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Comparing deliantra/server/server/player.C (file contents):
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC vs.
Revision 1.273 by root, Sun Apr 18 05:54:18 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
52 54
53 players.insert (this); 55 players.insert (this);
54 ob->remove (); 56 ob->remove ();
55 ob->map = 0; 57 ob->map = 0;
56 ob->activate_recursive (); 58 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
58 add_friendly_object (ob); 60 add_friendly_object (ob);
59} 61}
60 62
61void 63void
62player::deactivate () 64player::deactivate ()
74 ob->remove (); 76 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0; 78 ob->map = 0;
77 party = 0; 79 party = 0;
78 80
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this); 81 players.erase (this);
82} 82}
83 83
84// connect the player with a specific client 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
105 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
106 106
107 ob->update_weight (); 107 ob->update_weight ();
108 link_skills (); 108 link_skills ();
109 109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
134 132
135 ns->floorbox_update (); 133 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
138 136
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
139 activate (); 143 activate ();
140 144
141 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
143} 147}
167 // when ns = 0 171 // when ns = 0
168 observe = viewpoint = ob; 172 observe = viewpoint = ob;
169 173
170 deactivate (); 174 deactivate ();
171} 175}
176
177//-GPL
172 178
173// the need for this function can be explained 179// the need for this function can be explained
174// by load_object not returning the object 180// by load_object not returning the object
175void 181void
176player::set_object (object *op) 182player::set_object (object *op)
180 186
181 ob->speed = 1.0f; 187 ob->speed = 1.0f;
182 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
183 189
184 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212} 191}
213 192
214void 193void
215player::set_observe (object *op) 194player::set_observe (object *op)
216{ 195{
222player::set_viewpoint (object *op) 201player::set_viewpoint (object *op)
223{ 202{
224 viewpoint = op ? op : (object *)observe; 203 viewpoint = op ? op : (object *)observe;
225 do_los = 1; 204 do_los = 1;
226} 205}
206
207//+GPL
227 208
228player::player () 209player::player ()
229{ 210{
230 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point. 212 * we deal with that below this point.
253 disconnect (); 234 disconnect ();
254 235
255 attachable::do_destroy (); 236 attachable::do_destroy ();
256 237
257 if (ob) 238 if (ob)
258 {
259 ob->destroy_inv (false);
260 ob->destroy (); 239 ob->destroy ();
261 }
262 240
263 ob = observe = viewpoint = 0; 241 ob = observe = viewpoint = 0;
264} 242}
265 243
266player::~player () 244player::~player ()
267{ 245{
268 /* Clear item stack */ 246 /* Clear item stack */
269 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 }
270} 276}
271 277
272/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
273 * 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
274 * mode. 280 * mode.
276player * 282player *
277player::create () 283player::create ()
278{ 284{
279 player *pl = new player; 285 player *pl = new player;
280 286
281 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
282 288
283 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
284 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
286 292
287 set_first_map (pl->ob); 293 set_first_map (pl->ob);
288 294
289 return pl; 295 return pl;
290}
291
292/*
293 * get_player_archetype() return next player archetype from archetype
294 * list. Not very efficient routine, but used only creating new players.
295 * Note: there MUST be at least one player archetype!
296 */
297archetype *
298get_player_archetype (archetype *at)
299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
307
308 for (;;)
309 {
310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318} 296}
319 297
320object * 298object *
321get_nearest_player (object *mon) 299get_nearest_player (object *mon)
322{ 300{
396 */ 374 */
397int 375int
398path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
399{ 377{
400 rv_vector rv; 378 rv_vector rv;
401 sint16 x, y;
402 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;
403 maptile *m, *lastmap;
404 380
405 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
406 382
407 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
408 return 0; 384 return 0;
409 385
410 x = mon->x; 386 mapxy pos (mon);
411 y = mon->y;
412 m = mon->map;
413 dir = rv.direction; 387 dir = rv.direction;
414 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 */
415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416 390
417 /* 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. */
418 if (diff > max) 392 if (diff > max)
419 return 0; 393 return 0;
420 394
421 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
422 { 396 {
423 lastx = x; 397 mapxy lastpos = pos;
424 lasty = y; 398 pos.move (dir);
425 lastmap = m;
426 x = lastx + freearr_x[dir];
427 y = lasty + freearr_y[dir];
428 399
429 mflags = get_map_flags (m, &m, x, y, &x, &y); 400 MoveType blocked;
430 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); 401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
431 415
432 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
433 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
434 && (m == mon->map && blocked_link (mon, m, x, y)))) 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
435 { 419 {
436 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
437 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
438 */ 422 */
439 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
440 if (rv.direction != dir) 424 if (rv.direction != dir)
441 { 425 {
442 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
443 * the values so it will try again. 427 * the values so it will try again.
444 */ 428 */
445 x = lastx;
446 y = lasty;
447 m = lastmap; 429 pos = lastpos;
448 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
449 } 431 }
450 else 432 else
451 { 433 {
452 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
459 */ 441 */
460 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
461 { 443 {
462 if (i == 0) 444 if (i == 0)
463 continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
464 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
465 * since the direction that the creature should move in 448 * since the direction that the creature should move in
466 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
467 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
468 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
470 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
471 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
472 * the last direction the creature has successfully 455 * the last direction the creature has successfully
473 * moved. 456 * moved.
474 */ 457 */
475
476 x = lastx + freearr_x[absdir (lastdir + i)];
477 y = lasty + freearr_y[absdir (lastdir + i)];
478 m = lastmap; 458 pos = lastpos;
479 mflags = get_map_flags (m, &m, x, y, &x, &y); 459 pos.move (absdir (lastdir + i));
480 if (mflags & P_OUT_OF_MAP) 460
461 if (!pos.normalise ())
481 continue; 462 continue;
482 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 463
483 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
484 continue; 467 continue;
485 if (mflags & P_BLOCKSVIEW) 468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
486 continue; 470 continue;
487 471
488 if (m == mon->map && blocked_link (mon, m, x, y)) 472 if (blocked_link (mon, pos.m, pos.x, pos.y))
489 break; 473 break;
490 } 474 }
475
491 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
492 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
493 */ 478 */
494 if (i == (DETOUR_AMOUNT + 1)) 479 if (i == DETOUR_AMOUNT + 1)
495 return 0; 480 return 0;
481
496 diff--; 482 diff--;
497 lastdir = dir; 483 lastdir = dir;
498 max--; 484 max--;
499 if (!firstdir) 485 if (!firstdir)
500 firstdir = dir + i; 486 firstdir = dir + i;
504 { 490 {
505 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
506 diff--; 492 diff--;
507 max--; 493 max--;
508 lastdir = dir; 494 lastdir = dir;
495
509 if (!firstdir) 496 if (!firstdir)
510 firstdir = dir; 497 firstdir = dir;
511 } 498 }
512 499
513 if (diff <= 1) 500 if (diff <= 1)
514 { 501 {
515 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
516 * headed toward player for entire distance. 503 * headed toward player for entire distance.
517 */ 504 */
518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
520 } 507 }
521 508
522 if (diff > max) 509 if (diff > max)
523 return 0; 510 return 0;
541 next = op->below; 528 next = op->below;
542 529
543 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
544 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
545 */ 532 */
546 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
547 SET_FLAG (op, FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
548 535
549 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
550 * by this player due to race restrictions 537 * by this player due to race restrictions
551 */ 538 */
552 if (pl->type == PLAYER) 539 if (pl->type == PLAYER)
553 { 540 {
554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 541 if ((!pl->flag [FLAG_USE_ARMOUR]
555 && 542 &&
556 (op->type == ARMOUR || op->type == BOOTS 543 (op->type == ARMOUR || op->type == BOOTS
557 || op->type == CLOAK || op->type == HELMET 544 || op->type == CLOAK || op->type == HELMET
558 || op->type == SHIELD || op->type == GLOVES 545 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE)) 546 || op->type == BRACERS || op->type == GIRDLE))
560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
561 { 548 {
562 op->destroy (); 549 op->destroy ();
563 continue; 550 continue;
564 } 551 }
565 } 552 }
582 if (op->nrof > 1) 569 if (op->nrof > 1)
583 op->nrof = 1; 570 op->nrof = 1;
584 } 571 }
585 572
586 if (op->type == SPELLBOOK && op->inv) 573 if (op->type == SPELLBOOK && op->inv)
587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 574 op->inv->clr_flag (FLAG_STARTEQUIP);
588 575
589 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
590 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
591 * merged properly. 578 * merged properly.
592 */ 579 */
593 if (need_identify (op)) 580 if (op->need_identify ())
594 { 581 {
595 SET_FLAG (op, FLAG_IDENTIFIED); 582 op->set_flag (FLAG_IDENTIFIED);
596 CLEAR_FLAG (op, FLAG_CURSED); 583 op->clr_flag (FLAG_CURSED);
597 CLEAR_FLAG (op, FLAG_DAMNED); 584 op->clr_flag (FLAG_DAMNED);
598 } 585 }
599 586
600 if (op->type == SPELL) 587 if (op->type == SPELL)
601 { 588 {
602 op->destroy (); 589 op->destroy ();
603 continue; 590 continue;
604 } 591 }
605 else if (op->type == SKILL) 592 else if (op->type == SKILL)
606 { 593 {
607 SET_FLAG (op, FLAG_CAN_USE_SKILL); 594 op->set_flag (FLAG_CAN_USE_SKILL);
608 op->stats.exp = 0; 595 op->stats.exp = 0;
609 op->level = 1; 596 op->level = 1;
610 } 597 }
611 else /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
612 SET_FLAG (op, FLAG_INV_LOCKED); 599 op->set_flag (FLAG_INV_LOCKED);
613 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
614 601
615 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
616 pl->contr->link_skills (); 603 pl->contr->link_skills ();
617} 604}
631 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 618 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
632} 619}
633 620
634/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 621/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
635static int 622static int
636roll_stat (void) 623roll_stat ()
637{ 624{
638 int a[4], i, j, k; 625 int a[4], i, j, k;
639 626
640 for (i = 0; i < 4; i++) 627 for (i = 0; i < 4; i++)
641 a[i] = (int) rndm (6) + 1; 628 a[i] = (int) rndm (6) + 1;
738player::chargen_race_done () 725player::chargen_race_done ()
739{ 726{
740 /* this must before then initial items are given */ 727 /* this must before then initial items are given */
741 esrv_new_player (ob->contr); 728 esrv_new_player (ob->contr);
742 729
743 treasurelist *tl = treasurelist::find ("starting_wealth"); 730 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
744 if (tl) 731 if (tl)
745 create_treasure (tl, ob, 0, 0, 0); 732 create_treasure (tl, ob, 0, 0, 0);
746 733
747 INVOKE_PLAYER (BIRTH, ob->contr); 734 INVOKE_PLAYER (BIRTH, ob->contr);
748 INVOKE_PLAYER (LOGIN, ob->contr); 735 INVOKE_PLAYER (LOGIN, ob->contr);
751 738
752 if (ob->msg) 739 if (ob->msg)
753 ob->msg = 0; 740 ob->msg = 0;
754 741
755 start_info (ob); 742 start_info (ob);
756 CLEAR_FLAG (ob, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
757 give_initial_items (ob, ob->randomitems); 744 give_initial_items (ob, ob->randomitems);
758 esrv_send_inventory (ob, ob); 745 esrv_send_inventory (ob, ob);
759 ob->update_stats (); 746 ob->update_stats ();
760 747
761 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
801 ob->stats.hp = ob->stats.maxhp; 788 ob->stats.hp = ob->stats.maxhp;
802 ob->stats.sp = ob->stats.maxsp; 789 ob->stats.sp = ob->stats.maxsp;
803 ob->stats.grace = 0; 790 ob->stats.grace = 0;
804} 791}
805 792
806void 793static void
807flee_player (object *op) 794flee_player (object *op)
808{ 795{
809 int dir, diff; 796 int dir, diff;
810 rv_vector rv; 797 rv_vector rv;
811 798
812 if (op->stats.hp < 0) 799 if (op->stats.hp < 0)
813 { 800 {
814 LOG (llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
815 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
816 return; 803 return;
817 } 804 }
818 805
819 if (!op->enemy) 806 if (!op->enemy)
820 { 807 {
821 LOG (llevDebug, "Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
822 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
823 return; 810 return;
824 } 811 }
825 812
826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
827 { 814 {
828 op->enemy = NULL; 815 op->enemy = NULL;
829 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
830 return; 817 return;
831 } 818 }
832 819
833 get_rangevector (op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
834 821
835 dir = absdir (4 + rv.direction); 822 dir = absdir (4 + rv.direction);
836 for (diff = 0; diff < 3; diff++) 823 for (diff = 0; diff < 3; diff++)
837 { 824 {
838 int m = 1 - rndm (2) * 2; 825 int m = 1 - rndm (2) * 2;
839 826
840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
841 return; 828 return;
842 } 829 }
843 830
844 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
845 CLEAR_FLAG (op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
846 op->enemy = NULL; 833 op->enemy = NULL;
847} 834}
848 835
849/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* check_pick sees if there is stuff to be picked up/picks up stuff.
850 * It returns 1 if the player should keep on moving, 0 if he should 837 * It returns 1 if the player should keep on moving, 0 if he should
855{ 842{
856 object *tmp, *next; 843 object *tmp, *next;
857 int stop = 0; 844 int stop = 0;
858 int wvratio; 845 int wvratio;
859 846
860 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
861 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
862 return 1; 849 return 1;
863 850
864 next = op->below; 851 next = op->below;
865 852
866 int cnt = MAX_ITEM_PER_DROP; 853 int cnt = MAX_ITEM_PER_ACTION;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 854#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868 855
869 /* loop while there are items on the floor that are not marked as 856 /* loop while there are items on the floor that are not marked as
870 * destroyed */ 857 * destroyed */
871 while (next && !next->destroyed ()) 858 while (next && !next->destroyed ())
897 if (op->contr->mode & PU_DEBUG) 884 if (op->contr->mode & PU_DEBUG)
898 { 885 {
899 /* some debugging code to figure out item information */ 886 /* some debugging code to figure out item information */
900 const char *str = tmp->name 887 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d", 888 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 889 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d", 890 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 891 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
905 892
906 new_draw_info (NDI_UNIQUE, 0, op, str); 893 new_draw_info (NDI_UNIQUE, 0, op, str);
907 } 894 }
908 895
909 if (op->contr->mode & PU_INHIBIT) 896 if (op->contr->mode & PU_INHIBIT)
942 * fighting */ 929 * fighting */
943 if (op->contr->mode & PU_INHIBIT) 930 if (op->contr->mode & PU_INHIBIT)
944 return 1; 931 return 1;
945 932
946 /* prevent us from turning into auto-thieves :) */ 933 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 934 if (tmp->flag [FLAG_UNPAID])
948 continue; 935 continue;
949 936
950 /* ignore known cursed objects */ 937 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
952 continue; 939 continue;
953 940
954 /* all food and drink if desired */ 941 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */ 942 /* question: don't pick up known-poisonous stuff? */
956 if (op->contr->mode & PU_FOOD) 943 if (op->contr->mode & PU_FOOD)
959 CHK_PICK_PICKUP; 946 CHK_PICK_PICKUP;
960 continue; 947 continue;
961 } 948 }
962 949
963 if (op->contr->mode & PU_DRINK) 950 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
965 { 952 {
966 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
967 continue; 954 continue;
968 } 955 }
969 956
996 continue; 983 continue;
997 } 984 }
998 985
999 /* wands/staves/rods/horns */ 986 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE) 987 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 988 if (tmp->type == WAND
989 || tmp->type == ROD
990 || tmp->type == HORN
991 || tmp->type == POWER_CRYSTAL)
1002 { 992 {
1003 CHK_PICK_PICKUP; 993 CHK_PICK_PICKUP;
1004 continue; 994 continue;
1005 } 995 }
1006 996
1007 /* pick up all magical items */ 997 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL) 998 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1010 { 1001 {
1011 CHK_PICK_PICKUP; 1002 CHK_PICK_PICKUP;
1012 continue; 1003 continue;
1013 } 1004 }
1014 1005
1021 } 1012 }
1022 } 1013 }
1023 1014
1024 /* rings & amulets - talismans seems to be typed AMULET */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1025 if (op->contr->mode & PU_JEWELS) 1016 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET) 1017 if (tmp->type == RING
1018 || tmp->type == AMULET
1019 || tmp->type == GIRDLE
1020 || tmp->type == SKILL_TOOL)
1027 { 1021 {
1028 CHK_PICK_PICKUP; 1022 CHK_PICK_PICKUP;
1029 continue; 1023 continue;
1030 } 1024 }
1031 1025
1080 CHK_PICK_PICKUP; 1074 CHK_PICK_PICKUP;
1081 continue; 1075 continue;
1082 } 1076 }
1083 1077
1084 if (op->contr->mode & PU_GLOVES) 1078 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES) 1079 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 { 1080 {
1087 CHK_PICK_PICKUP; 1081 CHK_PICK_PICKUP;
1088 continue; 1082 continue;
1089 } 1083 }
1090 1084
1095 continue; 1089 continue;
1096 } 1090 }
1097 1091
1098 /* hoping to catch throwing daggers here */ 1092 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON) 1093 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 { 1095 {
1102 CHK_PICK_PICKUP; 1096 CHK_PICK_PICKUP;
1103 continue; 1097 continue;
1104 } 1098 }
1105 1099
1140 fprintf (stderr, "%s", tmp->name); 1134 fprintf (stderr, "%s", tmp->name);
1141 } 1135 }
1142 else 1136 else
1143 fprintf (stderr, "%s", tmp->arch->archname); 1137 fprintf (stderr, "%s", tmp->arch->archname);
1144 fprintf (stderr, ",%d] = ", tmp->type); 1138 fprintf (stderr, ",%d] = ", tmp->type);
1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1139 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1146#endif 1140#endif
1147 CHK_PICK_PICKUP; 1141 CHK_PICK_PICKUP;
1148 continue; 1142 continue;
1149 } 1143 }
1150 } /* the new pickup model */ 1144 } /* the new pickup model */
1151 } 1145 }
1152 1146
1153 return !stop; 1147 return !stop;
1154} 1148}
1155 1149
1150/* routine for both players and monsters. We call this when
1151 * there is a possibility for our action distrubing our hiding
1152 * place or invisiblity spell. Artefact invisiblity causes
1153 * "noise" instead. If we arent invisible to begin with, we
1154 * return 0.
1155 */
1156static int
1157action_makes_visible (object *op)
1158{
1159 if (op->invisible && op->flag [FLAG_ALIVE])
1160 {
1161 if (op->flag [FLAG_MAKE_INVIS])
1162 {
1163 // artefact invisibility is permanent, but we still make noise
1164 // this is important for game-balance.
1165 if (op->contr)
1166 op->make_noise ();
1167
1168 return 0;
1169 }
1170
1171 if (op->contr && op->contr->tmp_invis == 0)
1172 return 0;
1173
1174 /* If monsters, they should become visible */
1175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1178 return 1;
1179 }
1180 }
1181
1182 return 0;
1183}
1184
1156/* 1185/*
1157 * Find an arrow in the inventory and after that 1186 * Find an arrow in the inventory and after that
1158 * in the right type container (quiver). Pointer to the 1187 * in the right type container (quiver). Pointer to the
1159 * found object is returned. 1188 * found object is returned.
1160 */ 1189 */
1161object * 1190static object *
1162find_arrow (object *op, const char *type) 1191find_arrow (object *op, const char *type)
1163{ 1192{
1164 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp); 1195 return splay (tmp);
1167 1196
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type)) 1199 if (object *arrow = find_arrow (tmp, type))
1171 { 1200 {
1172 splay (tmp); 1201 splay (tmp);
1173 return arrow; 1202 return arrow;
1174 } 1203 }
1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1209 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1181 * against the target. A full test is not performed, simply a basic test 1210 * against the target. A full test is not performed, simply a basic test
1182 * of resistances. The archer is making a quick guess at what he sees down 1211 * of resistances. The archer is making a quick guess at what he sees down
1183 * the hall. Failing that it does it's best to pick the highest plus arrow. 1212 * the hall. Failing that it does it's best to pick the highest plus arrow.
1184 */ 1213 */
1185object * 1214static object *
1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1215find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1187{ 1216{
1188 object *tmp = NULL, *arrow, *ntmp; 1217 object *tmp = NULL, *arrow, *ntmp;
1189 int attacknum, attacktype, betterby = 0, i; 1218 int attacknum, attacktype, betterby = 0, i;
1190 1219
1191 if (!type) 1220 if (!type)
1192 return NULL; 1221 return NULL;
1193 1222
1194 for (arrow = op->inv; arrow; arrow = arrow->below) 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1195 { 1224 {
1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1197 { 1226 {
1198 i = 0; 1227 i = 0;
1199 ntmp = find_better_arrow (arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1200 1229
1201 if (i > betterby) 1230 if (i > betterby)
1259 * find_better_arrow to find a decent arrow to use. 1288 * find_better_arrow to find a decent arrow to use.
1260 * op = the shooter 1289 * op = the shooter
1261 * type = bow->race 1290 * type = bow->race
1262 * dir = fire direction 1291 * dir = fire direction
1263 */ 1292 */
1264object * 1293static object *
1265pick_arrow_target (object *op, shstr_cmp type, int dir) 1294pick_arrow_target (object *op, shstr_cmp type, int dir)
1266{ 1295{
1267 object *tmp = NULL; 1296 object *tmp = NULL;
1268 maptile *m; 1297 maptile *m;
1269 int i, mflags, found, number; 1298 int i, mflags, found, number;
1302 break; 1331 break;
1303 } 1332 }
1304 1333
1305 if (mflags & P_IS_ALIVE) 1334 if (mflags & P_IS_ALIVE)
1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1307 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1336 if (tmp->flag [FLAG_ALIVE])
1308 break; 1337 break;
1309 } 1338 }
1310 1339
1311 if (!tmp) 1340 if (!tmp)
1312 return find_arrow (op, type); 1341 return find_arrow (op, type);
1373 { 1402 {
1374 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1376 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1377 else 1406 else
1378 CLEAR_FLAG (op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1379 1408
1380 return 0; 1409 return 0;
1381 } 1410 }
1382 } 1411 }
1383 1412
1484 * but monsters can't. Putting that code here 1513 * but monsters can't. Putting that code here
1485 * makes the fire_bow code much cleaner. 1514 * makes the fire_bow code much cleaner.
1486 * this function should only be called if 'op' is a player, 1515 * this function should only be called if 'op' is a player,
1487 * hence the function name. 1516 * hence the function name.
1488 */ 1517 */
1489int 1518static int
1490player_fire_bow (object *op, int dir) 1519player_fire_bow (object *op, int dir)
1491{ 1520{
1492 int ret; 1521 int ret;
1493 1522
1494 if (op->contr->bowtype == bow_bestarrow) 1523 if (op->contr->bowtype == bow_bestarrow)
1522} 1551}
1523 1552
1524/* Fires a misc (wand/rod/horn) object in 'dir'. 1553/* Fires a misc (wand/rod/horn) object in 'dir'.
1525 * Broken apart from 'fire' to keep it more readable. 1554 * Broken apart from 'fire' to keep it more readable.
1526 */ 1555 */
1527void 1556static void
1528fire_misc_object (object *op, int dir) 1557fire_misc_object (object *op, int dir)
1529{ 1558{
1530 object *item = op->contr->ranged_ob; 1559 object *item = op->contr->ranged_ob;
1531 1560
1532 if (!item) 1561 if (!item)
1539 { 1568 {
1540 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1541 return; 1570 return;
1542 } 1571 }
1543 1572
1544 if (!op->change_weapon (item)) 1573 if (!op->apply (item))
1545 return; 1574 return;
1546 1575
1547 if (item->type == WAND) 1576 if (item->type == WAND)
1548 { 1577 {
1549 if (item->stats.food <= 0) 1578 if (item->stats.food <= 0)
1554 return; 1583 return;
1555 } 1584 }
1556 } 1585 }
1557 else if (item->type == ROD || item->type == HORN) 1586 else if (item->type == ROD || item->type == HORN)
1558 { 1587 {
1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1588 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1560 1589
1561 // using the maximum of the rods charge allows at least one spell cast 1590 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods. 1591 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1592 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1564 { 1593 {
1565 op->contr->play_sound (sound_find ("wand_poof")); 1594 op->contr->play_sound (sound_find ("wand_poof"));
1566 1595
1567 if (item->type == ROD) 1596 if (item->type == ROD)
1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1583 { 1612 {
1584 object *tmp; 1613 object *tmp;
1585 1614
1586 if (item->arch) 1615 if (item->arch)
1587 { 1616 {
1588 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1589 item->face = item->arch->face; 1618 item->face = item->arch->face;
1590 item->set_speed (0); 1619 item->set_speed (0);
1591 } 1620 }
1592 1621
1593 if (object *pl = item->visible_to ()) 1622 if (object *pl = item->visible_to ())
1600} 1629}
1601 1630
1602/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1603 */ 1632 */
1604bool 1633bool
1605fire (object *op, int dir) 1634fire (object *who, int dir)
1606{ 1635{
1607 int spellcost = 0; 1636 int spellcost = 0;
1608 1637
1609 player *pl = op->contr; 1638 player *pl = who->contr;
1610 1639
1611 if (pl->golem) 1640 if (pl->golem)
1612 { 1641 {
1613 control_golem (op->contr->golem, dir); 1642 control_golem (who->contr->golem, dir);
1614 return false; 1643 return false;
1615 } 1644 }
1616 1645
1617 object *ob = pl->ranged_ob; 1646 object *ob = pl->ranged_ob;
1618 1647
1619 if (!ob) 1648 if (!ob)
1620 return false; 1649 return false;
1621 1650
1622 if (op->speed_left > 0.f) 1651 if (who->speed_left > 0.f)
1623 --op->speed_left; 1652 --who->speed_left;
1624 else 1653 else
1625 return false; 1654 return false;
1626 1655
1627 if (!op->change_weapon (ob)) 1656 if (!who->apply (ob))
1628 return false; 1657 return false;
1629 1658
1630 /* check for loss of invisiblity/hide */ 1659 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op)) 1660 if (action_makes_visible (who))
1632 make_visible (op); 1661 make_visible (who);
1633 1662
1634 switch (ob->type) 1663 switch (ob->type)
1635 { 1664 {
1636 case BOW: 1665 case BOW:
1637 player_fire_bow (op, dir); 1666 player_fire_bow (who, dir);
1638 break; 1667 break;
1639 1668
1640 case SPELL: 1669 case SPELL:
1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1642 break; 1671 break;
1643 1672
1644 case BUILDER: 1673 case BUILDER:
1645 apply_map_builder (op, dir); 1674 apply_map_builder (who, dir);
1646 break; 1675 break;
1647 1676
1648 case SKILL: 1677 case SKILL:
1649 do_skill (op, op, ob, dir, 0); 1678 do_skill (who, who, ob, dir, 0);
1650 break; 1679 break;
1651 1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1652 default: 1685 default:
1653 fire_misc_object (op, dir); 1686 fire_misc_object (who, dir);
1654 break; 1687 break;
1655 } 1688 }
1656 1689
1657 return true; 1690 return true;
1658} 1691}
1717 * 1750 *
1718 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1719 * all the others. 1752 * all the others.
1720 */ 1753 */
1721 if (pl->contr->usekeys == key_inventory 1754 if (pl->contr->usekeys == key_inventory
1722 || !QUERY_FLAG (container, FLAG_APPLIED) 1755 || !container->flag [FLAG_APPLIED]
1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1724 { 1757 {
1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1727 return NULL; 1760 return NULL;
1811 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
1812 */ 1845 */
1813bool 1846bool
1814move_player_attack (object *op, int dir) 1847move_player_attack (object *op, int dir)
1815{ 1848{
1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1817 { 1850 {
1818 --op->speed_left; 1851 --op->speed_left;
1819 return true; 1852 return true;
1820 } 1853 }
1821 1854
1822 int on_battleground;
1823
1824 sint16 nx = freearr_x[dir] + op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
1825 sint16 ny = freearr_y[dir] + op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
1826
1827 on_battleground = op_on_battleground (op, 0, 0);
1828 1857
1829 if (out_of_map (op->map, nx, ny)) 1858 if (out_of_map (op->map, nx, ny))
1830 return false; 1859 return false;
1831 1860
1832 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
1882 */ 1911 */
1883 if (op->type == PLAYER 1912 if (op->type == PLAYER
1884 && ((mon->owner && mon->owner->contr 1913 && ((mon->owner && mon->owner->contr
1885 && same_party (mon->owner->contr->party, op->contr->party)) 1914 && same_party (mon->owner->contr->party, op->contr->party))
1886 || mon->owner == op) 1915 || mon->owner == op)
1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1888 { 1917 {
1889 /* If we're braced, we don't want to switch places with it */ 1918 /* If we're braced, we don't want to switch places with it */
1890 if (op->contr->braced) 1919 if (op->contr->braced)
1891 return false; 1920 return false;
1892 1921
1903 return true; 1932 return true;
1904 } 1933 }
1905 else 1934 else
1906 return false; 1935 return false;
1907 } 1936 }
1937
1938 bool on_battleground = op_on_battleground (op, 0, 0);
1908 1939
1909 /* in certain circumstances, you shouldn't attack friendly 1940 /* in certain circumstances, you shouldn't attack friendly
1910 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
1911 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
1912 * attack them either. 1943 * attack them either.
1913 */ 1944 */
1914 if ((mon->type == PLAYER || mon->enemy != op) 1945 if ((mon->type == PLAYER || mon->enemy != op)
1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1916 && ((op->contr->peaceful 1947 && ((op->contr->peaceful
1917 || (mon->type == PLAYER && mon->contr->peaceful)) 1948 || (mon->type == PLAYER && mon->contr->peaceful))
1918 && !on_battleground)) 1949 && !on_battleground))
1919 { 1950 {
1920 if (op->speed_left > 0.f) 1951 if (op->speed_left > 0.f)
1936 } 1967 }
1937 } 1968 }
1938 /* If the object is a boulder or other rollable object, then 1969 /* If the object is a boulder or other rollable object, then
1939 * roll it if not braced. You can't roll it if you are braced. 1970 * roll it if not braced. You can't roll it if you are braced.
1940 */ 1971 */
1941 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1942 { 1973 {
1943 if (op->speed_left > 0.f) 1974 if (op->speed_left > 0.f)
1944 { 1975 {
1945 --op->speed_left; 1976 --op->speed_left;
1946 1977
1955 * Way it works is like this: First, it must have some hit points 1986 * Way it works is like this: First, it must have some hit points
1956 * and be living. Then, it must be one of the following: 1987 * and be living. Then, it must be one of the following:
1957 * 1) Not a player, 2) A player, but of a different party. Note 1988 * 1) Not a player, 2) A player, but of a different party. Note
1958 * that party_number -1 is no party, so attacks can still happen. 1989 * that party_number -1 is no party, so attacks can still happen.
1959 */ 1990 */
1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1962 { 1993 {
1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1964 { 1995 {
1965 --op->contr->weapon_sp_left; 1996 --op->contr->weapon_sp_left;
1977} 2008}
1978 2009
1979bool 2010bool
1980move_player (object *op, int dir) 2011move_player (object *op, int dir)
1981{ 2012{
1982 int pick;
1983
1984 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1985 return 0; 2014 return 0;
1986 2015
1987 /* Sanity check: make sure dir is valid */ 2016 /* Sanity check: make sure dir is valid */
1988 if ((dir < 0) || (dir >= 9)) 2017 if (dir < 0 || dir > 8)
1989 { 2018 {
1990 LOG (llevError, "move_player: invalid direction %d\n", dir); 2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
1991 return 0; 2020 return 0;
1992 } 2021 }
1993 2022
1994 /* peterm: added following line */ 2023 /* peterm: added following line */
1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2024 if (op->flag [FLAG_CONFUSED] && dir)
1996 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1997 2026
1998 op->facing = dir; 2027 op->facing = dir;
1999 2028
2000 if (op->flag [FLAG_HIDDEN]) 2029 if (op->flag [FLAG_HIDDEN])
2001 do_hidden_move (op); 2030 do_hidden_move (op);
2002 2031
2003 bool retval; 2032 bool retval;
2033 int pick = 0;
2004 2034
2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2035 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2006 retval = RESULT_INT (0); 2036 retval = RESULT_INT (0);
2007 else if (op->contr->fire_on) 2037 else if (op->contr->fire_on)
2008 retval = fire (op, dir); 2038 retval = fire (op, dir);
2039 * players. 2069 * players.
2040 */ 2070 */
2041bool 2071bool
2042handle_newcs_player (object *op) 2072handle_newcs_player (object *op)
2043{ 2073{
2044 if (QUERY_FLAG (op, FLAG_SCARED)) 2074 if (op->flag [FLAG_SCARED])
2045 { 2075 {
2046 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2047 { 2077 {
2048 --op->speed_left; 2078 --op->speed_left;
2049 flee_player (op); 2079 flee_player (op);
2065 return move_player (op, op->direction); 2095 return move_player (op, op->direction);
2066 2096
2067 return false; 2097 return false;
2068} 2098}
2069 2099
2070int 2100static int
2071save_life (object *op) 2101save_life (object *op)
2072{ 2102{
2073 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2103 if (!op->flag [FLAG_LIFESAVE])
2074 return 0; 2104 return 0;
2075 2105
2076 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2078 { 2108 {
2079 op->play_sound (sound_find ("ob_evaporate")); 2109 op->play_sound (sound_find ("ob_evaporate"));
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2081 2111
2082 tmp->destroy (); 2112 tmp->destroy ();
2083 CLEAR_FLAG (op, FLAG_LIFESAVE); 2113 op->clr_flag (FLAG_LIFESAVE);
2084 2114
2085 if (op->stats.hp < 0) 2115 if (op->stats.hp < 0)
2086 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2087 2117
2088 if (op->stats.food < 0) 2118 if (op->stats.food < 0)
2089 op->stats.food = 999; 2119 op->stats.food = MAX_FOOD;
2090 2120
2091 op->update_stats (); 2121 op->update_stats ();
2092 return 1; 2122 return 1;
2093 } 2123 }
2094 2124
2095 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2096 CLEAR_FLAG (op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2097 enter_player_savebed (op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2098 return 0; 2128 return 0;
2099} 2129}
2100 2130
2101/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2108{ 2138{
2109 while (op) 2139 while (op)
2110 { 2140 {
2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2112 2142
2113 if (QUERY_FLAG (op, FLAG_UNPAID)) 2143 if (op->flag [FLAG_UNPAID])
2114 op->insert_at (env); 2144 op->insert_at (env);
2115 else if (op->inv) 2145 else if (op->inv)
2116 drop_unpaid_items (op->inv, env); 2146 drop_unpaid_items (op->inv, env);
2117 2147
2118 op = next; 2148 op = next;
2122void 2152void
2123object::drop_unpaid_items () 2153object::drop_unpaid_items ()
2124{ 2154{
2125 if (!flag [FLAG_REMOVED]) 2155 if (!flag [FLAG_REMOVED])
2126 ::drop_unpaid_items (inv, this); 2156 ::drop_unpaid_items (inv, this);
2127}
2128
2129/*
2130 * Returns pointer a static string containing gravestone text
2131 * Moved from apply.c to player.c - player.c is what
2132 * actually uses this function. player.c may not be quite the
2133 * best, a misc file for object actions is probably better,
2134 * but there isn't one in the server directory.
2135 */
2136const char *
2137gravestone_text (object *op)
2138{
2139 static dynbuf_text buf;
2140
2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2144 if (op->type == PLAYER)
2145 buf << " the " << op->contr->title;
2146
2147 buf << "\n\n";
2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2153 if (op->type == PLAYER)
2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2155
2156 {
2157 static char buf2[128];
2158 time_t now = time (NULL);
2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2160 buf << buf2;
2161 }
2162
2163 return buf;
2164} 2157}
2165 2158
2166void 2159void
2167do_some_living (object *op) 2160do_some_living (object *op)
2168{ 2161{
2185 * alternate it here for it to work correctly. 2178 * alternate it here for it to work correctly.
2186 */ 2179 */
2187 if (pticks & 2) 2180 if (pticks & 2)
2188 op->invisible--; 2181 op->invisible--;
2189 } 2182 }
2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2191 { 2184 {
2192 if (!op->invisible--) 2185 if (!op->invisible--)
2193 { 2186 {
2194 make_visible (op); 2187 make_visible (op);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2262 if (op->stats.sp < op->stats.maxsp) 2255 if (op->stats.sp < op->stats.maxsp)
2263 { 2256 {
2264 op->stats.sp++; 2257 op->stats.sp++;
2265 2258
2266 /* dms do not consume food */ 2259 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ)) 2260 if (!op->flag [FLAG_WIZ])
2268 { 2261 {
2269 op->stats.food--; 2262 op->stats.food--;
2270 2263
2271 if (op->contr->digestion < 0) 2264 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion; 2265 op->stats.food += op->contr->digestion;
2306 if (op->stats.hp < op->stats.maxhp) 2299 if (op->stats.hp < op->stats.maxhp)
2307 { 2300 {
2308 op->stats.hp++; 2301 op->stats.hp++;
2309 2302
2310 /* dms do not consume food */ 2303 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ)) 2304 if (!op->flag [FLAG_WIZ])
2312 { 2305 {
2313 op->stats.food--; 2306 op->stats.food--;
2314 2307
2315 if (op->contr->digestion < 0) 2308 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion; 2309 op->stats.food += op->contr->digestion;
2343 penalty = max (0, -op->contr->digestion); 2336 penalty = max (0, -op->contr->digestion);
2344 2337
2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2346 2339
2347 /* dms do not consume food */ 2340 /* dms do not consume food */
2348 if (!QUERY_FLAG (op, FLAG_WIZ)) 2341 if (!op->flag [FLAG_WIZ])
2349 op->stats.food--; 2342 op->stats.food--;
2350 } 2343 }
2351 2344
2352 if (op->stats.food < 0 && op->stats.hp >= 0) 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2353 { 2346 {
2354 object *flesh = 0; 2347 object *flesh = 0;
2355 2348
2356 for_inv_removable (op, tmp) 2349 for_inv_removable (op, tmp)
2357 { 2350 {
2358 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2351 if (tmp->flag [FLAG_UNPAID])
2359 continue; 2352 continue;
2360 2353
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2362 { 2355 {
2363 op->statusmsg ("You blindly grab for a bite of food. " 2356 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2365 manual_apply (op, tmp, 0); 2358 op->apply (tmp);
2366 2359
2367 if (op->stats.food >= 0 || op->stats.hp < 0) 2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2368 break; 2361 break;
2369 } 2362 }
2370 else if (tmp->type == FLESH) 2363 else if (tmp->type == FLESH)
2376 */ 2369 */
2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2378 { 2371 {
2379 op->statusmsg ("You blindly grab for a bite of food. " 2372 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2381 manual_apply (op, flesh, 0); 2374 op->apply (flesh);
2382 } 2375 }
2383 2376
2384 // If player is still starving, alert him! 2377 // If player is still starving, alert him!
2385 if (op->stats.food < 0) 2378 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! " 2379 op->failmsg ("You are starving! "
2398 op->contr->killer->destroy (); 2391 op->contr->killer->destroy ();
2399 } 2392 }
2400 } 2393 }
2401 2394
2402 /* killer should be set here already */ 2395 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2404 kill_player (op); 2397 kill_player (op);
2405 } 2398 }
2406} 2399}
2407 2400
2408/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2423 return; 2416 return;
2424 2417
2425 dynbuf_text deathtab; 2418 dynbuf_text deathtab;
2426 2419
2427 /* restore player */ 2420 /* restore player */
2428 at = archetype::find ("poisoning"); 2421 at = archetype::find (shstr_poisoning);
2429 if (object *tmp = present_arch_in_ob (at, op)) 2422 if (object *tmp = present_arch_in_ob (at, op))
2430 { 2423 {
2431 tmp->destroy (); 2424 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r"; 2425 deathtab << "Your body feels cleansed...\r";
2433 } 2426 }
2434 2427
2435 at = archetype::find ("confusion"); 2428 at = archetype::find (shstr_confusion);
2436 if (object *tmp = present_arch_in_ob (at, op)) 2429 if (object *tmp = present_arch_in_ob (at, op))
2437 { 2430 {
2438 tmp->destroy (); 2431 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r"; 2432 deathtab << "Your mind feels clearer...\r";
2440 } 2433 }
2442 cure_disease (op, 0, 0); /* remove any disease */ 2435 cure_disease (op, 0, 0); /* remove any disease */
2443 2436
2444 max_it (op->stats.hp , op->stats.maxhp); 2437 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp); 2438 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace); 2439 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0) 2440 max_it (op->stats.food , 200);
2449 op->stats.food = 999;
2450 2441
2451 // remove all spell effects that are active 2442 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall 2443 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; ) 2444 for (object *item = op->inv; item; )
2454 { 2445 {
2467 if (op_on_battleground (op, &x, &y)) 2458 if (op_on_battleground (op, &x, &y))
2468 { 2459 {
2469 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2460 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2470 2461
2471 /* create a bodypart-trophy to make the winner happy */ 2462 /* create a bodypart-trophy to make the winner happy */
2472 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2463 object *tmp = archetype::find (shstr_finger)->instance ();
2473 { 2464
2474 tmp->name = format ("%s's finger" , &op->name); 2465 tmp->name = format ("%s's finger" , &op->name);
2475 tmp->name_pl = format ("%s's fingers", &op->name); 2466 tmp->name_pl = format ("%s's fingers", &op->name);
2476 tmp->msg = format ( 2467 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2468 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title, 2469 &op->name, op->contr->title,
2479 (int)op->level, 2470 (int)op->level,
2480 op->contr->killer_name () 2471 op->contr->killer_name ()
2481 ); 2472 );
2482 tmp->value = 0, tmp->type = 0; 2473 tmp->value = 0, tmp->type = 0;
2483 tmp->materialname = "organics"; 2474 tmp->material = name_to_material (shstr_organic);
2484 tmp->insert_at (op, tmp); 2475 tmp->insert_at (op, tmp);
2485 }
2486 2476
2487 /* teleport defeated player to new destination */ 2477 /* teleport defeated player to new destination */
2488 transfer_ob (op, x, y, 0, NULL); 2478 transfer_ob (op, x, y, 0, NULL);
2489 op->contr->braced = 0; 2479 op->contr->braced = 0;
2490 2480
2552 lost_a_stat = 1; 2542 lost_a_stat = 1;
2553 } 2543 }
2554 else 2544 else
2555 { 2545 {
2556 /* deplete a stat */ 2546 /* deplete a stat */
2557 archetype *deparch = archetype::find ("depletion"); 2547 archetype *deparch = archetype::find (shstr_depletion);
2558 object *dep; 2548 object *dep;
2559 2549
2560 dep = present_arch_in_ob (deparch, op); 2550 dep = present_arch_in_ob (deparch, op);
2561 if (!dep) 2551 if (!dep)
2562 { 2552 {
2563 dep = arch_to_object (deparch); 2553 dep = deparch->instance ();
2564 insert_ob_in_ob (dep, op); 2554 insert_ob_in_ob (dep, op);
2565 } 2555 }
2566 lose_this_stat = 1; 2556 lose_this_stat = 1;
2567 if (settings.balanced_stat_loss) 2557 if (settings.balanced_stat_loss)
2568 { 2558 {
2606 * difference. 2596 * difference.
2607 */ 2597 */
2608 if (this_stat >= -50) 2598 if (this_stat >= -50)
2609 { 2599 {
2610 change_attr_value (&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2611 SET_FLAG (dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2612 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2613 op->update_stats (); 2603 op->update_stats ();
2614 lost_a_stat = 1; 2604 lost_a_stat = 1;
2615 } 2605 }
2616 } 2606 }
2634#endif 2624#endif
2635 2625
2636 /* Put a gravestone up where the character 'almost' died. List the 2626 /* Put a gravestone up where the character 'almost' died. List the
2637 * exp loss on the stone. 2627 * exp loss on the stone.
2638 */ 2628 */
2639 tmp = arch_to_object (archetype::find ("gravestone")); 2629 tmp = archetype::find (shstr_gravestone)->instance ();
2640 tmp->name = format ("%s's gravestone", &op->name); 2630 tmp->name = format ("%s's gravestone", &op->name);
2641 tmp->name_pl = format ("%s's gravestones", &op->name); 2631 tmp->name_pl = format ("%s's gravestones", &op->name);
2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2632 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2643 &op->name, op->contr->title, op->contr->killer_name ()); 2633 &op->name, op->contr->title, op->contr->killer_name ());
2644 tmp->x = op->x, tmp->y = op->y; 2634 tmp->x = op->x, tmp->y = op->y;
2687 2677
2688 force = get_archetype (FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2689 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2690 force->speed = 0.1f; 2680 force->speed = 0.1f;
2691 force->speed_left = -5.f; 2681 force->speed_left = -5.f;
2692 SET_FLAG (force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2693 for (at = 0; at < NROFATTACKS; at++) 2683 for (at = 0; at < NROFATTACKS; at++)
2694 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2695 force->resist[at] = 100; 2685 force->resist[at] = 100;
2696 2686
2697 insert_ob_in_ob (force, op); 2687 insert_ob_in_ob (force, op);
2699 } 2689 }
2700 2690
2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2691 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2702} 2692}
2703 2693
2704void 2694static void
2705loot_object (object *op) 2695loot_object (object *op)
2706{ /* Grab and destroy some treasure */ 2696{ /* Grab and destroy some treasure */
2707 object *tmp, *tmp2, *next; 2697 object *tmp, *tmp2, *next;
2708 2698
2709 op->close_container (); /* close open sack first */ 2699 op->close_container (); /* close open sack first */
2719 tmp->x = op->x, tmp->y = op->y; 2709 tmp->x = op->x, tmp->y = op->y;
2720 2710
2721 if (tmp->type == CONTAINER) 2711 if (tmp->type == CONTAINER)
2722 loot_object (tmp); /* empty container to ground */ 2712 loot_object (tmp); /* empty container to ground */
2723 2713
2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2725 { 2715 {
2726 if (tmp->nrof > 1) 2716 if (tmp->nrof > 1)
2727 { 2717 {
2728 tmp->decrease (rndm (1, tmp->nrof - 1)); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2729 insert_ob_in_map (tmp, op->map, NULL, 0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2740 * fix_weight(): Check recursively the weight of all players, and fix 2730 * fix_weight(): Check recursively the weight of all players, and fix
2741 * what needs to be fixed. Refresh windows and fix speed if anything 2731 * what needs to be fixed. Refresh windows and fix speed if anything
2742 * was changed. 2732 * was changed.
2743 */ 2733 */
2744void 2734void
2745fix_weight (void) 2735fix_weight ()
2746{ 2736{
2747 for_all_players (pl) 2737 for_all_players (pl)
2748 { 2738 {
2749 sint32 old = pl->ob->carrying; 2739 sint32 old = pl->ob->carrying;
2750 2740
2757 } 2747 }
2758 } 2748 }
2759} 2749}
2760 2750
2761void 2751void
2762fix_luck (void) 2752fix_luck ()
2763{ 2753{
2764 for_all_players (pl) 2754 for_all_players (pl)
2765 if (!pl->ob->contr->ns->state) 2755 if (!pl->ob->contr->ns->state)
2766 pl->ob->change_luck (0); 2756 pl->ob->change_luck (0);
2767} 2757}
2819} 2809}
2820 2810
2821int 2811int
2822is_true_undead (object *op) 2812is_true_undead (object *op)
2823{ 2813{
2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2814 if (op->arch->flag [FLAG_UNDEAD])
2825 return 1; 2815 return 1;
2826 2816
2827 return 0; 2817 return 0;
2828} 2818}
2829 2819
2927 2917
2928 if (who->type == PLAYER) 2918 if (who->type == PLAYER)
2929 player = 1; 2919 player = 1;
2930 2920
2931 else 2921 else
2932 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2922 friendly = who->flag [FLAG_FRIENDLY];
2933 2923
2934 /* search adjacent squares */ 2924 /* search adjacent squares */
2935 for (i = 1; i < 9; i++) 2925 for (i = 1; i < 9; i++)
2936 { 2926 {
2937 x = who->x + freearr_x[i]; 2927 x = who->x + freearr_x[i];
2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2947 continue; 2937 continue;
2948 2938
2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2950 { 2940 {
2951 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2952 return 1; 2942 return 1;
2953 else if (tmp->type == PLAYER) 2943 else if (tmp->type == PLAYER)
2954 { 2944 {
2955 /*don't let a hidden DM prevent you from hiding */ 2945 /*don't let a hidden DM prevent you from hiding */
2956 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2957 return 1; 2947 return 1;
2958 } 2948 }
2959 } 2949 }
2960 } 2950 }
2961 return 0; 2951 return 0;
3011 } 3001 }
3012 3002
3013 return 0; 3003 return 0;
3014} 3004}
3015 3005
3016/* routine for both players and monsters. We call this when
3017 * there is a possibility for our action distrubing our hiding
3018 * place or invisiblity spell. Artefact invisiblity causes
3019 * "noise" instead. If we arent invisible to begin with, we
3020 * return 0.
3021 */
3022int
3023action_makes_visible (object *op)
3024{
3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3026 {
3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3034 return 0;
3035 }
3036
3037 if (op->contr && op->contr->tmp_invis == 0)
3038 return 0;
3039
3040 /* If monsters, they should become visible */
3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3042 {
3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3044 return 1;
3045 }
3046 }
3047
3048 return 0;
3049}
3050
3051/* op_on_battleground - checks if the given object op (usually 3006/* op_on_battleground - checks if the given object op (usually
3052 * a player) is standing on a valid battleground-tile, 3007 * a player) is standing on a valid battleground-tile,
3053 * function returns TRUE/FALSE. If true x, y returns the battleground 3008 * function returns TRUE/FALSE. If true x, y returns the battleground
3054 * -exit-coord. (and if x, y not NULL) 3009 * -exit-coord. (and if x, y not NULL)
3055 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3010 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3065 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3066 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3067 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3068 for (object *tmp = op->below; tmp; tmp = tmp->below) 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3069 { 3024 {
3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3025 if (tmp->flag [FLAG_IS_FLOOR])
3071 { 3026 {
3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3027 if (tmp->flag [FLAG_NO_PICK]
3073 && tmp->type == BATTLEGROUND 3028 && tmp->type == BATTLEGROUND
3074 && tmp->name == shstr_battleground 3029 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp)) 3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3076 { 3031 {
3077 /* before we assign the exit, check if this is a teambattle */ 3032 /* before we assign the exit, check if this is a teambattle */
3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3079 {
3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3081 { 3036 {
3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3083 {
3084 if (x && y) 3037 if (x && y)
3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086 3039
3087 return 1; 3040 return 1;
3088 }
3089 } 3041 }
3090 }
3091 3042
3092 if (x && y) 3043 if (x && y)
3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094 3045
3095 return 1; 3046 return 1;
3233 else 3184 else
3234 j = 1; 3185 j = 1;
3235 strcat (buf, spellpathnames[i]); 3186 strcat (buf, spellpathnames[i]);
3236 } 3187 }
3237 } 3188 }
3189
3238 strcat (buf, "."); 3190 strcat (buf, ".");
3239 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3240 } 3192 }
3241 3193
3242 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3243 if (QUERY_FLAG (item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3244 SET_FLAG (skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3245 if (QUERY_FLAG (item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3246 SET_FLAG (skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3247 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3248 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3249 3201
3250 /* print message if there is one */ 3202 /* print message if there is one */
3251 if (item->msg != NULL) 3203 if (item->msg != NULL)
3252 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3253 } 3205 }
3254 else 3206 else
3255 { 3207 {
3256 /* generate misc. treasure */ 3208 /* generate misc. treasure */
3257 tmp = arch_to_object (tr->item); 3209 tmp = tr->item->instance ();
3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3259 who->insert (tmp); 3211 who->insert (tmp);
3260 } 3212 }
3261} 3213}
3262 3214
3263/** 3215//-GPL
3264 * Unready an object for a player. This function does nothing if the object was
3265 * not readied.
3266 */
3267void
3268player_unready_range_ob (player *pl, object *ob)
3269{
3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3272
3273 if (pl->combat_ob == ob)
3274 pl->combat_ob = 0;
3275
3276 if (pl->ranged_ob == ob)
3277 pl->ranged_ob = 0;
3278}
3279 3216
3280sint8 3217sint8
3281player::darkness_at (maptile *map, int x, int y) const 3218player::darkness_at (maptile *map, int x, int y) const
3282{ 3219{
3283 if (!ns) 3220 if (!ns)
3310{ 3247{
3311 play_sound (sound_find ("generic_failure")); 3248 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color); 3249 statusmsg (msg, color);
3313} 3250}
3314 3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3256 return;
3257
3258 va_list ap;
3259 va_start (ap, format);
3260 contr->failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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