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Comparing deliantra/server/server/player.C (file contents):
Revision 1.199 by root, Sat May 17 14:57:23 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
168 54
169 players.insert (this); 55 players.insert (this);
170 ob->remove (); 56 ob->remove ();
171 ob->map = 0; 57 ob->map = 0;
172 ob->activate_recursive (); 58 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
174 add_friendly_object (ob); 60 add_friendly_object (ob);
175} 61}
176 62
177void 63void
178player::deactivate () 64player::deactivate ()
190 ob->remove (); 76 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0; 78 ob->map = 0;
193 party = 0; 79 party = 0;
194 80
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this); 81 players.erase (this);
198} 82}
199 83
200// connect the player with a specific client 84// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
211 95
212 ns->update_look = 0; 96 ns->update_look = 0;
213 ns->look_position = 0; 97 ns->look_position = 0;
214 98
215 clear_los (this); 99 clear_los ();
216 100
217 ns->reset_stats (); 101 ns->reset_stats ();
218 102
219 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_player_skills (ob); 108 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 109
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
250 132
251 ns->floorbox_update (); 133 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
254 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
255 activate (); 143 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 144
261 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
263} 147}
264 148
281 ns->reset_stats (); 165 ns->reset_stats ();
282 ns->pl = 0; 166 ns->pl = 0;
283 ns = 0; 167 ns = 0;
284 } 168 }
285 169
286 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
287 173
288 deactivate (); 174 deactivate ();
289} 175}
176
177//-GPL
290 178
291// the need for this function can be explained 179// the need for this function can be explained
292// by load_object not returning the object 180// by load_object not returning the object
293void 181void
294player::set_object (object *op) 182player::set_object (object *op)
295{ 183{
296 ob = observe = op; 184 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
298 186
299 ob->speed = 1.0f; 187 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
301 189
302 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 191}
331 192
332void 193void
333player::set_observe (object *op) 194player::set_observe (object *op)
334{ 195{
335 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
336 do_los = 1; 197 do_los = 1;
337} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
338 208
339player::player () 209player::player ()
340{ 210{
341 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 212 * we deal with that below this point.
348 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
349 219
350 gen_sp_armour = 10; 220 gen_sp_armour = 10;
351 bowtype = bow_normal; 221 bowtype = bow_normal;
352 petmode = pet_normal; 222 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 223 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
356 do_los = 1; 225 do_los = 1;
357 226
358 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
365 disconnect (); 234 disconnect ();
366 235
367 attachable::do_destroy (); 236 attachable::do_destroy ();
368 237
369 if (ob) 238 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy (); 239 ob->destroy ();
373 }
374 240
375 ob = observe = 0; 241 ob = observe = viewpoint = 0;
376} 242}
377 243
378player::~player () 244player::~player ()
379{ 245{
380 /* Clear item stack */ 246 /* Clear item stack */
381 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 }
382} 276}
383 277
384/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
385 * 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
386 * mode. 280 * mode.
388player * 282player *
389player::create () 283player::create ()
390{ 284{
391 player *pl = new player; 285 player *pl = new player;
392 286
393 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
394 288
395 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
398 292
399 set_first_map (pl->ob); 293 set_first_map (pl->ob);
400 294
401 return pl; 295 return pl;
402}
403
404/*
405 * get_player_archetype() return next player archetype from archetype
406 * list. Not very efficient routine, but used only creating new players.
407 * Note: there MUST be at least one player archetype!
408 */
409archetype *
410get_player_archetype (archetype *at)
411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
419
420 for (;;)
421 {
422 if (++i == archetypes.end ())
423 i = archetypes.begin ();
424 else if (*i == at)
425 cleanup ("not a single player archetype found");
426
427 if ((*i)->type == PLAYER)
428 return *i;
429 }
430} 296}
431 297
432object * 298object *
433get_nearest_player (object *mon) 299get_nearest_player (object *mon)
434{ 300{
508 */ 374 */
509int 375int
510path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
511{ 377{
512 rv_vector rv; 378 rv_vector rv;
513 sint16 x, y;
514 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;
515 maptile *m, *lastmap;
516 380
517 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
518 382
519 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
520 return 0; 384 return 0;
521 385
522 x = mon->x; 386 mapxy pos (mon);
523 y = mon->y;
524 m = mon->map;
525 dir = rv.direction; 387 dir = rv.direction;
526 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 */
527 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
528 390
529 /* 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. */
530 if (diff > max) 392 if (diff > max)
531 return 0; 393 return 0;
532 394
533 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
534 { 396 {
535 lastx = x; 397 mapxy lastpos = pos;
536 lasty = y;
537 lastmap = m;
538 x = lastx + freearr_x[dir];
539 y = lasty + freearr_y[dir];
540 398
541 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
542 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
543 400
544 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
545 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
546 && (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)))
547 { 405 {
548 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
549 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
550 */ 408 */
551 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
552 if (rv.direction != dir) 410 if (rv.direction != dir)
553 { 411 {
554 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
555 * the values so it will try again. 413 * the values so it will try again.
556 */ 414 */
557 x = lastx;
558 y = lasty;
559 m = lastmap; 415 pos = lastpos;
560 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
561 } 417 }
562 else 418 else
563 { 419 {
564 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
571 */ 427 */
572 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
573 { 429 {
574 if (i == 0) 430 if (i == 0)
575 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
576 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
577 * since the direction that the creature should move in 434 * since the direction that the creature should move in
578 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
579 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
580 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
582 * 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
583 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
584 * the last direction the creature has successfully 441 * the last direction the creature has successfully
585 * moved. 442 * moved.
586 */ 443 */
587
588 x = lastx + freearr_x[absdir (lastdir + i)];
589 y = lasty + freearr_y[absdir (lastdir + i)];
590 m = lastmap; 444 pos = lastpos;
591 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
592 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
593 continue; 448 continue;
594 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
595 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
596 continue; 453 continue;
597 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
598 continue; 456 continue;
599 457
600 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
601 break; 459 break;
602 } 460 }
461
603 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
604 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
605 */ 464 */
606 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
607 return 0; 466 return 0;
467
608 diff--; 468 diff--;
609 lastdir = dir; 469 lastdir = dir;
610 max--; 470 max--;
611 if (!firstdir) 471 if (!firstdir)
612 firstdir = dir + i; 472 firstdir = dir + i;
616 { 476 {
617 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
618 diff--; 478 diff--;
619 max--; 479 max--;
620 lastdir = dir; 480 lastdir = dir;
481
621 if (!firstdir) 482 if (!firstdir)
622 firstdir = dir; 483 firstdir = dir;
623 } 484 }
624 485
625 if (diff <= 1) 486 if (diff <= 1)
626 { 487 {
627 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
628 * headed toward player for entire distance. 489 * headed toward player for entire distance.
629 */ 490 */
630 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
631 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
632 } 493 }
633 494
634 if (diff > max) 495 if (diff > max)
635 return 0; 496 return 0;
653 next = op->below; 514 next = op->below;
654 515
655 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
656 * 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
657 */ 518 */
658 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
659 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
660 521
661 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
662 * by this player due to race restrictions 523 * by this player due to race restrictions
663 */ 524 */
664 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
665 { 526 {
666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 527 if ((!pl->flag [FLAG_USE_ARMOUR]
667 && 528 &&
668 (op->type == ARMOUR || op->type == BOOTS 529 (op->type == ARMOUR || op->type == BOOTS
669 || op->type == CLOAK || op->type == HELMET 530 || op->type == CLOAK || op->type == HELMET
670 || op->type == SHIELD || op->type == GLOVES 531 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE)) 532 || op->type == BRACERS || op->type == GIRDLE))
672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
673 { 534 {
674 op->destroy (); 535 op->destroy ();
675 continue; 536 continue;
676 } 537 }
677 } 538 }
678 539
679 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 543 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
686 { 545 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 548 {
695 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
697 continue; 552 break;
698 } 553 }
699 554
700 if (op->nrof > 1) 555 if (op->nrof > 1)
701 op->nrof = 1; 556 op->nrof = 1;
702 } 557 }
703 558
704 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
706 561
707 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
708 * 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
709 * merged properly. 564 * merged properly.
710 */ 565 */
711 if (need_identify (op)) 566 if (op->need_identify ())
712 { 567 {
713 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
714 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
715 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
716 } 571 }
717 572
718 if (op->type == SPELL) 573 if (op->type == SPELL)
719 { 574 {
720 op->destroy (); 575 op->destroy ();
721 continue; 576 continue;
722 } 577 }
723 else if (op->type == SKILL) 578 else if (op->type == SKILL)
724 { 579 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 581 op->stats.exp = 0;
727 op->level = 1; 582 op->level = 1;
728 } 583 }
729 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
730 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
731 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
732 587
733 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
734 link_player_skills (pl); 589 pl->contr->link_skills ();
735} 590}
736 591
737void 592void
738get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
739{ 594{
749 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:");
750} 605}
751 606
752/* 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. */
753static int 608static int
754roll_stat (void) 609roll_stat ()
755{ 610{
756 int a[4], i, j, k; 611 int a[4], i, j, k;
757 612
758 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
759 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
856player::chargen_race_done () 711player::chargen_race_done ()
857{ 712{
858 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
859 esrv_new_player (ob->contr); 714 esrv_new_player (ob->contr);
860 715
861 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
862 if (tl) 717 if (tl)
863 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
864 719
865 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
866 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
869 724
870 if (ob->msg) 725 if (ob->msg)
871 ob->msg = 0; 726 ob->msg = 0;
872 727
873 start_info (ob); 728 start_info (ob);
874 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
875 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
876 link_player_skills (ob);
877 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
878 ob->update_stats (); 732 ob->update_stats ();
879 733
880 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
881 * is one for this race 735 * is one for this race
920 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
921 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
922 ob->stats.grace = 0; 776 ob->stats.grace = 0;
923} 777}
924 778
925void 779static void
926flee_player (object *op) 780flee_player (object *op)
927{ 781{
928 int dir, diff; 782 int dir, diff;
929 rv_vector rv; 783 rv_vector rv;
930 784
931 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
932 { 786 {
933 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
934 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
935 return; 789 return;
936 } 790 }
937 791
938 if (op->enemy == NULL) 792 if (!op->enemy)
939 { 793 {
940 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
941 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
942 return; 796 return;
943 } 797 }
944 798
945 /* 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))
946 * op->enemy_count, it is possible that something destroys the
947 * actual enemy, and the object is recycled.
948 */
949 if (op->enemy->map == NULL)
950 { 800 {
951 CLEAR_FLAG (op, FLAG_SCARED);
952 op->enemy = NULL; 801 op->enemy = NULL;
953 return; 802 op->clr_flag (FLAG_SCARED);
954 }
955
956 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
957 {
958 op->enemy = NULL;
959 CLEAR_FLAG (op, FLAG_SCARED);
960 return; 803 return;
961 } 804 }
962 805
963 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
964 807
965 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
966 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
967 { 810 {
968 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
969 812
970 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))))
971 return; 814 return;
972 } 815 }
973 816
974 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
975 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
976 op->enemy = NULL; 819 op->enemy = NULL;
977} 820}
978 821
979/* 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.
980 * 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
984check_pick (object *op) 827check_pick (object *op)
985{ 828{
986 object *tmp, *next; 829 object *tmp, *next;
987 int stop = 0; 830 int stop = 0;
988 int wvratio; 831 int wvratio;
989 char putstring[128];
990 832
991 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
992 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
993 return 1; 835 return 1;
994 836
995 next = op->below; 837 next = op->below;
996 838
997 int cnt = MAX_ITEM_PER_DROP; 839 int cnt = MAX_ITEM_PER_ACTION;
998#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)
999 841
1000 /* 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
1001 * destroyed */ 843 * destroyed */
1002 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1018 860
1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1020 { 862 {
1021 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1022 CHK_PICK_PICKUP; 864 CHK_PICK_PICKUP;
865
1023 continue; 866 continue;
1024 } 867 }
1025 868
1026 /* 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? */
1027 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1028 { 931 {
1029 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)
1030 { 995 {
1031 case 0:
1032 return 1; /* don't pick up */
1033 case 1:
1034 CHK_PICK_PICKUP; 996 CHK_PICK_PICKUP;
1035 return 1; 997 continue;
1036 case 2:
1037 CHK_PICK_PICKUP;
1038 return 0;
1039 case 3:
1040 return 0; /* stop before pickup */
1041 case 4:
1042 CHK_PICK_PICKUP;
1043 break;
1044 case 5:
1045 CHK_PICK_PICKUP;
1046 stop = 1;
1047 break;
1048 case 6:
1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1052 break;
1053
1054 case 7:
1055 if (tmp->type == MONEY || tmp->type == GEM)
1056 CHK_PICK_PICKUP;
1057 break;
1058
1059 default:
1060 /* use value density */
1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1063 CHK_PICK_PICKUP;
1064 } 998 }
1065 } 999 }
1066 else 1000
1067 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1068 /* NEW pickup handling */
1069 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)
1070 { 1007 {
1071 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1072 if (tmp->name != NULL)
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075 else
1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1078
1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1080 }
1081
1082 /* philosophy:
1083 * It's easy to grab an item type from a pile, as long as it's
1084 * generic. This takes no game-time. For more detailed pickups
1085 * and selections, select-items should be used. This is a
1086 * grab-as-you-run type mode that's really useful for arrows for
1087 * example.
1088 * The drawback: right now it has no frontend, so you need to
1089 * stick the bits you want into a calculator in hex mode and then
1090 * convert to decimal and then 'pickup <#>
1091 */
1092
1093 /* the first two modes are exclusive: if NOTHING we return, if
1094 * STOP then we stop. All the rest are applied sequentially,
1095 * meaning if any test passes, the item gets picked up. */
1096
1097 /* if mode is set to pick nothing up, return */
1098
1099 if (op->contr->mode & PU_NOTHING)
1100 return 1;
1101
1102 /* if mode is set to stop when encountering objects, return */
1103 /* take STOP before INHIBIT since it doesn't actually pick
1104 * anything up */
1105
1106 if (op->contr->mode & PU_STOP)
1107 return 0;
1108
1109 /* useful for going into stores and not losing your settings... */
1110 /* and for battles wher you don't want to get loaded down while
1111 * fighting */
1112 if (op->contr->mode & PU_INHIBIT)
1113 return 1;
1114
1115 /* prevent us from turning into auto-thieves :) */
1116 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1117 continue; 1009 continue;
1010 }
1118 1011
1119 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1120 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;
1121 continue; 1017 continue;
1018 }
1122 1019
1123 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1124 /* 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
1125 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1126 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"))
1127 { 1091 {
1128 CHK_PICK_PICKUP; 1092 CHK_PICK_PICKUP;
1129 continue; 1093 continue;
1130 } 1094 }
1095 }
1131 1096
1097 /* misc stuff that's useful */
1132 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1134 { 1100 {
1135 CHK_PICK_PICKUP; 1101 CHK_PICK_PICKUP;
1136 continue; 1102 continue;
1137 } 1103 }
1138 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1139 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1140 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
1141 { 1112 */
1142 CHK_PICK_PICKUP;
1143 continue;
1144 }
1145
1146 /* spellbooks, skillscrolls and normal books/scrolls */
1147 if (op->contr->mode & PU_SPELLBOOK)
1148 if (tmp->type == SPELLBOOK)
1149 {
1150 CHK_PICK_PICKUP;
1151 continue;
1152 }
1153
1154 if (op->contr->mode & PU_SKILLSCROLL)
1155 if (tmp->type == SKILLSCROLL)
1156 {
1157 CHK_PICK_PICKUP;
1158 continue;
1159 }
1160
1161 if (op->contr->mode & PU_READABLES)
1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1163 {
1164 CHK_PICK_PICKUP;
1165 continue;
1166 }
1167
1168 /* wands/staves/rods/horns */
1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1171 {
1172 CHK_PICK_PICKUP;
1173 continue;
1174 }
1175
1176 /* pick up all magical items */
1177 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1178 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)
1179 {
1180 CHK_PICK_PICKUP;
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_VALUABLES)
1185 { 1115 {
1186 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1187 { 1119 {
1188 CHK_PICK_PICKUP; 1120 fprintf (stderr, "%s", tmp->name);
1189 continue;
1190 } 1121 }
1191 }
1192
1193 /* rings & amulets - talismans seems to be typed AMULET */
1194 if (op->contr->mode & PU_JEWELS)
1195 if (tmp->type == RING || tmp->type == AMULET)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 /* we don't forget dragon food */
1202 if (op->contr->mode & PU_FLESH)
1203 if (tmp->type == FLESH)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* bows and arrows. Bows are good for selling! */
1210 if (op->contr->mode & PU_BOW)
1211 if (tmp->type == BOW)
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_ARROW)
1218 if (tmp->type == ARROW)
1219 {
1220 CHK_PICK_PICKUP;
1221 continue;
1222 }
1223
1224 /* all kinds of armor etc. */
1225 if (op->contr->mode & PU_ARMOUR)
1226 if (tmp->type == ARMOUR)
1227 {
1228 CHK_PICK_PICKUP;
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_HELMET)
1233 if (tmp->type == HELMET)
1234 {
1235 CHK_PICK_PICKUP;
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SHIELD)
1240 if (tmp->type == SHIELD)
1241 {
1242 CHK_PICK_PICKUP;
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_BOOTS)
1247 if (tmp->type == BOOTS)
1248 {
1249 CHK_PICK_PICKUP;
1250 continue;
1251 }
1252
1253 if (op->contr->mode & PU_GLOVES)
1254 if (tmp->type == GLOVES)
1255 {
1256 CHK_PICK_PICKUP;
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_CLOAK)
1261 if (tmp->type == CLOAK)
1262 {
1263 CHK_PICK_PICKUP;
1264 continue;
1265 }
1266
1267 /* hoping to catch throwing daggers here */
1268 if (op->contr->mode & PU_MISSILEWEAPON)
1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274
1275 /* careful: chairs and tables are weapons! */
1276 if (op->contr->mode & PU_ALLWEAPON)
1277 {
1278 if (tmp->type == WEAPON && tmp->name != NULL)
1279 {
1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1282 {
1283 CHK_PICK_PICKUP;
1284 continue;
1285 }
1286 }
1287
1288 if (tmp->type == WEAPON && tmp->name == NULL)
1289 {
1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1291 {
1292 CHK_PICK_PICKUP;
1293 continue;
1294 }
1295 }
1296 }
1297
1298 /* misc stuff that's useful */
1299 if (op->contr->mode & PU_KEY)
1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305
1306 /* any of the last 4 bits set means we use the ratio for value
1307 * pickups */
1308 if (op->contr->mode & PU_RATIO)
1309 {
1310 /* use value density to decide what else to grab */
1311 /* >=7 was >= op->contr->mode */
1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1313 * and multiply them by 5, giving 0..15*5== 5..75 */
1314 wvratio = (op->contr->mode & PU_RATIO) * 5;
1315 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1316 {
1317 CHK_PICK_PICKUP;
1318#if 0
1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1320 if (tmp->name != NULL)
1321 {
1322 fprintf (stderr, "%s", tmp->name);
1323 }
1324 else 1122 else
1325 fprintf (stderr, "%s", tmp->arch->archname); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1326 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1327 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))));
1328#endif 1126#endif
1127 CHK_PICK_PICKUP;
1329 continue; 1128 continue;
1330 }
1331 } 1129 }
1332 } /* the new pickup model */ 1130 } /* the new pickup model */
1333 } 1131 }
1334 1132
1335 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;
1336} 1169}
1337 1170
1338/* 1171/*
1339 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1340 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1341 * found object is returned. 1174 * found object is returned.
1342 */ 1175 */
1343object * 1176static object *
1344find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1345{ 1178{
1346 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp); 1181 return splay (tmp);
1349 1182
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 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))
1352 if (object *arrow = find_arrow (tmp, type)) 1185 if (object *arrow = find_arrow (tmp, type))
1353 { 1186 {
1354 splay (tmp); 1187 splay (tmp);
1355 return arrow; 1188 return arrow;
1356 } 1189 }
1362 * 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
1363 * 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
1364 * 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
1365 * 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.
1366 */ 1199 */
1367object * 1200static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1202{
1370 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1372 1205
1373 if (!type) 1206 if (!type)
1374 return NULL; 1207 return NULL;
1375 1208
1376 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1377 { 1210 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1379 { 1212 {
1380 i = 0; 1213 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1382 if (i > betterby) 1216 if (i > betterby)
1383 { 1217 {
1384 tmp = ntmp; 1218 tmp = ntmp;
1385 betterby = i; 1219 betterby = i;
1386 } 1220 }
1387 } 1221 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1223 {
1390 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1392 { 1226 {
1393 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1394 { 1228 {
1395 *better = 100; 1229 *better = 100;
1396 return arrow; 1230 return arrow;
1411 { 1245 {
1412 tmp = arrow; 1246 tmp = arrow;
1413 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;
1414 } 1248 }
1415 } 1249 }
1250
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1252 {
1418 tmp = arrow; 1253 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1255 }
1256
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1258 {
1423 tmp = arrow; 1259 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1261 }
1438 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1275 * op = the shooter
1440 * type = bow->race 1276 * type = bow->race
1441 * dir = fire direction 1277 * dir = fire direction
1442 */ 1278 */
1443object * 1279static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1281{
1446 object *tmp = NULL; 1282 object *tmp = NULL;
1447 maptile *m; 1283 maptile *m;
1448 int i, mflags, found, number; 1284 int i, mflags, found, number;
1449 sint16 x, y; 1285 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1465 { 1301 {
1466 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1307 {
1471 tmp = NULL; 1308 tmp = 0;
1472 break; 1309 break;
1473 } 1310 }
1474 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)
1475 { 1312 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1478 */ 1315 */
1479 tmp = NULL; 1316 tmp = 0;
1480 break; 1317 break;
1481 } 1318 }
1319
1482 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1483 {
1484 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)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1323 break;
1492 }
1493 } 1324 }
1494 if (tmp == NULL) 1325
1326 if (!tmp)
1495 return find_arrow (op, type); 1327 return find_arrow (op, type);
1496 1328
1497 if (tmp->head) 1329 if (tmp->head)
1498 tmp = tmp->head; 1330 tmp = tmp->head;
1499 1331
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1372 return 0;
1541 } 1373 }
1542 1374
1543 // 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
1544 if (bow->below) 1376 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1377 }
1551 1378
1552 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1553 { 1380 {
1554 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);
1561 { 1388 {
1562 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1563 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);
1564 /* 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 */
1565 else 1392 else
1566 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1567 1394
1568 return 0; 1395 return 0;
1569 } 1396 }
1570 } 1397 }
1571 1398
1580 } 1407 }
1581 1408
1582 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1584 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1413 arrow->destroy ();
1586 return 0; 1414 return 0;
1587 } 1415 }
1588 1416
1589 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1599 arrow->direction = dir; 1427 arrow->direction = dir;
1600 1428
1601 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 */
1602 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1604 1432 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1433
1608#if 0 1434#if 0
1609 if (player *pl = op->contr) 1435 if (player *pl = op->contr)
1610 { 1436 {
1611 float speed = pl->weapon_sp; 1437 float speed = pl->weapon_sp;
1673 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1674 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1675 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1676 * hence the function name. 1502 * hence the function name.
1677 */ 1503 */
1678int 1504static int
1679player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1680{ 1506{
1681 int ret = 0, wcmod = 0; 1507 int ret;
1682 1508
1683 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1684 { 1510 {
1685 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);
1686 } 1512 }
1687 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)
1688 { 1514 {
1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1690 wcmod = -1;
1691
1692 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);
1693 } 1517 }
1694 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1695 { 1519 {
1696 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);
1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1698 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)]);
1699 } 1523 }
1700 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1701 { 1525 {
1702 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);
1703 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1704 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);
1705 } 1529 }
1706 else 1530 else
1707 { 1531 {
1713} 1537}
1714 1538
1715/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1716 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1717 */ 1541 */
1718void 1542static void
1719fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1720{ 1544{
1721 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1722 1546
1723 if (!item) 1547 if (!item)
1730 { 1554 {
1731 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1732 return; 1556 return;
1733 } 1557 }
1734 1558
1735 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1736 return; 1560 return;
1737 1561
1738 if (item->type == WAND) 1562 if (item->type == WAND)
1739 { 1563 {
1740 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1745 return; 1569 return;
1746 } 1570 }
1747 } 1571 }
1748 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1749 { 1573 {
1750 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);
1751 1575
1752 // 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
1753 // for a rod or horn, this fixes some broken rods. 1577 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1755 { 1579 {
1756 op->contr->play_sound (sound_find ("wand_poof")); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1757 1581
1758 if (item->type == ROD) 1582 if (item->type == ROD)
1759 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));
1764 } 1588 }
1765 } 1589 }
1766 1590
1767 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1768 { 1592 {
1769 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
1770 if (item->type == WAND) 1595 if (item->type == WAND)
1771 { 1596 {
1772 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1773 { 1598 {
1774 object *tmp; 1599 object *tmp;
1775 1600
1776 if (item->arch) 1601 if (item->arch)
1777 { 1602 {
1778 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1779 item->face = item->arch->face; 1604 item->face = item->arch->face;
1780 item->set_speed (0); 1605 item->set_speed (0);
1781 } 1606 }
1782 1607
1783 if (object *pl = item->visible_to ()) 1608 if (object *pl = item->visible_to ())
1790} 1615}
1791 1616
1792/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1793 */ 1618 */
1794bool 1619bool
1795fire (object *op, int dir) 1620fire (object *who, int dir)
1796{ 1621{
1797 int spellcost = 0; 1622 int spellcost = 0;
1798 1623
1799 /* check for loss of invisiblity/hide */
1800 if (action_makes_visible (op))
1801 make_visible (op);
1802
1803 player *pl = op->contr; 1624 player *pl = who->contr;
1804 1625
1805 if (pl->golem) 1626 if (pl->golem)
1806 { 1627 {
1807 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1808 return false; 1629 return false;
1809 } 1630 }
1810 1631
1811 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1812 1633
1813 if (!ob) 1634 if (!ob)
1814 return false; 1635 return false;
1815 1636
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1820 --op->speed_left; 1638 --who->speed_left;
1821 else 1639 else
1822 return false; 1640 return false;
1823 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
1824 switch (ob->type) 1649 switch (ob->type)
1825 { 1650 {
1826 case BOW: 1651 case BOW:
1827 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1828 break; 1653 break;
1829 1654
1830 case SPELL: 1655 case SPELL:
1831 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);
1832 break; 1657 break;
1833 1658
1834 case BUILDER: 1659 case BUILDER:
1835 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1836 break; 1661 break;
1837 1662
1838 case SKILL: 1663 case SKILL:
1839 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1840 break; 1665 break;
1841 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1842 default: 1671 default:
1843 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1844 break; 1673 break;
1845 } 1674 }
1846 1675
1847 return true; 1676 return true;
1848} 1677}
1849 1678
1850/* find_key 1679static object *
1851 * We try to find a key for the door as passed. If we find a key
1852 * and successfully use it, we return the key, otherwise NULL
1853 * This function merges both normal and locked door, since the logic
1854 * for both is the same - just the specific key is different.
1855 * pl is the player,
1856 * inv is the objects inventory to searched
1857 * door is the door we are trying to match against.
1858 * This function can be called recursively to search containers.
1859 */
1860object *
1861find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1862{ 1681{
1863 object *tmp, *key; 1682 object *tmp, *key;
1864 1683
1865 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1866 if (!container->inv) 1685 if (!container->inv)
1869 /* 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 */
1870 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1871 { 1690 {
1872 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1873 break; 1692 break;
1693
1874 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1875 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1876 */ 1696 */
1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1878 break; 1698 break;
1884 * a key, return 1704 * a key, return
1885 */ 1705 */
1886 if (!tmp) 1706 if (!tmp)
1887 { 1707 {
1888 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1890 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1891 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1892 {
1893 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1894 return key; 1712 return key;
1895 }
1896 }
1897 1713
1898 if (!tmp) 1714 if (!tmp)
1899 return NULL; 1715 return 0;
1900 } 1716 }
1901 1717
1902 /* 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,
1903 * see if we actually want to use it 1719 * see if we actually want to use it
1904 */ 1720 */
1905 if (pl != container) 1721 if (pl != container)
1906 { 1722 {
1907 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1908 if (!pl->contr) 1724 if (!pl->contr)
1909 return NULL; 1725 return 0;
1726
1910 /* cases where this fails: 1727 /* cases where this fails:
1911 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1912 * are not in the players inventory. 1729 * are not in the players inventory.
1913 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1914 * containers can be used. 1731 * containers can be used.
1918 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1919 * 1736 *
1920 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1921 * all the others. 1738 * all the others.
1922 */ 1739 */
1923 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1924 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1925 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1926 { 1743 {
1927 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1928 "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));
1929 return NULL; 1746 return NULL;
1930 } 1747 }
1931 } 1748 }
1932 1749
1933 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);
1934} 1776}
1935 1777
1936/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1937 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1938 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1988 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
1989 */ 1831 */
1990bool 1832bool
1991move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
1992{ 1834{
1993 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 }
1994 1840
1995 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
1996 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
1997 1843
1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
2001 return false; 1845 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2008 1846
2009 /* 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
2010 * 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
2011 * 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
2012 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2059 */ 1897 */
2060 if (op->type == PLAYER 1898 if (op->type == PLAYER
2061 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
2062 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2063 || mon->owner == op) 1901 || mon->owner == op)
2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2065 { 1903 {
2066 /* 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 */
2067 if (op->contr->braced) 1905 if (op->contr->braced)
2068 return false; 1906 return false;
2069 1907
2072 --op->speed_left; 1910 --op->speed_left;
2073 1911
2074 op->play_sound (sound_find ("push_player")); 1912 op->play_sound (sound_find ("push_player"));
2075 push_ob (mon, dir, op); 1913 push_ob (mon, dir, op);
2076 1914
2077 if (op->contr->tmp_invis || op->hide) 1915 if (action_makes_visible (op))
2078 make_visible (op); 1916 make_visible (op);
2079 1917
2080 return true; 1918 return true;
2081 } 1919 }
2082 else 1920 else
2083 return false; 1921 return false;
2084 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
2085 1925
2086 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2087 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2088 * 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
2089 * attack them either. 1929 * attack them either.
2090 */ 1930 */
2091 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
2092 && (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])
2093 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
2094 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2095 && !on_battleground)) 1935 && !on_battleground))
2096 { 1936 {
2097 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
2104 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2105 } 1945 }
2106 else 1946 else
2107 op->statusmsg ("You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2108 1948
2109 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2110 make_visible (op); 1950 make_visible (op);
2111 1951
2112 return true; 1952 return true;
2113 } 1953 }
2114 } 1954 }
2115 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2116 * 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.
2117 */ 1957 */
2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2119 { 1959 {
2120 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2121 { 1961 {
2122 --op->speed_left; 1962 --op->speed_left;
2123 1963
2132 * 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
2133 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2134 * 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
2135 * 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.
2136 */ 1976 */
2137 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2138 ((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)))
2139 { 1979 {
2140 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])
2141 { 1981 {
2142 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2154} 1994}
2155 1995
2156bool 1996bool
2157move_player (object *op, int dir) 1997move_player (object *op, int dir)
2158{ 1998{
2159 int pick;
2160
2161 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2162 return 0; 2000 return 0;
2163 2001
2164 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2165 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2166 { 2004 {
2167 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2168 return 0; 2006 return 0;
2169 } 2007 }
2170 2008
2171 /* peterm: added following line */ 2009 /* peterm: added following line */
2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2173 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2174 2012
2175 op->facing = dir; 2013 op->facing = dir;
2176 2014
2177 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2178 do_hidden_move (op); 2016 do_hidden_move (op);
2179 2017
2180 bool retval; 2018 bool retval;
2019 int pick = 0;
2181 2020
2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2183 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2184 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2185 retval = fire (op, dir); 2024 retval = fire (op, dir);
2216 * players. 2055 * players.
2217 */ 2056 */
2218bool 2057bool
2219handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2220{ 2059{
2221 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2222 { 2061 {
2223 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2224 { 2063 {
2225 --op->speed_left; 2064 --op->speed_left;
2226 flee_player (op); 2065 flee_player (op);
2242 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2243 2082
2244 return false; 2083 return false;
2245} 2084}
2246 2085
2247int 2086static int
2248save_life (object *op) 2087save_life (object *op)
2249{ 2088{
2250 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2251 return 0; 2090 return 0;
2252 2091
2253 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2255 { 2094 {
2256 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2257 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));
2258 2097
2259 tmp->destroy (); 2098 tmp->destroy ();
2260 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2261 2100
2262 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2263 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2264 2103
2265 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2266 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2267 2106
2268 op->update_stats (); 2107 op->update_stats ();
2269 return 1; 2108 return 1;
2270 } 2109 }
2271 2110
2272 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2273 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2274 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2275 return 0; 2114 return 0;
2276} 2115}
2277 2116
2278/* 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
2285{ 2124{
2286 while (op) 2125 while (op)
2287 { 2126 {
2288 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' */
2289 2128
2290 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2291 op->insert_at (env); 2130 op->insert_at (env);
2292 else if (op->inv) 2131 else if (op->inv)
2293 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2294 2133
2295 op = next; 2134 op = next;
2299void 2138void
2300object::drop_unpaid_items () 2139object::drop_unpaid_items ()
2301{ 2140{
2302 if (!flag [FLAG_REMOVED]) 2141 if (!flag [FLAG_REMOVED])
2303 ::drop_unpaid_items (inv, this); 2142 ::drop_unpaid_items (inv, this);
2304}
2305
2306/*
2307 * Returns pointer a static string containing gravestone text
2308 * Moved from apply.c to player.c - player.c is what
2309 * actually uses this function. player.c may not be quite the
2310 * best, a misc file for object actions is probably better,
2311 * but there isn't one in the server directory.
2312 */
2313const char *
2314gravestone_text (object *op)
2315{
2316 static dynbuf_text buf;
2317
2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2321 if (op->type == PLAYER)
2322 buf << " the " << op->contr->title;
2323
2324 buf << "\n\n";
2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2330 if (op->type == PLAYER)
2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2332
2333 {
2334 static char buf2[128];
2335 time_t now = time (NULL);
2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2337 buf << buf2;
2338 }
2339
2340 return buf;
2341} 2143}
2342 2144
2343void 2145void
2344do_some_living (object *op) 2146do_some_living (object *op)
2345{ 2147{
2362 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2363 */ 2165 */
2364 if (pticks & 2) 2166 if (pticks & 2)
2365 op->invisible--; 2167 op->invisible--;
2366 } 2168 }
2367 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2368 { 2170 {
2369 if (!op->invisible--) 2171 if (!op->invisible--)
2370 { 2172 {
2371 make_visible (op); 2173 make_visible (op);
2372 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.");
2439 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2440 { 2242 {
2441 op->stats.sp++; 2243 op->stats.sp++;
2442 2244
2443 /* dms do not consume food */ 2245 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2445 { 2247 {
2446 op->stats.food--; 2248 op->stats.food--;
2447 2249
2448 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2449 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2483 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2484 { 2286 {
2485 op->stats.hp++; 2287 op->stats.hp++;
2486 2288
2487 /* dms do not consume food */ 2289 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2489 { 2291 {
2490 op->stats.food--; 2292 op->stats.food--;
2491 2293
2492 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2500 { 2302 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502 2304
2503 if (over_hp > 0) 2305 if (over_hp > 0)
2504 { 2306 {
2505 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;
2506 op->last_heal = 0; 2308 op->last_heal = 0;
2507 } 2309 }
2508 else 2310 else
2509 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);
2510 } 2312 }
2520 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2521 2323
2522 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);
2523 2325
2524 /* dms do not consume food */ 2326 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2526 op->stats.food--; 2328 op->stats.food--;
2527 } 2329 }
2528 2330
2529 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2530 { 2332 {
2531 object *flesh = 0; 2333 object *flesh = 0;
2532 2334
2533 for_inv_removable (op, tmp) 2335 for_inv_removable (op, tmp)
2534 { 2336 {
2535 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2536 continue; 2338 continue;
2537 2339
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2539 { 2341 {
2540 op->statusmsg ("You blindly grab for a bite of food. " 2342 op->statusmsg ("You blindly grab for a bite of food. "
2541 "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.>");
2542 manual_apply (op, tmp, 0); 2344 op->apply (tmp);
2543 2345
2544 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2545 break; 2347 break;
2546 } 2348 }
2547 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2553 */ 2355 */
2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2555 { 2357 {
2556 op->statusmsg ("You blindly grab for a bite of food. " 2358 op->statusmsg ("You blindly grab for a bite of food. "
2557 "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.>");
2558 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2559 } 2361 }
2560 2362
2561 // If player is still starving, alert him! 2363 // If player is still starving, alert him!
2562 if (op->stats.food < 0) 2364 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! " 2365 op->failmsg ("You are starving! "
2566 2368
2567 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2568 { 2370 {
2569 op->stats.hp += op->stats.food; 2371 op->stats.hp += op->stats.food;
2570 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 ();
2571 } 2378 }
2379 }
2572 2380
2381 /* killer should be set here already */
2573 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2574 kill_player (op); 2383 kill_player (op);
2575 } 2384 }
2576} 2385}
2577 2386
2578/* 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.
2582 */ 2391 */
2583void 2392void
2584kill_player (object *op) 2393kill_player (object *op)
2585{ 2394{
2586 int x, y; 2395 int x, y;
2587 char buf[MAX_BUF];
2588 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2589 int will_kill_again; 2397 int will_kill_again;
2590 archetype *at; 2398 archetype *at;
2591 object *tmp; 2399 object *tmp;
2592 2400
2593 if (save_life (op)) 2401 if (save_life (op))
2594 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 }
2595 2439
2596 /* 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
2597 * 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.
2598 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2443 */
2600 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2601 { 2445 {
2602 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";
2603 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604
2605 /* restore player */
2606 at = archetype::find ("poisoning");
2607 if (object *tmp = present_arch_in_ob (at, op))
2608 {
2609 tmp->destroy ();
2610 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 }
2612
2613 at = archetype::find ("confusion");
2614 if (object *tmp = present_arch_in_ob (at, op))
2615 {
2616 tmp->destroy ();
2617 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2618 }
2619
2620 cure_disease (op, 0, 0); /* remove any disease */
2621 op->stats.hp = op->stats.maxhp;
2622 if (op->stats.food <= 0)
2623 op->stats.food = 999;
2624 2447
2625 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2626 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2627 { 2450
2628 tmp->name = format ("%s's finger" , &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2629 tmp->name_pl = format ("%s's fingers", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2630 tmp->msg = format ( 2453 tmp->msg = format (
2631 "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",
2632 &op->name, op->contr->title, 2455 &op->name, op->contr->title,
2633 (int)op->level, 2456 (int)op->level,
2634 op->contr->killer_name () 2457 op->contr->killer_name ()
2635 ); 2458 );
2636 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2637 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2638 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2639 }
2640 2462
2641 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2642 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2643 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2644 return; 2468 return;
2645 } 2469 }
2646 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2647 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2648 2475
2649 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2650
2651 if (op->stats.food < 0)
2652 {
2653 op->contr->killer = archetype::get ("killer_starvation");
2654 op->contr->killer->destroy ();
2655 }
2656 2477
2657 op->contr->play_sound (sound_find ("player_dies")); 2478 op->contr->play_sound (sound_find ("player_dies"));
2658 2479
2659 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2660 x = op->x; 2481 x = op->x;
2690 2511
2691 lost_a_stat = 0; 2512 lost_a_stat = 0;
2692 2513
2693 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2694 { 2515 {
2695 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2696 2517
2697 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2698 { 2519 {
2699 /* 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
2700 * what he lost. 2521 * what he lost.
2707 lost_a_stat = 1; 2528 lost_a_stat = 1;
2708 } 2529 }
2709 else 2530 else
2710 { 2531 {
2711 /* deplete a stat */ 2532 /* deplete a stat */
2712 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2713 object *dep; 2534 object *dep;
2714 2535
2715 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2716 if (!dep) 2537 if (!dep)
2717 { 2538 {
2718 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2719 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2720 } 2541 }
2721 lose_this_stat = 1; 2542 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2723 { 2544 {
2751 } 2572 }
2752 } 2573 }
2753 2574
2754 if (lose_this_stat) 2575 if (lose_this_stat)
2755 { 2576 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2760 * 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
2761 * difference. 2582 * difference.
2762 */ 2583 */
2763 if (this_stat >= -50) 2584 if (this_stat >= -50)
2764 { 2585 {
2765 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats (); 2589 op->update_stats ();
2769 lost_a_stat = 1; 2590 lost_a_stat = 1;
2770 } 2591 }
2771 } 2592 }
2775 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2597 if (!lost_a_stat)
2777 { 2598 {
2778 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2781 2602
2782 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2605 else
2785 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";
2786 } 2607 }
2787#else 2608#else
2788 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.";
2789#endif 2610#endif
2790 2611
2791 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2613 * exp loss on the stone.
2793 */ 2614 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2795 tmp->name = format ("%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2797 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 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 ());
2798 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2622
2801 /**************************************/ 2623 /**************************************/
2802 /* */ 2624 /* */
2803 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2626 /* */
2807 /**************************************/ 2627 /**************************************/
2808 2628
2809 /* remove any poisoning and confusion the character may be suffering. */
2810 /* restore player */
2811 at = archetype::find ("poisoning");
2812 tmp = present_arch_in_ob (at, op);
2813
2814 if (tmp)
2815 {
2816 tmp->destroy ();
2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2818 }
2819
2820 at = archetype::find ("confusion");
2821 tmp = present_arch_in_ob (at, op);
2822 if (tmp)
2823 {
2824 tmp->destroy ();
2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2826 }
2827
2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2848 op->stats.hp = op->stats.maxhp;
2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2851 2631
2852 /* 2632 /*
2853 * 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
2854 * and put them back in the map. 2634 * and put them back in the map.
2855 */ 2635 */
2883 2663
2884 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2885 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2886 force->speed = 0.1f; 2666 force->speed = 0.1f;
2887 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2888 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2889 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2890 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100; 2671 force->resist[at] = 100;
2892 2672
2893 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2674 op->update_stats ();
2895
2896 } 2675 }
2897 2676
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2678}
2900 2679
2901void 2680static void
2902loot_object (object *op) 2681loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2905 2684
2906 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2916 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2917 2696
2918 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2919 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2920 2699
2921 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))))
2922 { 2701 {
2923 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2924 { 2703 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2937 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2938 * 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
2939 * was changed. 2718 * was changed.
2940 */ 2719 */
2941void 2720void
2942fix_weight (void) 2721fix_weight ()
2943{ 2722{
2944 for_all_players (pl) 2723 for_all_players (pl)
2945 { 2724 {
2946 sint32 old = pl->ob->carrying; 2725 sint32 old = pl->ob->carrying;
2947 2726
2954 } 2733 }
2955 } 2734 }
2956} 2735}
2957 2736
2958void 2737void
2959fix_luck (void) 2738fix_luck ()
2960{ 2739{
2961 for_all_players (pl) 2740 for_all_players (pl)
2962 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2963 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2964} 2743}
3001} 2780}
3002 2781
3003void 2782void
3004make_visible (object *op) 2783make_visible (object *op)
3005{ 2784{
3006 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2786 op->invisible = 0;
3008 2787
3009 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3010 { 2789 {
3011 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3016} 2795}
3017 2796
3018int 2797int
3019is_true_undead (object *op) 2798is_true_undead (object *op)
3020{ 2799{
3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3022 return 1; 2801 return 1;
3023 2802
3024 return 0; 2803 return 0;
3025} 2804}
3026 2805
3036 2815
3037 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3038 return 0; 2817 return 0;
3039 2818
3040 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3042 2821
3043 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3044 * 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
3045 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3048 2827
3049 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2829 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2830 i <= SIZEOFFREE1;
3052 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])
3124 2903
3125 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3126 player = 1; 2905 player = 1;
3127 2906
3128 else 2907 else
3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3130 2909
3131 /* search adjacent squares */ 2910 /* search adjacent squares */
3132 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3133 { 2912 {
3134 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3143 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)))
3144 continue; 2923 continue;
3145 2924
3146 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)
3147 { 2926 {
3148 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])
3149 return 1; 2928 return 1;
3150 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3151 { 2930 {
3152 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3154 return 1; 2933 return 1;
3155 } 2934 }
3156 } 2935 }
3157 } 2936 }
3158 return 0; 2937 return 0;
3199 while (op) 2978 while (op)
3200 { 2979 {
3201 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3203 2982
3204 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3205 * code, so we need to restrict ourselves to that range of values
3206 * for any meaningful values.
3207 */
3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 return 1; 2984 return 1;
3212 2985
3213 op = op->more; 2986 op = op->more;
3214 }
3215
3216 return 0;
3217}
3218
3219/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not
3222 * effected by this. If we arent invisible to begin with, we
3223 * return 0.
3224 */
3225int
3226action_makes_visible (object *op)
3227{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231 return 0;
3232
3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3235
3236 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3240 return 1;
3241 }
3242 } 2987 }
3243 2988
3244 return 0; 2989 return 0;
3245} 2990}
3246 2991
3261 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3262 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3263 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3264 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 { 3010 {
3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3267 { 3012 {
3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3269 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 { 3017 {
3273 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3274 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))
3275 {
3276 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)
3277 { 3022 {
3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 {
3280 if (x && y) 3023 if (x && y)
3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 3025
3283 return 1; 3026 return 1;
3284 }
3285 } 3027 }
3286 }
3287 3028
3288 if (x && y) 3029 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 3031
3291 return 1; 3032 return 1;
3429 else 3170 else
3430 j = 1; 3171 j = 1;
3431 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3432 } 3173 }
3433 } 3174 }
3175
3434 strcat (buf, "."); 3176 strcat (buf, ".");
3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3178 }
3437 3179
3438 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3439 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3440 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3441 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3442 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3444 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3445 3187
3446 /* print message if there is one */ 3188 /* print message if there is one */
3447 if (item->msg != NULL) 3189 if (item->msg != NULL)
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 } 3191 }
3450 else 3192 else
3451 { 3193 {
3452 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3453 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3454 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));
3455 who->insert (tmp); 3197 who->insert (tmp);
3456 } 3198 }
3457} 3199}
3458 3200
3459/** 3201//-GPL
3460 * Unready an object for a player. This function does nothing if the object was
3461 * not readied.
3462 */
3463void
3464player_unready_range_ob (player *pl, object *ob)
3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3468
3469 if (pl->combat_ob == ob)
3470 pl->combat_ob = 0;
3471
3472 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0;
3474}
3475 3202
3476sint8 3203sint8
3477player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3478{ 3205{
3479 if (!ns) 3206 if (!ns)
3480 return 0; 3207 return LOS_BLOCKED;
3481 3208
3482 int dx, dy; 3209 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3211 return LOS_BLOCKED;
3485 3212
3486 x += dx - ns->current_x + ns->mapx / 2; 3213 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3214 y += dy - ns->current_y;
3488 3215
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y]; 3216 return blocked_los (x, y);
3493} 3217}
3494 3218
3495void 3219void
3496player::infobox (const char *title, const char *msg, int color) 3220player::infobox (const char *title, const char *msg, int color)
3497{ 3221{
3509{ 3233{
3510 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color); 3235 statusmsg (msg, color);
3512} 3236}
3513 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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