stats.maxsp)
2439 { 2241 {
2440 op->stats.sp++; 2242 op->stats.sp++;
2441 2243
2442 /* dms do not consume food */ 2244 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ)) 2245 if (!op->flag [FLAG_WIZ])
2444 { 2246 {
2445 op->stats.food--; 2247 op->stats.food--;
2446 2248
2447 if (op->contr->digestion < 0) 2249 if (op->contr->digestion < 0)
2448 op->stats.food += op->contr->digestion; 2250 op->stats.food += op->contr->digestion;
2482 if (op->stats.hp < op->stats.maxhp) 2284 if (op->stats.hp < op->stats.maxhp)
2483 { 2285 {
2484 op->stats.hp++; 2286 op->stats.hp++;
2485 2287
2486 /* dms do not consume food */ 2288 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ)) 2289 if (!op->flag [FLAG_WIZ])
2488 { 2290 {
2489 op->stats.food--; 2291 op->stats.food--;
2490 2292
2491 if (op->contr->digestion < 0) 2293 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion; 2294 op->stats.food += op->contr->digestion;
2499 { 2301 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2302 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501 2303
2502 if (over_hp > 0) 2304 if (over_hp > 0)
2503 { 2305 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2306 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2307 op->last_heal = 0;
2506 } 2308 }
2507 else 2309 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2310 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 } 2311 }
2519 penalty = max (0, -op->contr->digestion); 2321 penalty = max (0, -op->contr->digestion);
2520 2322
2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522 2324
2523 /* dms do not consume food */ 2325 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2525 op->stats.food--; 2327 op->stats.food--;
2526 } 2328 }
2527 2329
2528 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2529 { 2331 {
2530 object *flesh = 0; 2332 object *flesh = 0;
2531 2333
2532 for_inv_removable (op, tmp) 2334 for_inv_removable (op, tmp)
2533 { 2335 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2535 continue; 2337 continue;
2536 2338
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 { 2340 {
2539 op->statusmsg ("You blindly grab for a bite of food. " 2341 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.>"); 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0); 2343 op->apply (tmp);
2542 2344
2543 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break; 2346 break;
2545 } 2347 }
2546 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2552 */ 2354 */
2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2554 { 2356 {
2555 op->statusmsg ("You blindly grab for a bite of food. " 2357 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.>"); 2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2558 } 2360 }
2559 2361
2560 // If player is still starving, alert him! 2362 // If player is still starving, alert him!
2561 if (op->stats.food < 0) 2363 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! " 2364 op->failmsg ("You are starving! "
2574 op->contr->killer->destroy (); 2376 op->contr->killer->destroy ();
2575 } 2377 }
2576 } 2378 }
2577 2379
2578 /* killer should be set here already */ 2380 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2580 kill_player (op); 2382 kill_player (op);
2581 } 2383 }
2582} 2384}
2583 2385
2584/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2588 */ 2390 */
2589void 2391void
2590kill_player (object *op) 2392kill_player (object *op)
2591{ 2393{
2592 int x, y; 2394 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2396 int will_kill_again;
2596 archetype *at; 2397 archetype *at;
2597 object *tmp; 2398 object *tmp;
2598 2399
2599 if (save_life (op)) 2400 if (save_life (op))
2600 return; 2401 return;
2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2601 2438
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* 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. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2442 */
2606 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2607 { 2444 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 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 2446
2631 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2633 { 2449
2634 tmp->name = format ("%s's finger" , &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format ( 2452 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2453 "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, 2454 &op->name, op->contr->title,
2639 (int)op->level, 2455 (int)op->level,
2640 op->contr->killer_name () 2456 op->contr->killer_name ()
2641 ); 2457 );
2642 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2644 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2645 }
2646 2461
2647 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2467 return;
2651 } 2468 }
2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2472
2653 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2654 2474
2655 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2656 2476
2690 2510
2691 lost_a_stat = 0; 2511 lost_a_stat = 0;
2692 2512
2693 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2694 { 2514 {
2695 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2696 2516
2697 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2698 { 2518 {
2699 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2520 * what he lost.
2707 lost_a_stat = 1; 2527 lost_a_stat = 1;
2708 } 2528 }
2709 else 2529 else
2710 { 2530 {
2711 /* deplete a stat */ 2531 /* deplete a stat */
2712 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2713 object *dep; 2533 object *dep;
2714 2534
2715 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2716 if (!dep) 2536 if (!dep)
2717 { 2537 {
2718 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2719 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2720 } 2540 }
2721 lose_this_stat = 1; 2541 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2723 { 2543 {
2751 } 2571 }
2752 } 2572 }
2753 2573
2754 if (lose_this_stat) 2574 if (lose_this_stat)
2755 { 2575 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2581 * difference.
2762 */ 2582 */
2763 if (this_stat >= -50) 2583 if (this_stat >= -50)
2764 { 2584 {
2765 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats (); 2588 op->update_stats ();
2769 lost_a_stat = 1; 2589 lost_a_stat = 1;
2770 } 2590 }
2771 } 2591 }
2775 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2596 if (!lost_a_stat)
2777 { 2597 {
2778 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2781 2601
2782 if (god && (strcmp (god, "none"))) 2602 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); 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2604 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2606 }
2787#else 2607#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2609#endif
2790 2610
2791 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2612 * exp loss on the stone.
2793 */ 2613 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2795 tmp->name = format ("%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2798 &op->name, op->contr->title, op->contr->killer_name ()); 2618 &op->name, op->contr->title, op->contr->killer_name ());
2799 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2800 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2801 2621
2802 /**************************************/ 2622 /**************************************/
2803 /* */ 2623 /* */
2804 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */ 2625 /* */
2808 /**************************************/ 2626 /**************************************/
2809 2627
2810 /* remove any poisoning and confusion the character may be suffering. */
2811 /* restore player */
2812 at = archetype::find ("poisoning");
2813 tmp = present_arch_in_ob (at, op);
2814
2815 if (tmp)
2816 {
2817 tmp->destroy ();
2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2819 }
2820
2821 at = archetype::find ("confusion");
2822 tmp = present_arch_in_ob (at, op);
2823 if (tmp)
2824 {
2825 tmp->destroy ();
2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2827 }
2828
2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2842
2843 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
2845
2846 if (op->stats.food < 100)
2847 op->stats.food = 900;
2848
2849 op->stats.hp = op->stats.maxhp;
2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2852 2630
2853 /* 2631 /*
2854 * Check to see if the player has any unpaid items. If so, remove them 2632 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map. 2633 * and put them back in the map.
2856 */ 2634 */
2884 2662
2885 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2886 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2887 force->speed = 0.1f; 2665 force->speed = 0.1f;
2888 force->speed_left = -5.f; 2666 force->speed_left = -5.f;
2889 SET_FLAG (force, FLAG_APPLIED); 2667 force->set_flag (FLAG_APPLIED);
2890 for (at = 0; at < NROFATTACKS; at++) 2668 for (at = 0; at < NROFATTACKS; at++)
2891 if (will_kill_again & (1 << at)) 2669 if (will_kill_again & (1 << at))
2892 force->resist[at] = 100; 2670 force->resist[at] = 100;
2893 2671
2894 insert_ob_in_ob (force, op); 2672 insert_ob_in_ob (force, op);
2895 op->update_stats (); 2673 op->update_stats ();
2896 } 2674 }
2897 2675
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2676 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2677}
2900 2678
2901void 2679static void
2902loot_object (object *op) 2680loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2681{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next; 2682 object *tmp, *tmp2, *next;
2905 2683
2906 op->close_container (); /* close open sack first */ 2684 op->close_container (); /* close open sack first */
2916 tmp->x = op->x, tmp->y = op->y; 2694 tmp->x = op->x, tmp->y = op->y;
2917 2695
2918 if (tmp->type == CONTAINER) 2696 if (tmp->type == CONTAINER)
2919 loot_object (tmp); /* empty container to ground */ 2697 loot_object (tmp); /* empty container to ground */
2920 2698
2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2699 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2922 { 2700 {
2923 if (tmp->nrof > 1) 2701 if (tmp->nrof > 1)
2924 { 2702 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1)); 2703 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0); 2704 insert_ob_in_map (tmp, op->map, NULL, 0);
2937 * fix_weight(): Check recursively the weight of all players, and fix 2715 * fix_weight(): Check recursively the weight of all players, and fix
2938 * what needs to be fixed. Refresh windows and fix speed if anything 2716 * what needs to be fixed. Refresh windows and fix speed if anything
2939 * was changed. 2717 * was changed.
2940 */ 2718 */
2941void 2719void
2942fix_weight (void) 2720fix_weight ()
2943{ 2721{
2944 for_all_players (pl) 2722 for_all_players (pl)
2945 { 2723 {
2946 sint32 old = pl->ob->carrying; 2724 sint32 old = pl->ob->carrying;
2947 2725
2954 } 2732 }
2955 } 2733 }
2956} 2734}
2957 2735
2958void 2736void
2959fix_luck (void) 2737fix_luck ()
2960{ 2738{
2961 for_all_players (pl) 2739 for_all_players (pl)
2962 if (!pl->ob->contr->ns->state) 2740 if (!pl->ob->contr->ns->state)
2963 pl->ob->change_luck (0); 2741 pl->ob->change_luck (0);
2964} 2742}
3016} 2794}
3017 2795
3018int 2796int
3019is_true_undead (object *op) 2797is_true_undead (object *op)
3020{ 2798{
3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2799 if (op->arch->flag [FLAG_UNDEAD])
3022 return 1; 2800 return 1;
3023 2801
3024 return 0; 2802 return 0;
3025} 2803}
3026 2804
3036 2814
3037 if (!ob || !ob->map) 2815 if (!ob || !ob->map)
3038 return 0; 2816 return 0;
3039 2817
3040 /* so, on normal lighted maps, its hard to hide */ 2818 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2819 level = ob->map->darklevel () - 2;
3042 2820
3043 /* this also picks up whether the object is glowing. 2821 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2822 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2823 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2824 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2825 level = -(10 + (2 * ob->map->darklevel ()));
3048 2826
3049 /* scan through all nearby squares for terrain to hide in */ 2827 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2828 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2829 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2830 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3124 2902
3125 if (who->type == PLAYER) 2903 if (who->type == PLAYER)
3126 player = 1; 2904 player = 1;
3127 2905
3128 else 2906 else
3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2907 friendly = who->flag [FLAG_FRIENDLY];
3130 2908
3131 /* search adjacent squares */ 2909 /* search adjacent squares */
3132 for (i = 1; i < 9; i++) 2910 for (i = 1; i < 9; i++)
3133 { 2911 {
3134 x = who->x + freearr_x[i]; 2912 x = who->x + freearr_x[i];
3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2921 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3144 continue; 2922 continue;
3145 2923
3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2924 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 { 2925 {
3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2926 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3149 return 1; 2927 return 1;
3150 else if (tmp->type == PLAYER) 2928 else if (tmp->type == PLAYER)
3151 { 2929 {
3152 /*don't let a hidden DM prevent you from hiding */ 2930 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2931 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3154 return 1; 2932 return 1;
3155 } 2933 }
3156 } 2934 }
3157 } 2935 }
3158 return 0; 2936 return 0;
3199 while (op) 2977 while (op)
3200 { 2978 {
3201 dx = rv.distance_x + op->arch->x; 2979 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 2980 dy = rv.distance_y + op->arch->y;
3203 2981
3204 /* only the viewable area the player sees is updated by LOS 2982 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; 2983 return 1;
3212 2984
3213 op = op->more; 2985 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->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3240 return 1;
3241 }
3242 } 2986 }
3243 2987
3244 return 0; 2988 return 0;
3245} 2989}
3246 2990
3261 * and the exit-coordinates sp/hp must both be > 0. 3005 * and the exit-coordinates sp/hp must both be > 0.
3262 * => The intention here is to prevent abuse of the battleground- 3006 * => The intention here is to prevent abuse of the battleground-
3263 * feature (like pickable or hidden battleground tiles). */ 3007 * feature (like pickable or hidden battleground tiles). */
3264 for (object *tmp = op->below; tmp; tmp = tmp->below) 3008 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 { 3009 {
3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (tmp->flag [FLAG_IS_FLOOR])
3267 { 3011 {
3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3012 if (tmp->flag [FLAG_NO_PICK]
3269 && tmp->type == BATTLEGROUND 3013 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground 3014 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp)) 3015 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 { 3016 {
3273 /* before we assign the exit, check if this is a teambattle */ 3017 /* before we assign the exit, check if this is a teambattle */
3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3018 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3275 {
3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3019 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3020 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3277 { 3021 {
3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 {
3280 if (x && y) 3022 if (x && y)
3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3023 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 3024
3283 return 1; 3025 return 1;
3284 }
3285 } 3026 }
3286 }
3287 3027
3288 if (x && y) 3028 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3029 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 3030
3291 return 1; 3031 return 1;
3429 else 3169 else
3430 j = 1; 3170 j = 1;
3431 strcat (buf, spellpathnames[i]); 3171 strcat (buf, spellpathnames[i]);
3432 } 3172 }
3433 } 3173 }
3174
3434 strcat (buf, "."); 3175 strcat (buf, ".");
3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3176 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3177 }
3437 3178
3438 /* evtl. adding flags: */ 3179 /* evtl. adding flags: */
3439 if (QUERY_FLAG (item, FLAG_XRAYS)) 3180 if (item->flag [FLAG_XRAYS])
3440 SET_FLAG (skin, FLAG_XRAYS); 3181 skin->set_flag (FLAG_XRAYS);
3441 if (QUERY_FLAG (item, FLAG_STEALTH)) 3182 if (item->flag [FLAG_STEALTH])
3442 SET_FLAG (skin, FLAG_STEALTH); 3183 skin->set_flag (FLAG_STEALTH);
3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3184 if (item->flag [FLAG_SEE_IN_DARK])
3444 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3185 skin->set_flag (FLAG_SEE_IN_DARK);
3445 3186
3446 /* print message if there is one */ 3187 /* print message if there is one */
3447 if (item->msg != NULL) 3188 if (item->msg != NULL)
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3189 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 } 3190 }
3450 else 3191 else
3451 { 3192 {
3452 /* generate misc. treasure */ 3193 /* generate misc. treasure */
3453 tmp = arch_to_object (tr->item); 3194 tmp = tr->item->instance ();
3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3195 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3455 who->insert (tmp); 3196 who->insert (tmp);
3456 } 3197 }
3457} 3198}
3458 3199
3459/** 3200//-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 3201
3476sint8 3202sint8
3477player::visibility_at (maptile *map, int x, int y) const 3203player::darkness_at (maptile *map, int x, int y) const
3478{ 3204{
3479 if (!ns) 3205 if (!ns)
3480 return 0; 3206 return LOS_BLOCKED;
3481 3207
3482 int dx, dy; 3208 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3209 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3210 return LOS_BLOCKED;
3485 3211
3486 x += dx - ns->current_x + ns->mapx / 2; 3212 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3213 y += dy - ns->current_y;
3488 3214
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]; 3215 return blocked_los (x, y);
3493} 3216}
3494 3217
3495void 3218void
3496player::infobox (const char *title, const char *msg, int color) 3219player::infobox (const char *title, const char *msg, int color)
3497{ 3220{
3509{ 3232{
3510 play_sound (sound_find ("generic_failure")); 3233 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color); 3234 statusmsg (msg, color);
3512} 3235}
3513 3236
3237void
3238object::failmsgf (const char *format, ...)
3239{
3240 if (!contr)
3241 return;
3242
3243 va_list ap;
3244 va_start (ap, format);
3245 contr->failmsg (vformat (format, ap));
3246 va_end (ap);
3247}
3248
3249void
3250player::failmsgf (const char *format, ...)
3251{
3252 va_list ap;
3253 va_start (ap, format);
3254 failmsg (vformat (format, ap));
3255 va_end (ap);
3256}
3257

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines