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Comparing deliantra/server/server/player.C (file contents):
Revision 1.197 by root, Mon May 5 16:02:20 2008 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->update_weight (); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
247 132
248 ns->floorbox_update (); 133 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
251 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
252 activate (); 143 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 144
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
278 ns->reset_stats (); 165 ns->reset_stats ();
279 ns->pl = 0; 166 ns->pl = 0;
280 ns = 0; 167 ns = 0;
281 } 168 }
282 169
283 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
284 173
285 deactivate (); 174 deactivate ();
286} 175}
176
177//-GPL
287 178
288// the need for this function can be explained 179// the need for this function can be explained
289// by load_object not returning the object 180// by load_object not returning the object
290void 181void
291player::set_object (object *op) 182player::set_object (object *op)
292{ 183{
293 ob = observe = op; 184 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
295 186
296 ob->speed = 1.0f; 187 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
298 189
299 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327} 191}
328 192
329void 193void
330player::set_observe (object *op) 194player::set_observe (object *op)
331{ 195{
332 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
333 do_los = 1; 197 do_los = 1;
334} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
335 208
336player::player () 209player::player ()
337{ 210{
338 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 212 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
346 219
347 gen_sp_armour = 10; 220 gen_sp_armour = 10;
348 bowtype = bow_normal; 221 bowtype = bow_normal;
349 petmode = pet_normal; 222 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 223 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
353 do_los = 1; 225 do_los = 1;
354 226
355 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
362 disconnect (); 234 disconnect ();
363 235
364 attachable::do_destroy (); 236 attachable::do_destroy ();
365 237
366 if (ob) 238 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy (); 239 ob->destroy ();
370 }
371 240
372 ob = observe = 0; 241 ob = observe = viewpoint = 0;
373} 242}
374 243
375player::~player () 244player::~player ()
376{ 245{
377 /* Clear item stack */ 246 /* Clear item stack */
378 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
379} 276}
380 277
381/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
383 * mode. 280 * mode.
385player * 282player *
386player::create () 283player::create ()
387{ 284{
388 player *pl = new player; 285 player *pl = new player;
389 286
390 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
391 288
392 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
395 292
396 set_first_map (pl->ob); 293 set_first_map (pl->ob);
397 294
398 return pl; 295 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 296}
428 297
429object * 298object *
430get_nearest_player (object *mon) 299get_nearest_player (object *mon)
431{ 300{
505 */ 374 */
506int 375int
507path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 377{
509 rv_vector rv; 378 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 maptile *m, *lastmap;
513 380
514 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
515 382
516 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
517 return 0; 384 return 0;
518 385
519 x = mon->x; 386 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 387 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 390
526 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 392 if (diff > max)
528 return 0; 393 return 0;
529 394
530 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
531 { 396 {
532 lastx = x; 397 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 398
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 400
541 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
543 && (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)))
544 { 405 {
545 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
547 */ 408 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 410 if (rv.direction != dir)
550 { 411 {
551 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 413 * the values so it will try again.
553 */ 414 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 415 pos = lastpos;
557 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
558 } 417 }
559 else 418 else
560 { 419 {
561 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
568 */ 427 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 429 {
571 if (i == 0) 430 if (i == 0)
572 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
573 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 434 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
579 * 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
580 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 441 * the last direction the creature has successfully
582 * moved. 442 * moved.
583 */ 443 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 444 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
590 continue; 448 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 453 continue;
594 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 456 continue;
596 457
597 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 459 break;
599 } 460 }
461
600 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
602 */ 464 */
603 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
604 return 0; 466 return 0;
467
605 diff--; 468 diff--;
606 lastdir = dir; 469 lastdir = dir;
607 max--; 470 max--;
608 if (!firstdir) 471 if (!firstdir)
609 firstdir = dir + i; 472 firstdir = dir + i;
613 { 476 {
614 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
615 diff--; 478 diff--;
616 max--; 479 max--;
617 lastdir = dir; 480 lastdir = dir;
481
618 if (!firstdir) 482 if (!firstdir)
619 firstdir = dir; 483 firstdir = dir;
620 } 484 }
621 485
622 if (diff <= 1) 486 if (diff <= 1)
623 { 487 {
624 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 489 * headed toward player for entire distance.
626 */ 490 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 493 }
630 494
631 if (diff > max) 495 if (diff > max)
632 return 0; 496 return 0;
650 next = op->below; 514 next = op->below;
651 515
652 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
653 * 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
654 */ 518 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
656 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
657 521
658 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions 523 * by this player due to race restrictions
660 */ 524 */
661 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
662 { 526 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 527 if ((!pl->flag [FLAG_USE_ARMOUR]
664 && 528 &&
665 (op->type == ARMOUR || op->type == BOOTS 529 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET 530 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES 531 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE)) 532 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 534 {
671 op->destroy (); 535 op->destroy ();
672 continue; 536 continue;
673 } 537 }
674 } 538 }
675 539
676 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 543 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
683 { 545 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 548 {
692 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 552 break;
695 } 553 }
696 554
697 if (op->nrof > 1) 555 if (op->nrof > 1)
698 op->nrof = 1; 556 op->nrof = 1;
699 } 557 }
700 558
701 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
703 561
704 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
705 * 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
706 * merged properly. 564 * merged properly.
707 */ 565 */
708 if (need_identify (op)) 566 if (op->need_identify ())
709 { 567 {
710 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
713 } 571 }
714 572
715 if (op->type == SPELL) 573 if (op->type == SPELL)
716 { 574 {
717 op->destroy (); 575 op->destroy ();
718 continue; 576 continue;
719 } 577 }
720 else if (op->type == SKILL) 578 else if (op->type == SKILL)
721 { 579 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 581 op->stats.exp = 0;
724 op->level = 1; 582 op->level = 1;
725 } 583 }
726 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
729 587
730 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
731 link_player_skills (pl); 589 pl->contr->link_skills ();
732} 590}
733 591
734void 592void
735get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
736{ 594{
746 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:");
747} 605}
748 606
749/* 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. */
750static int 608static int
751roll_stat (void) 609roll_stat ()
752{ 610{
753 int a[4], i, j, k; 611 int a[4], i, j, k;
754 612
755 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
853player::chargen_race_done () 711player::chargen_race_done ()
854{ 712{
855 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 714 esrv_new_player (ob->contr);
857 715
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 717 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
861 719
862 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
866 724
867 if (ob->msg) 725 if (ob->msg)
868 ob->msg = 0; 726 ob->msg = 0;
869 727
870 start_info (ob); 728 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
875 ob->update_stats (); 732 ob->update_stats ();
876 733
877 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
878 * is one for this race 735 * is one for this race
917 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
918 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
919 ob->stats.grace = 0; 776 ob->stats.grace = 0;
920} 777}
921 778
922void 779static void
923flee_player (object *op) 780flee_player (object *op)
924{ 781{
925 int dir, diff; 782 int dir, diff;
926 rv_vector rv; 783 rv_vector rv;
927 784
928 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
929 { 786 {
930 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
931 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
932 return; 789 return;
933 } 790 }
934 791
935 if (op->enemy == NULL) 792 if (!op->enemy)
936 { 793 {
937 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
938 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
939 return; 796 return;
940 } 797 }
941 798
942 /* Seen some crashes here. Since we don't store an 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
943 * op->enemy_count, it is possible that something destroys the
944 * actual enemy, and the object is recycled.
945 */
946 if (op->enemy->map == NULL)
947 { 800 {
948 CLEAR_FLAG (op, FLAG_SCARED);
949 op->enemy = NULL; 801 op->enemy = NULL;
950 return; 802 op->clr_flag (FLAG_SCARED);
951 }
952
953 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
954 {
955 op->enemy = NULL;
956 CLEAR_FLAG (op, FLAG_SCARED);
957 return; 803 return;
958 } 804 }
959 805
960 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
961 807
962 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
963 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
964 { 810 {
965 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
966 812
967 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 813 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
968 return; 814 return;
969 } 815 }
970 816
971 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
972 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
973 op->enemy = NULL; 819 op->enemy = NULL;
974} 820}
975 821
976/* check_pick sees if there is stuff to be picked up/picks up stuff. 822/* check_pick sees if there is stuff to be picked up/picks up stuff.
977 * It returns 1 if the player should keep on moving, 0 if he should 823 * It returns 1 if the player should keep on moving, 0 if he should
981check_pick (object *op) 827check_pick (object *op)
982{ 828{
983 object *tmp, *next; 829 object *tmp, *next;
984 int stop = 0; 830 int stop = 0;
985 int wvratio; 831 int wvratio;
986 char putstring[128];
987 832
988 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
989 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
990 return 1; 835 return 1;
991 836
992 next = op->below; 837 next = op->below;
993 838
994 int cnt = MAX_ITEM_PER_DROP; 839 int cnt = MAX_ITEM_PER_ACTION;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 840#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996 841
997 /* loop while there are items on the floor that are not marked as 842 /* loop while there are items on the floor that are not marked as
998 * destroyed */ 843 * destroyed */
999 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1015 860
1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1017 { 862 {
1018 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1019 CHK_PICK_PICKUP; 864 CHK_PICK_PICKUP;
865
1020 continue; 866 continue;
1021 } 867 }
1022 868
1023 /* high not bit set? We're using the old autopickup model */ 869 /* pickup handling */
870 if (op->contr->mode & PU_DEBUG)
871 {
872 /* some debugging code to figure out item information */
873 const char *str = tmp->name
874 ? format ("item name: %s item type: %d weight/value: %d",
875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
876 : format ("item name: %s item type: %d weight/value: %d",
877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
878
879 new_draw_info (NDI_UNIQUE, 0, op, str);
880 }
881
882 if (op->contr->mode & PU_INHIBIT)
883 return 1;
884
885 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
886 return 1;
887
888 /* philosophy:
889 * It's easy to grab an item type from a pile, as long as it's
890 * generic. This takes no game-time. For more detailed pickups
891 * and selections, select-items should be used. This is a
892 * grab-as-you-run type mode that's really useful for arrows for
893 * example.
894 * The drawback: right now it has no frontend, so you need to
895 * stick the bits you want into a calculator in hex mode and then
896 * convert to decimal and then 'pickup <#>
897 */
898
899 /* the first two modes are exclusive: if NOTHING we return, if
900 * STOP then we stop. All the rest are applied sequentially,
901 * meaning if any test passes, the item gets picked up. */
902
903 /* if mode is set to pick nothing up, return */
904 if (op->contr->mode == PU_NOTHING)
905 return 1;
906
907 /* if mode is set to stop when encountering objects, return */
908 /* take STOP before INHIBIT since it doesn't actually pick
909 * anything up */
910 if (op->contr->mode & PU_STOP)
911 return 0;
912
913 /* useful for going into stores and not losing your settings... */
914 /* and for battles wher you don't want to get loaded down while
915 * fighting */
916 if (op->contr->mode & PU_INHIBIT)
917 return 1;
918
919 /* prevent us from turning into auto-thieves :) */
920 if (tmp->flag [FLAG_UNPAID])
921 continue;
922
923 /* ignore known cursed objects */
924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
925 continue;
926
927 /* all food and drink if desired */
928 /* question: don't pick up known-poisonous stuff? */
1024 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1025 { 931 {
1026 switch (op->contr->mode) 932 CHK_PICK_PICKUP;
933 continue;
934 }
935
936 if (op->contr->mode & PU_DRINK)
937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
938 {
939 CHK_PICK_PICKUP;
940 continue;
941 }
942
943 if (op->contr->mode & PU_POTION)
944 if (tmp->type == POTION)
945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 /* spellbooks, skillscrolls and normal books/scrolls */
951 if (op->contr->mode & PU_SPELLBOOK)
952 if (tmp->type == SPELLBOOK)
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_SKILLSCROLL)
959 if (tmp->type == SKILLSCROLL)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 if (op->contr->mode & PU_READABLES)
966 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 /* wands/staves/rods/horns */
973 if (op->contr->mode & PU_MAGIC_DEVICE)
974 if (tmp->type == WAND
975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* pick up all magical items */
984 if (op->contr->mode & PU_MAGICAL)
985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
986 && !tmp->flag [FLAG_KNOWN_CURSED])
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_VALUABLES)
993 {
994 if (tmp->type == MONEY || tmp->type == GEM)
1027 { 995 {
1028 case 0:
1029 return 1; /* don't pick up */
1030 case 1:
1031 CHK_PICK_PICKUP; 996 CHK_PICK_PICKUP;
1032 return 1; 997 continue;
1033 case 2:
1034 CHK_PICK_PICKUP;
1035 return 0;
1036 case 3:
1037 return 0; /* stop before pickup */
1038 case 4:
1039 CHK_PICK_PICKUP;
1040 break;
1041 case 5:
1042 CHK_PICK_PICKUP;
1043 stop = 1;
1044 break;
1045 case 6:
1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1049 break;
1050
1051 case 7:
1052 if (tmp->type == MONEY || tmp->type == GEM)
1053 CHK_PICK_PICKUP;
1054 break;
1055
1056 default:
1057 /* use value density */
1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1060 CHK_PICK_PICKUP;
1061 } 998 }
1062 } 999 }
1063 else 1000
1064 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1065 /* NEW pickup handling */
1066 if (op->contr->mode & PU_DEBUG) 1002 if (op->contr->mode & PU_JEWELS)
1003 if (tmp->type == RING
1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1067 { 1007 {
1068 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1069 if (tmp->name != NULL)
1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1072 else
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075
1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1077 }
1078
1079 /* philosophy:
1080 * It's easy to grab an item type from a pile, as long as it's
1081 * generic. This takes no game-time. For more detailed pickups
1082 * and selections, select-items should be used. This is a
1083 * grab-as-you-run type mode that's really useful for arrows for
1084 * example.
1085 * The drawback: right now it has no frontend, so you need to
1086 * stick the bits you want into a calculator in hex mode and then
1087 * convert to decimal and then 'pickup <#>
1088 */
1089
1090 /* the first two modes are exclusive: if NOTHING we return, if
1091 * STOP then we stop. All the rest are applied sequentially,
1092 * meaning if any test passes, the item gets picked up. */
1093
1094 /* if mode is set to pick nothing up, return */
1095
1096 if (op->contr->mode & PU_NOTHING)
1097 return 1;
1098
1099 /* if mode is set to stop when encountering objects, return */
1100 /* take STOP before INHIBIT since it doesn't actually pick
1101 * anything up */
1102
1103 if (op->contr->mode & PU_STOP)
1104 return 0;
1105
1106 /* useful for going into stores and not losing your settings... */
1107 /* and for battles wher you don't want to get loaded down while
1108 * fighting */
1109 if (op->contr->mode & PU_INHIBIT)
1110 return 1;
1111
1112 /* prevent us from turning into auto-thieves :) */
1113 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1114 continue; 1009 continue;
1010 }
1115 1011
1116 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1117 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1013 if (op->contr->mode & PU_FLESH)
1014 if (tmp->type == FLESH)
1015 {
1016 CHK_PICK_PICKUP;
1118 continue; 1017 continue;
1018 }
1119 1019
1120 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1121 /* question: don't pick up known-poisonous stuff? */ 1021 if (op->contr->mode & PU_BOW)
1022 if (tmp->type == BOW)
1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1027
1028 if (op->contr->mode & PU_ARROW)
1029 if (tmp->type == ARROW)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1034
1035 /* all kinds of armor etc. */
1036 if (op->contr->mode & PU_ARMOUR)
1037 if (tmp->type == ARMOUR)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_HELMET)
1044 if (tmp->type == HELMET)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 if (op->contr->mode & PU_SHIELD)
1051 if (tmp->type == SHIELD)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1122 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1123 if (tmp->type == FOOD) 1058 if (tmp->type == BOOTS)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_GLOVES)
1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_CLOAK)
1072 if (tmp->type == CLOAK)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 /* hoping to catch throwing daggers here */
1079 if (op->contr->mode & PU_MISSILEWEAPON)
1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 /* careful: chairs and tables are weapons! */
1087 if (op->contr->mode & PU_ALLWEAPON)
1088 {
1089 if (tmp->type == WEAPON)
1090 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1124 { 1091 {
1125 CHK_PICK_PICKUP; 1092 CHK_PICK_PICKUP;
1126 continue; 1093 continue;
1127 } 1094 }
1095 }
1128 1096
1097 /* misc stuff that's useful */
1129 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1131 { 1100 {
1132 CHK_PICK_PICKUP; 1101 CHK_PICK_PICKUP;
1133 continue; 1102 continue;
1134 } 1103 }
1135 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1136 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1137 if (tmp->type == POTION) 1108 {
1109 /* use value density to decide what else to grab */
1110 /* >=7 was >= op->contr->mode */
1111 /* >=7 is the old standard setting. Now we take the last 4 bits
1138 { 1112 */
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* spellbooks, skillscrolls and normal books/scrolls */
1144 if (op->contr->mode & PU_SPELLBOOK)
1145 if (tmp->type == SPELLBOOK)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_SKILLSCROLL)
1152 if (tmp->type == SKILLSCROLL)
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_READABLES)
1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* wands/staves/rods/horns */
1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 /* pick up all magical items */
1174 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1114 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_VALUABLES)
1182 { 1115 {
1183 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1184 { 1119 {
1185 CHK_PICK_PICKUP; 1120 fprintf (stderr, "%s", tmp->name);
1186 continue;
1187 } 1121 }
1188 }
1189
1190 /* rings & amulets - talismans seems to be typed AMULET */
1191 if (op->contr->mode & PU_JEWELS)
1192 if (tmp->type == RING || tmp->type == AMULET)
1193 {
1194 CHK_PICK_PICKUP;
1195 continue;
1196 }
1197
1198 /* we don't forget dragon food */
1199 if (op->contr->mode & PU_FLESH)
1200 if (tmp->type == FLESH)
1201 {
1202 CHK_PICK_PICKUP;
1203 continue;
1204 }
1205
1206 /* bows and arrows. Bows are good for selling! */
1207 if (op->contr->mode & PU_BOW)
1208 if (tmp->type == BOW)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_ARROW)
1215 if (tmp->type == ARROW)
1216 {
1217 CHK_PICK_PICKUP;
1218 continue;
1219 }
1220
1221 /* all kinds of armor etc. */
1222 if (op->contr->mode & PU_ARMOUR)
1223 if (tmp->type == ARMOUR)
1224 {
1225 CHK_PICK_PICKUP;
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_HELMET)
1230 if (tmp->type == HELMET)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_SHIELD)
1237 if (tmp->type == SHIELD)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_BOOTS)
1244 if (tmp->type == BOOTS)
1245 {
1246 CHK_PICK_PICKUP;
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_GLOVES)
1251 if (tmp->type == GLOVES)
1252 {
1253 CHK_PICK_PICKUP;
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_CLOAK)
1258 if (tmp->type == CLOAK)
1259 {
1260 CHK_PICK_PICKUP;
1261 continue;
1262 }
1263
1264 /* hoping to catch throwing daggers here */
1265 if (op->contr->mode & PU_MISSILEWEAPON)
1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 /* careful: chairs and tables are weapons! */
1273 if (op->contr->mode & PU_ALLWEAPON)
1274 {
1275 if (tmp->type == WEAPON && tmp->name != NULL)
1276 {
1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284
1285 if (tmp->type == WEAPON && tmp->name == NULL)
1286 {
1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1288 {
1289 CHK_PICK_PICKUP;
1290 continue;
1291 }
1292 }
1293 }
1294
1295 /* misc stuff that's useful */
1296 if (op->contr->mode & PU_KEY)
1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1298 {
1299 CHK_PICK_PICKUP;
1300 continue;
1301 }
1302
1303 /* any of the last 4 bits set means we use the ratio for value
1304 * pickups */
1305 if (op->contr->mode & PU_RATIO)
1306 {
1307 /* use value density to decide what else to grab */
1308 /* >=7 was >= op->contr->mode */
1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1313 {
1314 CHK_PICK_PICKUP;
1315#if 0
1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1317 if (tmp->name != NULL)
1318 {
1319 fprintf (stderr, "%s", tmp->name);
1320 }
1321 else 1122 else
1322 fprintf (stderr, "%s", tmp->arch->archname); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1323 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1125 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1325#endif 1126#endif
1127 CHK_PICK_PICKUP;
1326 continue; 1128 continue;
1327 }
1328 } 1129 }
1329 } /* the new pickup model */ 1130 } /* the new pickup model */
1330 } 1131 }
1331 1132
1332 return !stop; 1133 return !stop;
1134}
1135
1136/* routine for both players and monsters. We call this when
1137 * there is a possibility for our action distrubing our hiding
1138 * place or invisiblity spell. Artefact invisiblity causes
1139 * "noise" instead. If we arent invisible to begin with, we
1140 * return 0.
1141 */
1142static int
1143action_makes_visible (object *op)
1144{
1145 if (op->invisible && op->flag [FLAG_ALIVE])
1146 {
1147 if (op->flag [FLAG_MAKE_INVIS])
1148 {
1149 // artefact invisibility is permanent, but we still make noise
1150 // this is important for game-balance.
1151 if (op->contr)
1152 op->make_noise ();
1153
1154 return 0;
1155 }
1156
1157 if (op->contr && op->contr->tmp_invis == 0)
1158 return 0;
1159
1160 /* If monsters, they should become visible */
1161 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1164 return 1;
1165 }
1166 }
1167
1168 return 0;
1333} 1169}
1334 1170
1335/* 1171/*
1336 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1337 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1338 * found object is returned. 1174 * found object is returned.
1339 */ 1175 */
1340object * 1176static object *
1341find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1342{ 1178{
1343 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp); 1181 return splay (tmp);
1346 1182
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type)) 1185 if (object *arrow = find_arrow (tmp, type))
1350 { 1186 {
1351 splay (tmp); 1187 splay (tmp);
1352 return arrow; 1188 return arrow;
1353 } 1189 }
1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1195 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1360 * against the target. A full test is not performed, simply a basic test 1196 * against the target. A full test is not performed, simply a basic test
1361 * of resistances. The archer is making a quick guess at what he sees down 1197 * of resistances. The archer is making a quick guess at what he sees down
1362 * the hall. Failing that it does it's best to pick the highest plus arrow. 1198 * the hall. Failing that it does it's best to pick the highest plus arrow.
1363 */ 1199 */
1364object * 1200static object *
1365find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1366{ 1202{
1367 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1368 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1369 1205
1370 if (!type) 1206 if (!type)
1371 return NULL; 1207 return NULL;
1372 1208
1373 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1374 { 1210 {
1375 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1376 { 1212 {
1377 i = 0; 1213 i = 0;
1378 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1379 if (i > betterby) 1216 if (i > betterby)
1380 { 1217 {
1381 tmp = ntmp; 1218 tmp = ntmp;
1382 betterby = i; 1219 betterby = i;
1383 } 1220 }
1384 } 1221 }
1385 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1386 { 1223 {
1387 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1389 { 1226 {
1390 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1391 { 1228 {
1392 *better = 100; 1229 *better = 100;
1393 return arrow; 1230 return arrow;
1408 { 1245 {
1409 tmp = arrow; 1246 tmp = arrow;
1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1411 } 1248 }
1412 } 1249 }
1250
1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1414 { 1252 {
1415 tmp = arrow; 1253 tmp = arrow;
1416 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1417 } 1255 }
1256
1418 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1419 { 1258 {
1420 tmp = arrow; 1259 tmp = arrow;
1421 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1422 } 1261 }
1435 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1436 * op = the shooter 1275 * op = the shooter
1437 * type = bow->race 1276 * type = bow->race
1438 * dir = fire direction 1277 * dir = fire direction
1439 */ 1278 */
1440object * 1279static object *
1441pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1442{ 1281{
1443 object *tmp = NULL; 1282 object *tmp = NULL;
1444 maptile *m; 1283 maptile *m;
1445 int i, mflags, found, number; 1284 int i, mflags, found, number;
1446 sint16 x, y; 1285 sint16 x, y;
1461 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1462 { 1301 {
1463 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1464 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1465 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1466 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1467 { 1307 {
1468 tmp = NULL; 1308 tmp = 0;
1469 break; 1309 break;
1470 } 1310 }
1471 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1311 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1472 { 1312 {
1473 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1474 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1475 */ 1315 */
1476 tmp = NULL; 1316 tmp = 0;
1477 break; 1317 break;
1478 } 1318 }
1319
1479 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1480 {
1481 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1483 {
1484 found++;
1485 break;
1486 }
1487 if (found)
1488 break; 1323 break;
1489 }
1490 } 1324 }
1491 if (tmp == NULL) 1325
1326 if (!tmp)
1492 return find_arrow (op, type); 1327 return find_arrow (op, type);
1493 1328
1494 if (tmp->head) 1329 if (tmp->head)
1495 tmp = tmp->head; 1330 tmp = tmp->head;
1496 1331
1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1537 return 0; 1372 return 0;
1538 } 1373 }
1539 1374
1540 // optimisation: move object to top so we will find it quickly again 1375 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below) 1376 splay (bow);
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1547 } 1377 }
1548 1378
1549 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1550 { 1380 {
1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1558 { 1388 {
1559 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1390 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1391 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1562 else 1392 else
1563 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1564 1394
1565 return 0; 1395 return 0;
1566 } 1396 }
1567 } 1397 }
1568 1398
1577 } 1407 }
1578 1408
1579 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1580 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1581 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1582 arrow->destroy (); 1413 arrow->destroy ();
1583 return 0; 1414 return 0;
1584 } 1415 }
1585 1416
1586 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1596 arrow->direction = dir; 1427 arrow->direction = dir;
1597 1428
1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1429 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1601 1432 arrow->custom_name = arrow->slaying;
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604 1433
1605#if 0 1434#if 0
1606 if (player *pl = op->contr) 1435 if (player *pl = op->contr)
1607 { 1436 {
1608 float speed = pl->weapon_sp; 1437 float speed = pl->weapon_sp;
1670 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1671 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1672 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1673 * hence the function name. 1502 * hence the function name.
1674 */ 1503 */
1675int 1504static int
1676player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1677{ 1506{
1678 int ret = 0, wcmod = 0; 1507 int ret;
1679 1508
1680 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1681 { 1510 {
1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1683 } 1512 }
1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1513 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1685 { 1514 {
1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1687 wcmod = -1;
1688
1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1516 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1690 } 1517 }
1691 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1692 { 1519 {
1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1520 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1694 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1695 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1522 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1696 } 1523 }
1697 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1698 { 1525 {
1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1526 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1528 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1702 } 1529 }
1703 else 1530 else
1704 { 1531 {
1710} 1537}
1711 1538
1712/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1713 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1714 */ 1541 */
1715void 1542static void
1716fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1717{ 1544{
1718 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1719 1546
1720 if (!item) 1547 if (!item)
1727 { 1554 {
1728 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1729 return; 1556 return;
1730 } 1557 }
1731 1558
1732 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1733 return; 1560 return;
1734 1561
1735 if (item->type == WAND) 1562 if (item->type == WAND)
1736 { 1563 {
1737 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1742 return; 1569 return;
1743 } 1570 }
1744 } 1571 }
1745 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1746 { 1573 {
1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1574 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1748 1575
1749 // using the maximum of the rods charge allows at least one spell cast 1576 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods. 1577 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1752 { 1579 {
1753 op->contr->play_sound (sound_find ("wand_poof")); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1754 1581
1755 if (item->type == ROD) 1582 if (item->type == ROD)
1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1761 } 1588 }
1762 } 1589 }
1763 1590
1764 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1765 { 1592 {
1766 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1593 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1594
1767 if (item->type == WAND) 1595 if (item->type == WAND)
1768 { 1596 {
1769 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1770 { 1598 {
1771 object *tmp; 1599 object *tmp;
1772 1600
1773 if (item->arch) 1601 if (item->arch)
1774 { 1602 {
1775 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1776 item->face = item->arch->face; 1604 item->face = item->arch->face;
1777 item->set_speed (0); 1605 item->set_speed (0);
1778 } 1606 }
1779 1607
1780 if (object *pl = item->visible_to ()) 1608 if (object *pl = item->visible_to ())
1787} 1615}
1788 1616
1789/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1790 */ 1618 */
1791bool 1619bool
1792fire (object *op, int dir) 1620fire (object *who, int dir)
1793{ 1621{
1794 int spellcost = 0; 1622 int spellcost = 0;
1795 1623
1796 /* check for loss of invisiblity/hide */
1797 if (action_makes_visible (op))
1798 make_visible (op);
1799
1800 player *pl = op->contr; 1624 player *pl = who->contr;
1801 1625
1802 if (pl->golem) 1626 if (pl->golem)
1803 { 1627 {
1804 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1805 return false; 1629 return false;
1806 } 1630 }
1807 1631
1808 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1809 1633
1810 if (!ob) 1634 if (!ob)
1811 return false; 1635 return false;
1812 1636
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1817 --op->speed_left; 1638 --who->speed_left;
1818 else 1639 else
1819 return false; 1640 return false;
1820 1641
1642 if (!who->apply (ob))
1643 return false;
1644
1645 /* check for loss of invisiblity/hide */
1646 if (action_makes_visible (who))
1647 make_visible (who);
1648
1821 switch (ob->type) 1649 switch (ob->type)
1822 { 1650 {
1823 case BOW: 1651 case BOW:
1824 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1825 break; 1653 break;
1826 1654
1827 case SPELL: 1655 case SPELL:
1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1656 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1829 break; 1657 break;
1830 1658
1831 case BUILDER: 1659 case BUILDER:
1832 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1833 break; 1661 break;
1834 1662
1835 case SKILL: 1663 case SKILL:
1836 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1837 break; 1665 break;
1838 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1839 default: 1671 default:
1840 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1841 break; 1673 break;
1842 } 1674 }
1843 1675
1844 return true; 1676 return true;
1845} 1677}
1846 1678
1847/* find_key 1679static object *
1848 * We try to find a key for the door as passed. If we find a key
1849 * and successfully use it, we return the key, otherwise NULL
1850 * This function merges both normal and locked door, since the logic
1851 * for both is the same - just the specific key is different.
1852 * pl is the player,
1853 * inv is the objects inventory to searched
1854 * door is the door we are trying to match against.
1855 * This function can be called recursively to search containers.
1856 */
1857object *
1858find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1859{ 1681{
1860 object *tmp, *key; 1682 object *tmp, *key;
1861 1683
1862 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1863 if (!container->inv) 1685 if (!container->inv)
1866 /* First, lets try to find a key in the top level inventory */ 1688 /* First, lets try to find a key in the top level inventory */
1867 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1868 { 1690 {
1869 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1870 break; 1692 break;
1693
1871 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1872 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1873 */ 1696 */
1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1875 break; 1698 break;
1881 * a key, return 1704 * a key, return
1882 */ 1705 */
1883 if (!tmp) 1706 if (!tmp)
1884 { 1707 {
1885 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1887 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1888 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1889 {
1890 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1891 return key; 1712 return key;
1892 }
1893 }
1894 1713
1895 if (!tmp) 1714 if (!tmp)
1896 return NULL; 1715 return 0;
1897 } 1716 }
1898 1717
1899 /* We get down here if we have found a key. Now if its in a container, 1718 /* We get down here if we have found a key. Now if its in a container,
1900 * see if we actually want to use it 1719 * see if we actually want to use it
1901 */ 1720 */
1902 if (pl != container) 1721 if (pl != container)
1903 { 1722 {
1904 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1905 if (!pl->contr) 1724 if (!pl->contr)
1906 return NULL; 1725 return 0;
1726
1907 /* cases where this fails: 1727 /* cases where this fails:
1908 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1909 * are not in the players inventory. 1729 * are not in the players inventory.
1910 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1911 * containers can be used. 1731 * containers can be used.
1915 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1916 * 1736 *
1917 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1918 * all the others. 1738 * all the others.
1919 */ 1739 */
1920 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1921 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1922 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1923 { 1743 {
1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1745 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1926 return NULL; 1746 return NULL;
1927 } 1747 }
1928 } 1748 }
1929 1749
1930 return tmp; 1750 return tmp;
1751}
1752
1753/* find_key
1754 * We try to find a key for the door as passed. If we find a key
1755 * and successfully use it, we return the key, otherwise NULL
1756 * This function merges both normal and locked door, since the logic
1757 * for both is the same - just the specific key is different.
1758 * pl is the player,
1759 * inv is the objects inventory to searched
1760 * door is the door we are trying to match against.
1761 * This function can be called recursively to search containers.
1762 */
1763object *
1764find_key (object *pl, object *container, object *door)
1765{
1766 if (door->slaying && is_match_expr (door->slaying))
1767 {
1768 // for match expressions, we try to find the key by applying the match
1769 // to the op itself, which is supposed to find the "key", instead
1770 // of searching through containers ourselves.
1771
1772 return match_one (door->slaying, container, door, pl, pl);
1773 }
1774 else
1775 return find_key_ (pl, container, door);
1931} 1776}
1932 1777
1933/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1934 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1935 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1985 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
1986 */ 1831 */
1987bool 1832bool
1988move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
1989{ 1834{
1990 int on_battleground; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1836 {
1837 --op->speed_left;
1838 return true;
1839 }
1991 1840
1992 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
1993 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
1994 1843
1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
1998 return false; 1845 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2005 1846
2006 /* If braced, or can't move to the square, and it is not out of the 1847 /* If braced, or can't move to the square, and it is not out of the
2007 * map, attack it. Note order of if statement is important - don't 1848 * map, attack it. Note order of if statement is important - don't
2008 * want to be calling move_ob if braced, because move_ob will move the 1849 * want to be calling move_ob if braced, because move_ob will move the
2009 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2056 */ 1897 */
2057 if (op->type == PLAYER 1898 if (op->type == PLAYER
2058 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
2059 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2060 || mon->owner == op) 1901 || mon->owner == op)
2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2062 { 1903 {
2063 /* If we're braced, we don't want to switch places with it */ 1904 /* If we're braced, we don't want to switch places with it */
2064 if (op->contr->braced) 1905 if (op->contr->braced)
2065 return false; 1906 return false;
2066 1907
2069 --op->speed_left; 1910 --op->speed_left;
2070 1911
2071 op->play_sound (sound_find ("push_player")); 1912 op->play_sound (sound_find ("push_player"));
2072 push_ob (mon, dir, op); 1913 push_ob (mon, dir, op);
2073 1914
2074 if (op->contr->tmp_invis || op->hide) 1915 if (action_makes_visible (op))
2075 make_visible (op); 1916 make_visible (op);
2076 1917
2077 return true; 1918 return true;
2078 } 1919 }
2079 else 1920 else
2080 return false; 1921 return false;
2081 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
2082 1925
2083 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2084 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2085 * someone, but put it inside this loop so that you won't 1928 * someone, but put it inside this loop so that you won't
2086 * attack them either. 1929 * attack them either.
2087 */ 1930 */
2088 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1932 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2090 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
2091 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2092 && !on_battleground)) 1935 && !on_battleground))
2093 { 1936 {
2094 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
2101 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2102 } 1945 }
2103 else 1946 else
2104 op->statusmsg ("You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2105 1948
2106 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2107 make_visible (op); 1950 make_visible (op);
2108 1951
2109 return true; 1952 return true;
2110 } 1953 }
2111 } 1954 }
2112 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2113 * roll it if not braced. You can't roll it if you are braced. 1956 * roll it if not braced. You can't roll it if you are braced.
2114 */ 1957 */
2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2116 { 1959 {
2117 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2118 { 1961 {
2119 --op->speed_left; 1962 --op->speed_left;
2120 1963
2129 * Way it works is like this: First, it must have some hit points 1972 * Way it works is like this: First, it must have some hit points
2130 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2131 * 1) Not a player, 2) A player, but of a different party. Note 1974 * 1) Not a player, 2) A player, but of a different party. Note
2132 * that party_number -1 is no party, so attacks can still happen. 1975 * that party_number -1 is no party, so attacks can still happen.
2133 */ 1976 */
2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1978 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2136 { 1979 {
2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2138 { 1981 {
2139 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2151} 1994}
2152 1995
2153bool 1996bool
2154move_player (object *op, int dir) 1997move_player (object *op, int dir)
2155{ 1998{
2156 int pick;
2157
2158 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2159 return 0; 2000 return 0;
2160 2001
2161 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2162 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2163 { 2004 {
2164 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2165 return 0; 2006 return 0;
2166 } 2007 }
2167 2008
2168 /* peterm: added following line */ 2009 /* peterm: added following line */
2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2170 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2171 2012
2172 op->facing = dir; 2013 op->facing = dir;
2173 2014
2174 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2175 do_hidden_move (op); 2016 do_hidden_move (op);
2176 2017
2177 bool retval; 2018 bool retval;
2019 int pick = 0;
2178 2020
2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2180 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2181 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2182 retval = fire (op, dir); 2024 retval = fire (op, dir);
2213 * players. 2055 * players.
2214 */ 2056 */
2215bool 2057bool
2216handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2217{ 2059{
2218 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2219 { 2061 {
2220 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2221 { 2063 {
2222 --op->speed_left; 2064 --op->speed_left;
2223 flee_player (op); 2065 flee_player (op);
2239 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2240 2082
2241 return false; 2083 return false;
2242} 2084}
2243 2085
2244int 2086static int
2245save_life (object *op) 2087save_life (object *op)
2246{ 2088{
2247 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2248 return 0; 2090 return 0;
2249 2091
2250 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2252 { 2094 {
2253 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2255 2097
2256 tmp->destroy (); 2098 tmp->destroy ();
2257 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2258 2100
2259 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2260 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2261 2103
2262 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2263 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2264 2106
2265 op->update_stats (); 2107 op->update_stats ();
2266 return 1; 2108 return 1;
2267 } 2109 }
2268 2110
2269 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2271 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2272 return 0; 2114 return 0;
2273} 2115}
2274 2116
2275/* This goes throws the inventory and removes unpaid objects, and puts them 2117/* This goes throws the inventory and removes unpaid objects, and puts them
2282{ 2124{
2283 while (op) 2125 while (op)
2284 { 2126 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286 2128
2287 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2288 op->insert_at (env); 2130 op->insert_at (env);
2289 else if (op->inv) 2131 else if (op->inv)
2290 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2291 2133
2292 op = next; 2134 op = next;
2296void 2138void
2297object::drop_unpaid_items () 2139object::drop_unpaid_items ()
2298{ 2140{
2299 if (!flag [FLAG_REMOVED]) 2141 if (!flag [FLAG_REMOVED])
2300 ::drop_unpaid_items (inv, this); 2142 ::drop_unpaid_items (inv, this);
2301}
2302
2303/*
2304 * Returns pointer a static string containing gravestone text
2305 * Moved from apply.c to player.c - player.c is what
2306 * actually uses this function. player.c may not be quite the
2307 * best, a misc file for object actions is probably better,
2308 * but there isn't one in the server directory.
2309 */
2310const char *
2311gravestone_text (object *op)
2312{
2313 static dynbuf_text buf;
2314
2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2318 if (op->type == PLAYER)
2319 buf << " the " << op->contr->title;
2320
2321 buf << "\n\n";
2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2327 if (op->type == PLAYER)
2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2329
2330 {
2331 static char buf2[128];
2332 time_t now = time (NULL);
2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2334 buf << buf2;
2335 }
2336
2337 return buf;
2338} 2143}
2339 2144
2340void 2145void
2341do_some_living (object *op) 2146do_some_living (object *op)
2342{ 2147{
2359 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2360 */ 2165 */
2361 if (pticks & 2) 2166 if (pticks & 2)
2362 op->invisible--; 2167 op->invisible--;
2363 } 2168 }
2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2365 { 2170 {
2366 if (!op->invisible--) 2171 if (!op->invisible--)
2367 { 2172 {
2368 make_visible (op); 2173 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2436 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2437 { 2242 {
2438 op->stats.sp++; 2243 op->stats.sp++;
2439 2244
2440 /* dms do not consume food */ 2245 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2442 { 2247 {
2443 op->stats.food--; 2248 op->stats.food--;
2444 2249
2445 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2446 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2480 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2481 { 2286 {
2482 op->stats.hp++; 2287 op->stats.hp++;
2483 2288
2484 /* dms do not consume food */ 2289 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2486 { 2291 {
2487 op->stats.food--; 2292 op->stats.food--;
2488 2293
2489 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2497 { 2302 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499 2304
2500 if (over_hp > 0) 2305 if (over_hp > 0)
2501 { 2306 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0; 2308 op->last_heal = 0;
2504 } 2309 }
2505 else 2310 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2507 } 2312 }
2517 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2518 2323
2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2324 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2520 2325
2521 /* dms do not consume food */ 2326 /* dms do not consume food */
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2523 op->stats.food--; 2328 op->stats.food--;
2524 } 2329 }
2525 2330
2526 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2527 { 2332 {
2528 object *flesh = 0; 2333 object *flesh = 0;
2529 2334
2530 for_inv_removable (op, tmp) 2335 for_inv_removable (op, tmp)
2531 { 2336 {
2532 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2533 continue; 2338 continue;
2534 2339
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2536 { 2341 {
2537 op->statusmsg ("You blindly grab for a bite of food. " 2342 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, tmp, 0); 2344 op->apply (tmp);
2540 2345
2541 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2542 break; 2347 break;
2543 } 2348 }
2544 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2550 */ 2355 */
2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2552 { 2357 {
2553 op->statusmsg ("You blindly grab for a bite of food. " 2358 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2555 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2556 } 2361 }
2557 2362
2558 // If player is still starving, alert him! 2363 // If player is still starving, alert him!
2559 if (op->stats.food < 0) 2364 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! " 2365 op->failmsg ("You are starving! "
2563 2368
2564 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2565 { 2370 {
2566 op->stats.hp += op->stats.food; 2371 op->stats.hp += op->stats.food;
2567 op->stats.food = 0; 2372 op->stats.food = 0;
2373
2374 if (op->stats.hp < 0)
2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2568 } 2378 }
2379 }
2569 2380
2381 /* killer should be set here already */
2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2571 kill_player (op); 2383 kill_player (op);
2572 } 2384 }
2573} 2385}
2574 2386
2575/* If the player should die (lack of hp, food, etc), we call this. 2387/* If the player should die (lack of hp, food, etc), we call this.
2579 */ 2391 */
2580void 2392void
2581kill_player (object *op) 2393kill_player (object *op)
2582{ 2394{
2583 int x, y; 2395 int x, y;
2584 char buf[MAX_BUF];
2585 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2586 int will_kill_again; 2397 int will_kill_again;
2587 archetype *at; 2398 archetype *at;
2588 object *tmp; 2399 object *tmp;
2589 2400
2590 if (save_life (op)) 2401 if (save_life (op))
2591 return; 2402 return;
2403
2404 dynbuf_text deathtab;
2405
2406 /* restore player */
2407 at = archetype::find (shstr_poisoning);
2408 if (object *tmp = present_arch_in_ob (at, op))
2409 {
2410 tmp->destroy ();
2411 deathtab << "Your body feels cleansed...\r";
2412 }
2413
2414 at = archetype::find (shstr_confusion);
2415 if (object *tmp = present_arch_in_ob (at, op))
2416 {
2417 tmp->destroy ();
2418 deathtab << "Your mind feels clearer...\r";
2419 }
2420
2421 cure_disease (op, 0, 0); /* remove any disease */
2422
2423 max_it (op->stats.hp , op->stats.maxhp);
2424 max_it (op->stats.sp , op->stats.maxsp);
2425 max_it (op->stats.grace, op->stats.maxgrace);
2426 max_it (op->stats.food , 200);
2427
2428 // remove all spell effects that are active
2429 // to avoid long-term effects such as word-of-recall
2430 for (object *item = op->inv; item; )
2431 {
2432 object *next = item->below;
2433
2434 if (item->type == SPELL_EFFECT && item->active)
2435 item->destroy ();
2436
2437 item = next;
2438 }
2592 2439
2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2440 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2594 * in cities ONLY!!! It is very important that this doesn't get abused. 2441 * in cities ONLY!!! It is very important that this doesn't get abused.
2595 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2596 */ 2443 */
2597 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2598 { 2445 {
2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2446 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2601
2602 /* restore player */
2603 at = archetype::find ("poisoning");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2608 }
2609
2610 at = archetype::find ("confusion");
2611 if (object *tmp = present_arch_in_ob (at, op))
2612 {
2613 tmp->destroy ();
2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2615 }
2616
2617 cure_disease (op, 0, 0); /* remove any disease */
2618 op->stats.hp = op->stats.maxhp;
2619 if (op->stats.food <= 0)
2620 op->stats.food = 999;
2621 2447
2622 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2623 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2624 { 2450
2625 tmp->name = format ("%s's finger" , &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2626 tmp->name_pl = format ("%s's fingers", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2627 tmp->msg = format ( 2453 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2454 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title, 2455 &op->name, op->contr->title,
2630 (int)op->level, 2456 (int)op->level,
2631 op->contr->killer_name () 2457 op->contr->killer_name ()
2632 ); 2458 );
2633 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2634 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2635 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2636 }
2637 2462
2638 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2639 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2640 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2641 return; 2468 return;
2642 } 2469 }
2643 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2644 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2645 2475
2646 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2647
2648 if (op->stats.food < 0)
2649 {
2650 op->contr->killer = archetype::get ("killer_starvation");
2651 op->contr->killer->destroy ();
2652 }
2653 2477
2654 op->contr->play_sound (sound_find ("player_dies")); 2478 op->contr->play_sound (sound_find ("player_dies"));
2655 2479
2656 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2657 x = op->x; 2481 x = op->x;
2687 2511
2688 lost_a_stat = 0; 2512 lost_a_stat = 0;
2689 2513
2690 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2691 { 2515 {
2692 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2693 2517
2694 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2695 { 2519 {
2696 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2521 * what he lost.
2704 lost_a_stat = 1; 2528 lost_a_stat = 1;
2705 } 2529 }
2706 else 2530 else
2707 { 2531 {
2708 /* deplete a stat */ 2532 /* deplete a stat */
2709 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2710 object *dep; 2534 object *dep;
2711 2535
2712 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2713 if (!dep) 2537 if (!dep)
2714 { 2538 {
2715 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2716 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2717 } 2541 }
2718 lose_this_stat = 1; 2542 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2720 { 2544 {
2748 } 2572 }
2749 } 2573 }
2750 2574
2751 if (lose_this_stat) 2575 if (lose_this_stat)
2752 { 2576 {
2753 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2754 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2755 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2756 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2757 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2758 * difference. 2582 * difference.
2759 */ 2583 */
2760 if (this_stat >= -50) 2584 if (this_stat >= -50)
2761 { 2585 {
2762 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2763 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765 op->update_stats (); 2589 op->update_stats ();
2766 lost_a_stat = 1; 2590 lost_a_stat = 1;
2767 } 2591 }
2768 } 2592 }
2772 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2773 if (!lost_a_stat) 2597 if (!lost_a_stat)
2774 { 2598 {
2775 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2776 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2777 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2778 2602
2779 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2781 else 2605 else
2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2783 } 2607 }
2784#else 2608#else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2786#endif 2610#endif
2787 2611
2788 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2789 * exp loss on the stone. 2613 * exp loss on the stone.
2790 */ 2614 */
2791 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2792 tmp->name = format ("%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2793 tmp->name_pl = format ("%s's gravestones", &op->name); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2619 &op->name, op->contr->title, op->contr->killer_name ());
2795 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2622
2798 /**************************************/ 2623 /**************************************/
2799 /* */ 2624 /* */
2800 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2626 /* */
2804 /**************************************/ 2627 /**************************************/
2805 2628
2806 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */
2808 at = archetype::find ("poisoning");
2809 tmp = present_arch_in_ob (at, op);
2810
2811 if (tmp)
2812 {
2813 tmp->destroy ();
2814 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2815 }
2816
2817 at = archetype::find ("confusion");
2818 tmp = present_arch_in_ob (at, op);
2819 if (tmp)
2820 {
2821 tmp->destroy ();
2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2823 }
2824
2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2838
2839 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2840 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2841
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844
2845 op->stats.hp = op->stats.maxhp;
2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2848 2631
2849 /* 2632 /*
2850 * Check to see if the player has any unpaid items. If so, remove them 2633 * Check to see if the player has any unpaid items. If so, remove them
2851 * and put them back in the map. 2634 * and put them back in the map.
2852 */ 2635 */
2880 2663
2881 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed = 0.1f; 2666 force->speed = 0.1f;
2884 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2885 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2886 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2671 force->resist[at] = 100;
2889 2672
2890 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2891 op->update_stats (); 2674 op->update_stats ();
2892
2893 } 2675 }
2894 2676
2895 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2896} 2678}
2897 2679
2898void 2680static void
2899loot_object (object *op) 2681loot_object (object *op)
2900{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2901 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2902 2684
2903 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2913 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2914 2696
2915 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2916 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2917 2699
2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2919 { 2701 {
2920 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2921 { 2703 {
2922 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2934 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2718 * was changed.
2937 */ 2719 */
2938void 2720void
2939fix_weight (void) 2721fix_weight ()
2940{ 2722{
2941 for_all_players (pl) 2723 for_all_players (pl)
2942 { 2724 {
2943 sint32 old = pl->ob->carrying; 2725 sint32 old = pl->ob->carrying;
2944 2726
2951 } 2733 }
2952 } 2734 }
2953} 2735}
2954 2736
2955void 2737void
2956fix_luck (void) 2738fix_luck ()
2957{ 2739{
2958 for_all_players (pl) 2740 for_all_players (pl)
2959 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2960 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2961} 2743}
2998} 2780}
2999 2781
3000void 2782void
3001make_visible (object *op) 2783make_visible (object *op)
3002{ 2784{
3003 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3004 op->invisible = 0; 2786 op->invisible = 0;
3005 2787
3006 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3007 { 2789 {
3008 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3013} 2795}
3014 2796
3015int 2797int
3016is_true_undead (object *op) 2798is_true_undead (object *op)
3017{ 2799{
3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3019 return 1; 2801 return 1;
3020 2802
3021 return 0; 2803 return 0;
3022} 2804}
3023 2805
3033 2815
3034 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3035 return 0; 2817 return 0;
3036 2818
3037 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3038 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3039 2821
3040 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3041 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3042 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3043 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3044 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3045 2827
3046 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3047 for (i = 0, x = ob->x, y = ob->y; 2829 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1; 2830 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3121 2903
3122 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3123 player = 1; 2905 player = 1;
3124 2906
3125 else 2907 else
3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3127 2909
3128 /* search adjacent squares */ 2910 /* search adjacent squares */
3129 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3130 { 2912 {
3131 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3141 continue; 2923 continue;
3142 2924
3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 { 2926 {
3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3146 return 1; 2928 return 1;
3147 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3148 { 2930 {
3149 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3150 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3151 return 1; 2933 return 1;
3152 } 2934 }
3153 } 2935 }
3154 } 2936 }
3155 return 0; 2937 return 0;
3196 while (op) 2978 while (op)
3197 { 2979 {
3198 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3200 2982
3201 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3202 * code, so we need to restrict ourselves to that range of values
3203 * for any meaningful values.
3204 */
3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 return 1; 2984 return 1;
3209 2985
3210 op = op->more; 2986 op = op->more;
3211 }
3212
3213 return 0;
3214}
3215
3216/* routine for both players and monsters. We call this when
3217 * there is a possibility for our action distrubing our hiding
3218 * place or invisiblity spell. Artefact invisiblity is not
3219 * effected by this. If we arent invisible to begin with, we
3220 * return 0.
3221 */
3222int
3223action_makes_visible (object *op)
3224{
3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3228 return 0;
3229
3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3232
3233 /* If monsters, they should become visible */
3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3237 return 1;
3238 }
3239 } 2987 }
3240 2988
3241 return 0; 2989 return 0;
3242} 2990}
3243 2991
3258 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3259 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3260 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3261 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 { 3010 {
3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3264 { 3012 {
3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3266 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 { 3017 {
3270 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3272 {
3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3274 { 3022 {
3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 {
3277 if (x && y) 3023 if (x && y)
3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279 3025
3280 return 1; 3026 return 1;
3281 }
3282 } 3027 }
3283 }
3284 3028
3285 if (x && y) 3029 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287 3031
3288 return 1; 3032 return 1;
3426 else 3170 else
3427 j = 1; 3171 j = 1;
3428 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3429 } 3173 }
3430 } 3174 }
3175
3431 strcat (buf, "."); 3176 strcat (buf, ".");
3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3433 } 3178 }
3434 3179
3435 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3436 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3437 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3438 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3439 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3441 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3442 3187
3443 /* print message if there is one */ 3188 /* print message if there is one */
3444 if (item->msg != NULL) 3189 if (item->msg != NULL)
3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 } 3191 }
3447 else 3192 else
3448 { 3193 {
3449 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 who->insert (tmp); 3197 who->insert (tmp);
3453 } 3198 }
3454} 3199}
3455 3200
3456/** 3201//-GPL
3457 * Unready an object for a player. This function does nothing if the object was
3458 * not readied.
3459 */
3460void
3461player_unready_range_ob (player *pl, object *ob)
3462{
3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3465
3466 if (pl->combat_ob == ob)
3467 pl->combat_ob = 0;
3468
3469 if (pl->ranged_ob == ob)
3470 pl->ranged_ob = 0;
3471}
3472 3202
3473sint8 3203sint8
3474player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3475{ 3205{
3476 if (!ns) 3206 if (!ns)
3477 return 0; 3207 return LOS_BLOCKED;
3478 3208
3479 int dx, dy; 3209 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3211 return LOS_BLOCKED;
3482 3212
3483 x += dx - ns->current_x + ns->mapx / 2; 3213 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3214 y += dy - ns->current_y;
3485 3215
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y]; 3216 return blocked_los (x, y);
3490} 3217}
3491 3218
3492void 3219void
3493player::infobox (const char *title, const char *msg, int color) 3220player::infobox (const char *title, const char *msg, int color)
3494{ 3221{
3506{ 3233{
3507 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color); 3235 statusmsg (msg, color);
3509} 3236}
3510 3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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