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Comparing deliantra/server/server/player.C (file contents):
Revision 1.213 by root, Fri Dec 26 13:33:22 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
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_skills (); 108 link_skills ();
225 109
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
250 132
251 ns->floorbox_update (); 133 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
254 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
255 activate (); 143 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 144
261 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
263} 147}
264 148
281 ns->reset_stats (); 165 ns->reset_stats ();
282 ns->pl = 0; 166 ns->pl = 0;
283 ns = 0; 167 ns = 0;
284 } 168 }
285 169
286 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
287 173
288 deactivate (); 174 deactivate ();
289} 175}
176
177//-GPL
290 178
291// the need for this function can be explained 179// the need for this function can be explained
292// by load_object not returning the object 180// by load_object not returning the object
293void 181void
294player::set_object (object *op) 182player::set_object (object *op)
295{ 183{
296 ob = observe = op; 184 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
298 186
299 ob->speed = 1.0f; 187 ob->speed = 1.0f;
300 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
301 189
302 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 191}
331 192
332void 193void
333player::set_observe (object *op) 194player::set_observe (object *op)
334{ 195{
335 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
336 do_los = 1; 197 do_los = 1;
337} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
338 208
339player::player () 209player::player ()
340{ 210{
341 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 212 * we deal with that below this point.
364 disconnect (); 234 disconnect ();
365 235
366 attachable::do_destroy (); 236 attachable::do_destroy ();
367 237
368 if (ob) 238 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy (); 239 ob->destroy ();
372 }
373 240
374 ob = observe = 0; 241 ob = observe = viewpoint = 0;
375} 242}
376 243
377player::~player () 244player::~player ()
378{ 245{
379 /* Clear item stack */ 246 /* Clear item stack */
380 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
381} 276}
382 277
383/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
385 * mode. 280 * mode.
387player * 282player *
388player::create () 283player::create ()
389{ 284{
390 player *pl = new player; 285 player *pl = new player;
391 286
392 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
393 288
394 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
397 292
398 set_first_map (pl->ob); 293 set_first_map (pl->ob);
399 294
400 return pl; 295 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 296}
430 297
431object * 298object *
432get_nearest_player (object *mon) 299get_nearest_player (object *mon)
433{ 300{
507 */ 374 */
508int 375int
509path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 377{
511 rv_vector rv; 378 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 maptile *m, *lastmap;
515 380
516 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
517 382
518 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
519 return 0; 384 return 0;
520 385
521 x = mon->x; 386 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 387 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527 390
528 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
529 if (diff > max) 392 if (diff > max)
530 return 0; 393 return 0;
531 394
532 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
533 { 396 {
534 lastx = x; 397 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 398
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 400
543 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
545 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
546 { 405 {
547 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
549 */ 408 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 410 if (rv.direction != dir)
552 { 411 {
553 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 413 * the values so it will try again.
555 */ 414 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 415 pos = lastpos;
559 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
560 } 417 }
561 else 418 else
562 { 419 {
563 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
570 */ 427 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 429 {
573 if (i == 0) 430 if (i == 0)
574 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
575 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 434 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
581 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 441 * the last direction the creature has successfully
584 * moved. 442 * moved.
585 */ 443 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 444 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
592 continue; 448 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 453 continue;
596 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 456 continue;
598 457
599 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 459 break;
601 } 460 }
461
602 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
604 */ 464 */
605 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
606 return 0; 466 return 0;
467
607 diff--; 468 diff--;
608 lastdir = dir; 469 lastdir = dir;
609 max--; 470 max--;
610 if (!firstdir) 471 if (!firstdir)
611 firstdir = dir + i; 472 firstdir = dir + i;
615 { 476 {
616 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
617 diff--; 478 diff--;
618 max--; 479 max--;
619 lastdir = dir; 480 lastdir = dir;
481
620 if (!firstdir) 482 if (!firstdir)
621 firstdir = dir; 483 firstdir = dir;
622 } 484 }
623 485
624 if (diff <= 1) 486 if (diff <= 1)
625 { 487 {
626 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 489 * headed toward player for entire distance.
628 */ 490 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 493 }
632 494
633 if (diff > max) 495 if (diff > max)
634 return 0; 496 return 0;
652 next = op->below; 514 next = op->below;
653 515
654 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
656 */ 518 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
658 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
659 521
660 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 523 * by this player due to race restrictions
662 */ 524 */
663 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
664 { 526 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 527 if ((!pl->flag [FLAG_USE_ARMOUR]
666 && 528 &&
667 (op->type == ARMOUR || op->type == BOOTS 529 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET 530 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES 531 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE)) 532 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 534 {
673 op->destroy (); 535 op->destroy ();
674 continue; 536 continue;
675 } 537 }
676 } 538 }
677 539
678 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 543 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
685 { 545 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 548 {
694 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 552 break;
697 } 553 }
698 554
699 if (op->nrof > 1) 555 if (op->nrof > 1)
700 op->nrof = 1; 556 op->nrof = 1;
701 } 557 }
702 558
703 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
705 561
706 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 564 * merged properly.
709 */ 565 */
710 if (need_identify (op)) 566 if (op->need_identify ())
711 { 567 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
715 } 571 }
716 572
717 if (op->type == SPELL) 573 if (op->type == SPELL)
718 { 574 {
719 op->destroy (); 575 op->destroy ();
720 continue; 576 continue;
721 } 577 }
722 else if (op->type == SKILL) 578 else if (op->type == SKILL)
723 { 579 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0; 581 op->stats.exp = 0;
726 op->level = 1; 582 op->level = 1;
727 } 583 }
728 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
731 587
732 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
733 pl->contr->link_skills (); 589 pl->contr->link_skills ();
734} 590}
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 605}
750 606
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 608static int
753roll_stat (void) 609roll_stat ()
754{ 610{
755 int a[4], i, j, k; 611 int a[4], i, j, k;
756 612
757 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 711player::chargen_race_done ()
856{ 712{
857 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 714 esrv_new_player (ob->contr);
859 715
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 717 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
863 719
864 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
868 724
869 if (ob->msg) 725 if (ob->msg)
870 ob->msg = 0; 726 ob->msg = 0;
871 727
872 start_info (ob); 728 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
875 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
876 ob->update_stats (); 732 ob->update_stats ();
877 733
878 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
918 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 776 ob->stats.grace = 0;
921} 777}
922 778
923void 779static void
924flee_player (object *op) 780flee_player (object *op)
925{ 781{
926 int dir, diff; 782 int dir, diff;
927 rv_vector rv; 783 rv_vector rv;
928 784
929 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
930 { 786 {
931 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
933 return; 789 return;
934 } 790 }
935 791
936 if (!op->enemy) 792 if (!op->enemy)
937 { 793 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
940 return; 796 return;
941 } 797 }
942 798
943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944 { 800 {
945 op->enemy = NULL; 801 op->enemy = NULL;
946 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
947 return; 803 return;
948 } 804 }
949 805
950 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
951 807
952 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
954 { 810 {
955 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
956 812
957 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))))
958 return; 814 return;
959 } 815 }
960 816
961 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
963 op->enemy = NULL; 819 op->enemy = NULL;
964} 820}
965 821
966/* 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.
967 * 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
971check_pick (object *op) 827check_pick (object *op)
972{ 828{
973 object *tmp, *next; 829 object *tmp, *next;
974 int stop = 0; 830 int stop = 0;
975 int wvratio; 831 int wvratio;
976 char putstring[128];
977 832
978 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
979 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
980 return 1; 835 return 1;
981 836
982 next = op->below; 837 next = op->below;
983 838
984 int cnt = MAX_ITEM_PER_DROP; 839 int cnt = MAX_ITEM_PER_ACTION;
985#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)
986 841
987 /* 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
988 * destroyed */ 843 * destroyed */
989 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1009 CHK_PICK_PICKUP; 864 CHK_PICK_PICKUP;
1010 865
1011 continue; 866 continue;
1012 } 867 }
1013 868
1014 /* 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? */
1015 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1016 { 931 {
1017 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)
1018 { 995 {
1019 case 0:
1020 return 1; /* don't pick up */
1021 case 1:
1022 CHK_PICK_PICKUP; 996 CHK_PICK_PICKUP;
1023 return 1; 997 continue;
1024 case 2:
1025 CHK_PICK_PICKUP;
1026 return 0;
1027 case 3:
1028 return 0; /* stop before pickup */
1029 case 4:
1030 CHK_PICK_PICKUP;
1031 break;
1032 case 5:
1033 CHK_PICK_PICKUP;
1034 stop = 1;
1035 break;
1036 case 6:
1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1040 break;
1041
1042 case 7:
1043 if (tmp->type == MONEY || tmp->type == GEM)
1044 CHK_PICK_PICKUP;
1045 break;
1046
1047 default:
1048 /* use value density */
1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1051 CHK_PICK_PICKUP;
1052 } 998 }
1053 } 999 }
1054 else 1000
1055 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1056 /* NEW pickup handling */
1057 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)
1058 { 1007 {
1059 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1060 if (tmp->name != NULL)
1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1063 else
1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1066
1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1068 }
1069
1070 /* philosophy:
1071 * It's easy to grab an item type from a pile, as long as it's
1072 * generic. This takes no game-time. For more detailed pickups
1073 * and selections, select-items should be used. This is a
1074 * grab-as-you-run type mode that's really useful for arrows for
1075 * example.
1076 * The drawback: right now it has no frontend, so you need to
1077 * stick the bits you want into a calculator in hex mode and then
1078 * convert to decimal and then 'pickup <#>
1079 */
1080
1081 /* the first two modes are exclusive: if NOTHING we return, if
1082 * STOP then we stop. All the rest are applied sequentially,
1083 * meaning if any test passes, the item gets picked up. */
1084
1085 /* if mode is set to pick nothing up, return */
1086
1087 if (op->contr->mode & PU_NOTHING)
1088 return 1;
1089
1090 /* if mode is set to stop when encountering objects, return */
1091 /* take STOP before INHIBIT since it doesn't actually pick
1092 * anything up */
1093
1094 if (op->contr->mode & PU_STOP)
1095 return 0;
1096
1097 /* useful for going into stores and not losing your settings... */
1098 /* and for battles wher you don't want to get loaded down while
1099 * fighting */
1100 if (op->contr->mode & PU_INHIBIT)
1101 return 1;
1102
1103 /* prevent us from turning into auto-thieves :) */
1104 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1105 continue; 1009 continue;
1010 }
1106 1011
1107 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1108 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;
1109 continue; 1017 continue;
1018 }
1110 1019
1111 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1112 /* 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
1113 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1114 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"))
1115 { 1091 {
1116 CHK_PICK_PICKUP; 1092 CHK_PICK_PICKUP;
1117 continue; 1093 continue;
1118 } 1094 }
1095 }
1119 1096
1097 /* misc stuff that's useful */
1120 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1122 { 1100 {
1123 CHK_PICK_PICKUP; 1101 CHK_PICK_PICKUP;
1124 continue; 1102 continue;
1125 } 1103 }
1126 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1127 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1128 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
1129 { 1112 */
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1133
1134 /* spellbooks, skillscrolls and normal books/scrolls */
1135 if (op->contr->mode & PU_SPELLBOOK)
1136 if (tmp->type == SPELLBOOK)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_SKILLSCROLL)
1143 if (tmp->type == SKILLSCROLL)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_READABLES)
1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* wands/staves/rods/horns */
1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 /* pick up all magical items */
1165 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1166 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)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_VALUABLES)
1173 { 1115 {
1174 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1175 { 1119 {
1176 CHK_PICK_PICKUP; 1120 fprintf (stderr, "%s", tmp->name);
1177 continue;
1178 } 1121 }
1179 }
1180
1181 /* rings & amulets - talismans seems to be typed AMULET */
1182 if (op->contr->mode & PU_JEWELS)
1183 if (tmp->type == RING || tmp->type == AMULET)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* we don't forget dragon food */
1190 if (op->contr->mode & PU_FLESH)
1191 if (tmp->type == FLESH)
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 /* bows and arrows. Bows are good for selling! */
1198 if (op->contr->mode & PU_BOW)
1199 if (tmp->type == BOW)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_ARROW)
1206 if (tmp->type == ARROW)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* all kinds of armor etc. */
1213 if (op->contr->mode & PU_ARMOUR)
1214 if (tmp->type == ARMOUR)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_HELMET)
1221 if (tmp->type == HELMET)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SHIELD)
1228 if (tmp->type == SHIELD)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_BOOTS)
1235 if (tmp->type == BOOTS)
1236 {
1237 CHK_PICK_PICKUP;
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_GLOVES)
1242 if (tmp->type == GLOVES)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_CLOAK)
1249 if (tmp->type == CLOAK)
1250 {
1251 CHK_PICK_PICKUP;
1252 continue;
1253 }
1254
1255 /* hoping to catch throwing daggers here */
1256 if (op->contr->mode & PU_MISSILEWEAPON)
1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 /* careful: chairs and tables are weapons! */
1264 if (op->contr->mode & PU_ALLWEAPON)
1265 {
1266 if (tmp->type == WEAPON && tmp->name != NULL)
1267 {
1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274 }
1275
1276 if (tmp->type == WEAPON && tmp->name == NULL)
1277 {
1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284 }
1285
1286 /* misc stuff that's useful */
1287 if (op->contr->mode & PU_KEY)
1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* any of the last 4 bits set means we use the ratio for value
1295 * pickups */
1296 if (op->contr->mode & PU_RATIO)
1297 {
1298 /* use value density to decide what else to grab */
1299 /* >=7 was >= op->contr->mode */
1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1301 */
1302 wvratio = op->contr->mode & PU_RATIO;
1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1304 {
1305 CHK_PICK_PICKUP;
1306#if 0
1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1308 if (tmp->name != NULL)
1309 {
1310 fprintf (stderr, "%s", tmp->name);
1311 }
1312 else 1122 else
1313 fprintf (stderr, "%s", tmp->arch->archname); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1314 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1315 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))));
1316#endif 1126#endif
1127 CHK_PICK_PICKUP;
1317 continue; 1128 continue;
1318 }
1319 } 1129 }
1320 } /* the new pickup model */ 1130 } /* the new pickup model */
1321 } 1131 }
1322 1132
1323 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;
1324} 1169}
1325 1170
1326/* 1171/*
1327 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1328 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1329 * found object is returned. 1174 * found object is returned.
1330 */ 1175 */
1331object * 1176static object *
1332find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1333{ 1178{
1334 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp); 1181 return splay (tmp);
1337 1182
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 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))
1340 if (object *arrow = find_arrow (tmp, type)) 1185 if (object *arrow = find_arrow (tmp, type))
1341 { 1186 {
1342 splay (tmp); 1187 splay (tmp);
1343 return arrow; 1188 return arrow;
1344 } 1189 }
1350 * 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
1351 * 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
1352 * 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
1353 * 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.
1354 */ 1199 */
1355object * 1200static object *
1356find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1357{ 1202{
1358 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1359 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1360 1205
1361 if (!type) 1206 if (!type)
1362 return NULL; 1207 return NULL;
1363 1208
1364 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1365 { 1210 {
1366 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1367 { 1212 {
1368 i = 0; 1213 i = 0;
1369 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1370 if (i > betterby) 1216 if (i > betterby)
1371 { 1217 {
1372 tmp = ntmp; 1218 tmp = ntmp;
1373 betterby = i; 1219 betterby = i;
1374 } 1220 }
1375 } 1221 }
1376 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1377 { 1223 {
1378 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1380 { 1226 {
1381 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1382 { 1228 {
1383 *better = 100; 1229 *better = 100;
1384 return arrow; 1230 return arrow;
1399 { 1245 {
1400 tmp = arrow; 1246 tmp = arrow;
1401 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;
1402 } 1248 }
1403 } 1249 }
1250
1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1405 { 1252 {
1406 tmp = arrow; 1253 tmp = arrow;
1407 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1408 } 1255 }
1256
1409 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1410 { 1258 {
1411 tmp = arrow; 1259 tmp = arrow;
1412 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1413 } 1261 }
1426 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1427 * op = the shooter 1275 * op = the shooter
1428 * type = bow->race 1276 * type = bow->race
1429 * dir = fire direction 1277 * dir = fire direction
1430 */ 1278 */
1431object * 1279static object *
1432pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1433{ 1281{
1434 object *tmp = NULL; 1282 object *tmp = NULL;
1435 maptile *m; 1283 maptile *m;
1436 int i, mflags, found, number; 1284 int i, mflags, found, number;
1437 sint16 x, y; 1285 sint16 x, y;
1469 break; 1317 break;
1470 } 1318 }
1471 1319
1472 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1473 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)
1474 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1475 break; 1323 break;
1476 } 1324 }
1477 1325
1478 if (!tmp) 1326 if (!tmp)
1479 return find_arrow (op, type); 1327 return find_arrow (op, type);
1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1524 return 0; 1372 return 0;
1525 } 1373 }
1526 1374
1527 // 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
1528 if (bow->below) 1376 splay (bow);
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1533 } 1377 }
1534 1378
1535 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1536 { 1380 {
1537 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);
1544 { 1388 {
1545 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1546 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);
1547 /* 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 */
1548 else 1392 else
1549 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1550 1394
1551 return 0; 1395 return 0;
1552 } 1396 }
1553 } 1397 }
1554 1398
1583 arrow->direction = dir; 1427 arrow->direction = dir;
1584 1428
1585 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 */
1586 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1587 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1588 1432 arrow->custom_name = arrow->slaying;
1589 if (arrow->slaying)
1590 arrow->spellarg = strdup (arrow->slaying);
1591 1433
1592#if 0 1434#if 0
1593 if (player *pl = op->contr) 1435 if (player *pl = op->contr)
1594 { 1436 {
1595 float speed = pl->weapon_sp; 1437 float speed = pl->weapon_sp;
1657 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1658 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1659 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1660 * hence the function name. 1502 * hence the function name.
1661 */ 1503 */
1662int 1504static int
1663player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1664{ 1506{
1665 int ret; 1507 int ret;
1666 1508
1667 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1695} 1537}
1696 1538
1697/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1698 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1699 */ 1541 */
1700void 1542static void
1701fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1702{ 1544{
1703 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1704 1546
1705 if (!item) 1547 if (!item)
1712 { 1554 {
1713 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1714 return; 1556 return;
1715 } 1557 }
1716 1558
1717 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1718 return; 1560 return;
1719 1561
1720 if (item->type == WAND) 1562 if (item->type == WAND)
1721 { 1563 {
1722 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1727 return; 1569 return;
1728 } 1570 }
1729 } 1571 }
1730 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1731 { 1573 {
1732 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);
1733 1575
1734 // 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
1735 // for a rod or horn, this fixes some broken rods. 1577 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1737 { 1579 {
1738 op->contr->play_sound (sound_find ("wand_poof")); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1739 1581
1740 if (item->type == ROD) 1582 if (item->type == ROD)
1741 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));
1756 { 1598 {
1757 object *tmp; 1599 object *tmp;
1758 1600
1759 if (item->arch) 1601 if (item->arch)
1760 { 1602 {
1761 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1762 item->face = item->arch->face; 1604 item->face = item->arch->face;
1763 item->set_speed (0); 1605 item->set_speed (0);
1764 } 1606 }
1765 1607
1766 if (object *pl = item->visible_to ()) 1608 if (object *pl = item->visible_to ())
1773} 1615}
1774 1616
1775/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1776 */ 1618 */
1777bool 1619bool
1778fire (object *op, int dir) 1620fire (object *who, int dir)
1779{ 1621{
1780 int spellcost = 0; 1622 int spellcost = 0;
1781 1623
1782 player *pl = op->contr; 1624 player *pl = who->contr;
1783 1625
1784 if (pl->golem) 1626 if (pl->golem)
1785 { 1627 {
1786 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1787 return false; 1629 return false;
1788 } 1630 }
1789 1631
1790 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1791 1633
1792 if (!ob) 1634 if (!ob)
1793 return false; 1635 return false;
1794 1636
1795 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1796 --op->speed_left; 1638 --who->speed_left;
1797 else 1639 else
1798 return false; 1640 return false;
1799 1641
1800 if (!op->change_weapon (ob)) 1642 if (!who->apply (ob))
1801 return false; 1643 return false;
1802 1644
1803 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1805 make_visible (op); 1647 make_visible (who);
1806 1648
1807 switch (ob->type) 1649 switch (ob->type)
1808 { 1650 {
1809 case BOW: 1651 case BOW:
1810 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1811 break; 1653 break;
1812 1654
1813 case SPELL: 1655 case SPELL:
1814 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);
1815 break; 1657 break;
1816 1658
1817 case BUILDER: 1659 case BUILDER:
1818 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1819 break; 1661 break;
1820 1662
1821 case SKILL: 1663 case SKILL:
1822 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1823 break; 1665 break;
1824 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1825 default: 1671 default:
1826 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1827 break; 1673 break;
1828 } 1674 }
1829 1675
1830 return true; 1676 return true;
1831} 1677}
1832 1678
1833/* find_key 1679static object *
1834 * We try to find a key for the door as passed. If we find a key
1835 * and successfully use it, we return the key, otherwise NULL
1836 * This function merges both normal and locked door, since the logic
1837 * for both is the same - just the specific key is different.
1838 * pl is the player,
1839 * inv is the objects inventory to searched
1840 * door is the door we are trying to match against.
1841 * This function can be called recursively to search containers.
1842 */
1843object *
1844find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1845{ 1681{
1846 object *tmp, *key; 1682 object *tmp, *key;
1847 1683
1848 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1849 if (!container->inv) 1685 if (!container->inv)
1852 /* 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 */
1853 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1854 { 1690 {
1855 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1856 break; 1692 break;
1693
1857 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1858 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1859 */ 1696 */
1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1861 break; 1698 break;
1867 * a key, return 1704 * a key, return
1868 */ 1705 */
1869 if (!tmp) 1706 if (!tmp)
1870 { 1707 {
1871 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1872 {
1873 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1874 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1875 {
1876 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1877 return key; 1712 return key;
1878 }
1879 }
1880 1713
1881 if (!tmp) 1714 if (!tmp)
1882 return NULL; 1715 return 0;
1883 } 1716 }
1884 1717
1885 /* 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,
1886 * see if we actually want to use it 1719 * see if we actually want to use it
1887 */ 1720 */
1888 if (pl != container) 1721 if (pl != container)
1889 { 1722 {
1890 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1891 if (!pl->contr) 1724 if (!pl->contr)
1892 return NULL; 1725 return 0;
1726
1893 /* cases where this fails: 1727 /* cases where this fails:
1894 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1895 * are not in the players inventory. 1729 * are not in the players inventory.
1896 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1897 * containers can be used. 1731 * containers can be used.
1901 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1902 * 1736 *
1903 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1904 * all the others. 1738 * all the others.
1905 */ 1739 */
1906 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1907 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1908 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1909 { 1743 {
1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1911 "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));
1912 return NULL; 1746 return NULL;
1913 } 1747 }
1914 } 1748 }
1915 1749
1916 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);
1917} 1776}
1918 1777
1919/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1920 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1921 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1971 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
1972 */ 1831 */
1973bool 1832bool
1974move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
1975{ 1834{
1976 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 }
1977 1840
1978 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
1979 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
1980 1843
1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
1984 return false; 1845 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
1991 1846
1992 /* 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
1993 * 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
1994 * 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
1995 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2042 */ 1897 */
2043 if (op->type == PLAYER 1898 if (op->type == PLAYER
2044 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
2045 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2046 || mon->owner == op) 1901 || mon->owner == op)
2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2048 { 1903 {
2049 /* 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 */
2050 if (op->contr->braced) 1905 if (op->contr->braced)
2051 return false; 1906 return false;
2052 1907
2063 return true; 1918 return true;
2064 } 1919 }
2065 else 1920 else
2066 return false; 1921 return false;
2067 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
2068 1925
2069 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2070 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2071 * 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
2072 * attack them either. 1929 * attack them either.
2073 */ 1930 */
2074 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
2075 && (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])
2076 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
2077 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2078 && !on_battleground)) 1935 && !on_battleground))
2079 { 1936 {
2080 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
2096 } 1953 }
2097 } 1954 }
2098 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2099 * 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.
2100 */ 1957 */
2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2102 { 1959 {
2103 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2104 { 1961 {
2105 --op->speed_left; 1962 --op->speed_left;
2106 1963
2115 * 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
2116 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2117 * 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
2118 * 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.
2119 */ 1976 */
2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2121 ((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)))
2122 { 1979 {
2123 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])
2124 { 1981 {
2125 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2137} 1994}
2138 1995
2139bool 1996bool
2140move_player (object *op, int dir) 1997move_player (object *op, int dir)
2141{ 1998{
2142 int pick;
2143
2144 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2145 return 0; 2000 return 0;
2146 2001
2147 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2148 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2149 { 2004 {
2150 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2151 return 0; 2006 return 0;
2152 } 2007 }
2153 2008
2154 /* peterm: added following line */ 2009 /* peterm: added following line */
2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2156 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2157 2012
2158 op->facing = dir; 2013 op->facing = dir;
2159 2014
2160 if (op->flag [FLAG_HIDDEN]) 2015 if (op->flag [FLAG_HIDDEN])
2161 do_hidden_move (op); 2016 do_hidden_move (op);
2162 2017
2163 bool retval; 2018 bool retval;
2019 int pick = 0;
2164 2020
2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2166 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2167 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2168 retval = fire (op, dir); 2024 retval = fire (op, dir);
2199 * players. 2055 * players.
2200 */ 2056 */
2201bool 2057bool
2202handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2203{ 2059{
2204 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2205 { 2061 {
2206 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2207 { 2063 {
2208 --op->speed_left; 2064 --op->speed_left;
2209 flee_player (op); 2065 flee_player (op);
2225 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2226 2082
2227 return false; 2083 return false;
2228} 2084}
2229 2085
2230int 2086static int
2231save_life (object *op) 2087save_life (object *op)
2232{ 2088{
2233 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2234 return 0; 2090 return 0;
2235 2091
2236 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2238 { 2094 {
2239 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2240 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));
2241 2097
2242 tmp->destroy (); 2098 tmp->destroy ();
2243 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2244 2100
2245 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2246 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2247 2103
2248 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2249 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2250 2106
2251 op->update_stats (); 2107 op->update_stats ();
2252 return 1; 2108 return 1;
2253 } 2109 }
2254 2110
2255 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2256 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2257 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2258 return 0; 2114 return 0;
2259} 2115}
2260 2116
2261/* 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
2268{ 2124{
2269 while (op) 2125 while (op)
2270 { 2126 {
2271 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' */
2272 2128
2273 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2274 op->insert_at (env); 2130 op->insert_at (env);
2275 else if (op->inv) 2131 else if (op->inv)
2276 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2277 2133
2278 op = next; 2134 op = next;
2282void 2138void
2283object::drop_unpaid_items () 2139object::drop_unpaid_items ()
2284{ 2140{
2285 if (!flag [FLAG_REMOVED]) 2141 if (!flag [FLAG_REMOVED])
2286 ::drop_unpaid_items (inv, this); 2142 ::drop_unpaid_items (inv, this);
2287}
2288
2289/*
2290 * Returns pointer a static string containing gravestone text
2291 * Moved from apply.c to player.c - player.c is what
2292 * actually uses this function. player.c may not be quite the
2293 * best, a misc file for object actions is probably better,
2294 * but there isn't one in the server directory.
2295 */
2296const char *
2297gravestone_text (object *op)
2298{
2299 static dynbuf_text buf;
2300
2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2304 if (op->type == PLAYER)
2305 buf << " the " << op->contr->title;
2306
2307 buf << "\n\n";
2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2313 if (op->type == PLAYER)
2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2315
2316 {
2317 static char buf2[128];
2318 time_t now = time (NULL);
2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2320 buf << buf2;
2321 }
2322
2323 return buf;
2324} 2143}
2325 2144
2326void 2145void
2327do_some_living (object *op) 2146do_some_living (object *op)
2328{ 2147{
2345 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2346 */ 2165 */
2347 if (pticks & 2) 2166 if (pticks & 2)
2348 op->invisible--; 2167 op->invisible--;
2349 } 2168 }
2350 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2351 { 2170 {
2352 if (!op->invisible--) 2171 if (!op->invisible--)
2353 { 2172 {
2354 make_visible (op); 2173 make_visible (op);
2355 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.");
2422 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2423 { 2242 {
2424 op->stats.sp++; 2243 op->stats.sp++;
2425 2244
2426 /* dms do not consume food */ 2245 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2428 { 2247 {
2429 op->stats.food--; 2248 op->stats.food--;
2430 2249
2431 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2432 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2466 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2467 { 2286 {
2468 op->stats.hp++; 2287 op->stats.hp++;
2469 2288
2470 /* dms do not consume food */ 2289 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2472 { 2291 {
2473 op->stats.food--; 2292 op->stats.food--;
2474 2293
2475 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2483 { 2302 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485 2304
2486 if (over_hp > 0) 2305 if (over_hp > 0)
2487 { 2306 {
2488 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;
2489 op->last_heal = 0; 2308 op->last_heal = 0;
2490 } 2309 }
2491 else 2310 else
2492 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);
2493 } 2312 }
2503 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2504 2323
2505 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);
2506 2325
2507 /* dms do not consume food */ 2326 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2509 op->stats.food--; 2328 op->stats.food--;
2510 } 2329 }
2511 2330
2512 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2513 { 2332 {
2514 object *flesh = 0; 2333 object *flesh = 0;
2515 2334
2516 for_inv_removable (op, tmp) 2335 for_inv_removable (op, tmp)
2517 { 2336 {
2518 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2519 continue; 2338 continue;
2520 2339
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2522 { 2341 {
2523 op->statusmsg ("You blindly grab for a bite of food. " 2342 op->statusmsg ("You blindly grab for a bite of food. "
2524 "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.>");
2525 manual_apply (op, tmp, 0); 2344 op->apply (tmp);
2526 2345
2527 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2528 break; 2347 break;
2529 } 2348 }
2530 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2536 */ 2355 */
2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2538 { 2357 {
2539 op->statusmsg ("You blindly grab for a bite of food. " 2358 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2542 } 2361 }
2543 2362
2544 // If player is still starving, alert him! 2363 // If player is still starving, alert him!
2545 if (op->stats.food < 0) 2364 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! " 2365 op->failmsg ("You are starving! "
2558 op->contr->killer->destroy (); 2377 op->contr->killer->destroy ();
2559 } 2378 }
2560 } 2379 }
2561 2380
2562 /* killer should be set here already */ 2381 /* killer should be set here already */
2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2564 kill_player (op); 2383 kill_player (op);
2565 } 2384 }
2566} 2385}
2567 2386
2568/* 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.
2572 */ 2391 */
2573void 2392void
2574kill_player (object *op) 2393kill_player (object *op)
2575{ 2394{
2576 int x, y; 2395 int x, y;
2577 char buf[MAX_BUF];
2578 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2579 int will_kill_again; 2397 int will_kill_again;
2580 archetype *at; 2398 archetype *at;
2581 object *tmp; 2399 object *tmp;
2582 2400
2583 if (save_life (op)) 2401 if (save_life (op))
2584 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 }
2585 2439
2586 /* 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
2587 * 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.
2588 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2589 */ 2443 */
2590 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2591 { 2445 {
2592 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";
2593 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = archetype::find ("poisoning");
2597 if (object *tmp = present_arch_in_ob (at, op))
2598 {
2599 tmp->destroy ();
2600 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2601 }
2602
2603 at = archetype::find ("confusion");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2608 }
2609
2610 cure_disease (op, 0, 0); /* remove any disease */
2611 op->stats.hp = op->stats.maxhp;
2612 if (op->stats.food <= 0)
2613 op->stats.food = 999;
2614 2447
2615 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2616 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2617 { 2450
2618 tmp->name = format ("%s's finger" , &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2619 tmp->name_pl = format ("%s's fingers", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->msg = format ( 2453 tmp->msg = format (
2621 "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",
2622 &op->name, op->contr->title, 2455 &op->name, op->contr->title,
2623 (int)op->level, 2456 (int)op->level,
2624 op->contr->killer_name () 2457 op->contr->killer_name ()
2625 ); 2458 );
2626 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2628 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2629 }
2630 2462
2631 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2632 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2633 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2634 return; 2468 return;
2635 } 2469 }
2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2636 2473
2637 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2638 2475
2639 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2640 2477
2674 2511
2675 lost_a_stat = 0; 2512 lost_a_stat = 0;
2676 2513
2677 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2678 { 2515 {
2679 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2680 2517
2681 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2682 { 2519 {
2683 /* 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
2684 * what he lost. 2521 * what he lost.
2691 lost_a_stat = 1; 2528 lost_a_stat = 1;
2692 } 2529 }
2693 else 2530 else
2694 { 2531 {
2695 /* deplete a stat */ 2532 /* deplete a stat */
2696 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2697 object *dep; 2534 object *dep;
2698 2535
2699 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2700 if (!dep) 2537 if (!dep)
2701 { 2538 {
2702 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2703 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2704 } 2541 }
2705 lose_this_stat = 1; 2542 lose_this_stat = 1;
2706 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2707 { 2544 {
2735 } 2572 }
2736 } 2573 }
2737 2574
2738 if (lose_this_stat) 2575 if (lose_this_stat)
2739 { 2576 {
2740 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2741 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2742 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2743 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2744 * 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
2745 * difference. 2582 * difference.
2746 */ 2583 */
2747 if (this_stat >= -50) 2584 if (this_stat >= -50)
2748 { 2585 {
2749 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2750 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2751 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2752 op->update_stats (); 2589 op->update_stats ();
2753 lost_a_stat = 1; 2590 lost_a_stat = 1;
2754 } 2591 }
2755 } 2592 }
2759 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2760 if (!lost_a_stat) 2597 if (!lost_a_stat)
2761 { 2598 {
2762 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2763 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2764 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2765 2602
2766 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2767 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";
2768 else 2605 else
2769 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";
2770 } 2607 }
2771#else 2608#else
2772 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.";
2773#endif 2610#endif
2774 2611
2775 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2776 * exp loss on the stone. 2613 * exp loss on the stone.
2777 */ 2614 */
2778 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2779 tmp->name = format ("%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2780 tmp->name_pl = format ("%s's gravestones", &op->name); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2782 &op->name, op->contr->title, op->contr->killer_name ()); 2619 &op->name, op->contr->title, op->contr->killer_name ());
2783 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2784 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2785 2622
2786 /**************************************/ 2623 /**************************************/
2787 /* */ 2624 /* */
2788 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2789 /* if we died cause of food, give us */
2790 /* food, and reset HP's... */
2791 /* */ 2626 /* */
2792 /**************************************/ 2627 /**************************************/
2793 2628
2794 /* remove any poisoning and confusion the character may be suffering. */
2795 /* restore player */
2796 at = archetype::find ("poisoning");
2797 tmp = present_arch_in_ob (at, op);
2798
2799 if (tmp)
2800 {
2801 tmp->destroy ();
2802 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2803 }
2804
2805 at = archetype::find ("confusion");
2806 tmp = present_arch_in_ob (at, op);
2807 if (tmp)
2808 {
2809 tmp->destroy ();
2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2811 }
2812
2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2826
2827 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2828 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2829
2830 if (op->stats.food < 100)
2831 op->stats.food = 900;
2832
2833 op->stats.hp = op->stats.maxhp;
2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2836 2631
2837 /* 2632 /*
2838 * 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
2839 * and put them back in the map. 2634 * and put them back in the map.
2840 */ 2635 */
2868 2663
2869 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed = 0.1f; 2666 force->speed = 0.1f;
2872 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2873 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2874 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100; 2671 force->resist[at] = 100;
2877 2672
2878 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2879 op->update_stats (); 2674 op->update_stats ();
2880 } 2675 }
2881 2676
2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2883} 2678}
2884 2679
2885void 2680static void
2886loot_object (object *op) 2681loot_object (object *op)
2887{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2888 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2889 2684
2890 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2900 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2901 2696
2902 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2903 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2904 2699
2905 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))))
2906 { 2701 {
2907 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2908 { 2703 {
2909 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2910 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2921 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2922 * 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
2923 * was changed. 2718 * was changed.
2924 */ 2719 */
2925void 2720void
2926fix_weight (void) 2721fix_weight ()
2927{ 2722{
2928 for_all_players (pl) 2723 for_all_players (pl)
2929 { 2724 {
2930 sint32 old = pl->ob->carrying; 2725 sint32 old = pl->ob->carrying;
2931 2726
2938 } 2733 }
2939 } 2734 }
2940} 2735}
2941 2736
2942void 2737void
2943fix_luck (void) 2738fix_luck ()
2944{ 2739{
2945 for_all_players (pl) 2740 for_all_players (pl)
2946 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2947 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2948} 2743}
3000} 2795}
3001 2796
3002int 2797int
3003is_true_undead (object *op) 2798is_true_undead (object *op)
3004{ 2799{
3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3006 return 1; 2801 return 1;
3007 2802
3008 return 0; 2803 return 0;
3009} 2804}
3010 2805
3025 level = ob->map->darklevel () - 2; 2820 level = ob->map->darklevel () - 2;
3026 2821
3027 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3028 * 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
3029 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3030 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3031 level = -(10 + (2 * ob->map->darklevel ())); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3032 2827
3033 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3034 for (i = 0, x = ob->x, y = ob->y; 2829 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1; 2830 i <= SIZEOFFREE1;
3108 2903
3109 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3110 player = 1; 2905 player = 1;
3111 2906
3112 else 2907 else
3113 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3114 2909
3115 /* search adjacent squares */ 2910 /* search adjacent squares */
3116 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3117 { 2912 {
3118 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3127 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)))
3128 continue; 2923 continue;
3129 2924
3130 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)
3131 { 2926 {
3132 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])
3133 return 1; 2928 return 1;
3134 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3135 { 2930 {
3136 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3137 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3138 return 1; 2933 return 1;
3139 } 2934 }
3140 } 2935 }
3141 } 2936 }
3142 return 0; 2937 return 0;
3183 while (op) 2978 while (op)
3184 { 2979 {
3185 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3186 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3187 2982
3188 /* only the viewable area the player sees is updated by LOS
3189 * code, so we need to restrict ourselves to that range of values
3190 * for any meaningful values.
3191 */
3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3193 return 1; 2984 return 1;
3194 2985
3195 op = op->more; 2986 op = op->more;
3196 }
3197
3198 return 0;
3199}
3200
3201/* routine for both players and monsters. We call this when
3202 * there is a possibility for our action distrubing our hiding
3203 * place or invisiblity spell. Artefact invisiblity causes
3204 * "noise" instead. If we arent invisible to begin with, we
3205 * return 0.
3206 */
3207int
3208action_makes_visible (object *op)
3209{
3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3211 {
3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3219 return 0;
3220 }
3221
3222 if (op->contr && op->contr->tmp_invis == 0)
3223 return 0;
3224
3225 /* If monsters, they should become visible */
3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3227 {
3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3229 return 1;
3230 }
3231 } 2987 }
3232 2988
3233 return 0; 2989 return 0;
3234} 2990}
3235 2991
3250 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3251 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3252 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3253 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3254 { 3010 {
3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3256 { 3012 {
3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3258 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3259 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3261 { 3017 {
3262 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3263 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))
3264 {
3265 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)
3266 { 3022 {
3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3268 {
3269 if (x && y) 3023 if (x && y)
3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271 3025
3272 return 1; 3026 return 1;
3273 }
3274 } 3027 }
3275 }
3276 3028
3277 if (x && y) 3029 if (x && y)
3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279 3031
3280 return 1; 3032 return 1;
3418 else 3170 else
3419 j = 1; 3171 j = 1;
3420 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3421 } 3173 }
3422 } 3174 }
3175
3423 strcat (buf, "."); 3176 strcat (buf, ".");
3424 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3425 } 3178 }
3426 3179
3427 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3428 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3429 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3430 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3431 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3432 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3433 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3434 3187
3435 /* print message if there is one */ 3188 /* print message if there is one */
3436 if (item->msg != NULL) 3189 if (item->msg != NULL)
3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3438 } 3191 }
3439 else 3192 else
3440 { 3193 {
3441 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3442 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3443 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));
3444 who->insert (tmp); 3197 who->insert (tmp);
3445 } 3198 }
3446} 3199}
3447 3200
3448/** 3201//-GPL
3449 * Unready an object for a player. This function does nothing if the object was
3450 * not readied.
3451 */
3452void
3453player_unready_range_ob (player *pl, object *ob)
3454{
3455 if (pl->ob->current_weapon == ob)
3456 pl->ob->current_weapon = 0;
3457
3458 if (pl->combat_ob == ob)
3459 pl->combat_ob = 0;
3460
3461 if (pl->ranged_ob == ob)
3462 pl->ranged_ob = 0;
3463}
3464 3202
3465sint8 3203sint8
3466player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3467{ 3205{
3468 if (!ns) 3206 if (!ns)
3469 return 0; 3207 return LOS_BLOCKED;
3470 3208
3471 int dx, dy; 3209 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return 0; 3211 return LOS_BLOCKED;
3474 3212
3475 x += dx - ns->current_x; 3213 x += dx - ns->current_x;
3476 y += dy - ns->current_y; 3214 y += dy - ns->current_y;
3477 3215
3478 return 100 - blocked_los (x, y); 3216 return blocked_los (x, y);
3479} 3217}
3480 3218
3481void 3219void
3482player::infobox (const char *title, const char *msg, int color) 3220player::infobox (const char *title, const char *msg, int color)
3483{ 3221{
3495{ 3233{
3496 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color); 3235 statusmsg (msg, color);
3498} 3236}
3499 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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