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Comparing deliantra/server/server/player.C (file contents):
Revision 1.226 by root, Thu Jan 1 20:49:48 2009 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 - rndm (2) * 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
972{ 828{
973 object *tmp, *next; 829 object *tmp, *next;
974 int stop = 0; 830 int stop = 0;
975 int wvratio; 831 int wvratio;
976 832
977 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
978 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
979 return 1; 835 return 1;
980 836
981 next = op->below; 837 next = op->below;
982 838
983 int cnt = MAX_ITEM_PER_DROP; 839 int cnt = MAX_ITEM_PER_ACTION;
984#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)
985 841
986 /* 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
987 * destroyed */ 843 * destroyed */
988 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1014 if (op->contr->mode & PU_DEBUG) 870 if (op->contr->mode & PU_DEBUG)
1015 { 871 {
1016 /* some debugging code to figure out item information */ 872 /* some debugging code to figure out item information */
1017 const char *str = tmp->name 873 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d", 874 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d", 876 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1022 878
1023 new_draw_info (NDI_UNIQUE, 0, op, str); 879 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 } 880 }
1025 881
1026 if (op->contr->mode & PU_INHIBIT) 882 if (op->contr->mode & PU_INHIBIT)
1059 * fighting */ 915 * fighting */
1060 if (op->contr->mode & PU_INHIBIT) 916 if (op->contr->mode & PU_INHIBIT)
1061 return 1; 917 return 1;
1062 918
1063 /* prevent us from turning into auto-thieves :) */ 919 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 920 if (tmp->flag [FLAG_UNPAID])
1065 continue; 921 continue;
1066 922
1067 /* ignore known cursed objects */ 923 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
1069 continue; 925 continue;
1070 926
1071 /* all food and drink if desired */ 927 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */ 928 /* question: don't pick up known-poisonous stuff? */
1073 if (op->contr->mode & PU_FOOD) 929 if (op->contr->mode & PU_FOOD)
1076 CHK_PICK_PICKUP; 932 CHK_PICK_PICKUP;
1077 continue; 933 continue;
1078 } 934 }
1079 935
1080 if (op->contr->mode & PU_DRINK) 936 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1082 { 938 {
1083 CHK_PICK_PICKUP; 939 CHK_PICK_PICKUP;
1084 continue; 940 continue;
1085 } 941 }
1086 942
1113 continue; 969 continue;
1114 } 970 }
1115 971
1116 /* wands/staves/rods/horns */ 972 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE) 973 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 974 if (tmp->type == WAND
975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
1119 { 978 {
1120 CHK_PICK_PICKUP; 979 CHK_PICK_PICKUP;
1121 continue; 980 continue;
1122 } 981 }
1123 982
1124 /* pick up all magical items */ 983 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL) 984 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
986 && !tmp->flag [FLAG_KNOWN_CURSED])
1127 { 987 {
1128 CHK_PICK_PICKUP; 988 CHK_PICK_PICKUP;
1129 continue; 989 continue;
1130 } 990 }
1131 991
1138 } 998 }
1139 } 999 }
1140 1000
1141 /* rings & amulets - talismans seems to be typed AMULET */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1142 if (op->contr->mode & PU_JEWELS) 1002 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET) 1003 if (tmp->type == RING
1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1144 { 1007 {
1145 CHK_PICK_PICKUP; 1008 CHK_PICK_PICKUP;
1146 continue; 1009 continue;
1147 } 1010 }
1148 1011
1197 CHK_PICK_PICKUP; 1060 CHK_PICK_PICKUP;
1198 continue; 1061 continue;
1199 } 1062 }
1200 1063
1201 if (op->contr->mode & PU_GLOVES) 1064 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES) 1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1203 { 1066 {
1204 CHK_PICK_PICKUP; 1067 CHK_PICK_PICKUP;
1205 continue; 1068 continue;
1206 } 1069 }
1207 1070
1212 continue; 1075 continue;
1213 } 1076 }
1214 1077
1215 /* hoping to catch throwing daggers here */ 1078 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON) 1079 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1218 { 1081 {
1219 CHK_PICK_PICKUP; 1082 CHK_PICK_PICKUP;
1220 continue; 1083 continue;
1221 } 1084 }
1222 1085
1257 fprintf (stderr, "%s", tmp->name); 1120 fprintf (stderr, "%s", tmp->name);
1258 } 1121 }
1259 else 1122 else
1260 fprintf (stderr, "%s", tmp->arch->archname); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1261 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1262 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))));
1263#endif 1126#endif
1264 CHK_PICK_PICKUP; 1127 CHK_PICK_PICKUP;
1265 continue; 1128 continue;
1266 } 1129 }
1267 } /* the new pickup model */ 1130 } /* the new pickup model */
1268 } 1131 }
1269 1132
1270 return !stop; 1133 return !stop;
1271} 1134}
1272 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;
1169}
1170
1273/* 1171/*
1274 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1275 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1276 * found object is returned. 1174 * found object is returned.
1277 */ 1175 */
1278object * 1176static object *
1279find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1280{ 1178{
1281 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp); 1181 return splay (tmp);
1284 1182
1285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 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))
1287 if (object *arrow = find_arrow (tmp, type)) 1185 if (object *arrow = find_arrow (tmp, type))
1288 { 1186 {
1289 splay (tmp); 1187 splay (tmp);
1290 return arrow; 1188 return arrow;
1291 } 1189 }
1297 * 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
1298 * 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
1299 * 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
1300 * 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.
1301 */ 1199 */
1302object * 1200static object *
1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1304{ 1202{
1305 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1306 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1307 1205
1308 if (!type) 1206 if (!type)
1309 return NULL; 1207 return NULL;
1310 1208
1311 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1312 { 1210 {
1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1314 { 1212 {
1315 i = 0; 1213 i = 0;
1316 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1317 1215
1318 if (i > betterby) 1216 if (i > betterby)
1376 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1377 * op = the shooter 1275 * op = the shooter
1378 * type = bow->race 1276 * type = bow->race
1379 * dir = fire direction 1277 * dir = fire direction
1380 */ 1278 */
1381object * 1279static object *
1382pick_arrow_target (object *op, shstr_cmp type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1383{ 1281{
1384 object *tmp = NULL; 1282 object *tmp = NULL;
1385 maptile *m; 1283 maptile *m;
1386 int i, mflags, found, number; 1284 int i, mflags, found, number;
1419 break; 1317 break;
1420 } 1318 }
1421 1319
1422 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1423 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)
1424 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1425 break; 1323 break;
1426 } 1324 }
1427 1325
1428 if (!tmp) 1326 if (!tmp)
1429 return find_arrow (op, type); 1327 return find_arrow (op, type);
1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1474 return 0; 1372 return 0;
1475 } 1373 }
1476 1374
1477 // 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
1478 if (bow->below) 1376 splay (bow);
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1483 } 1377 }
1484 1378
1485 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1486 { 1380 {
1487 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);
1494 { 1388 {
1495 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1496 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);
1497 /* 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 */
1498 else 1392 else
1499 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1500 1394
1501 return 0; 1395 return 0;
1502 } 1396 }
1503 } 1397 }
1504 1398
1533 arrow->direction = dir; 1427 arrow->direction = dir;
1534 1428
1535 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 */
1536 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1537 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1538 1432 arrow->custom_name = arrow->slaying;
1539 if (arrow->slaying)
1540 arrow->spellarg = strdup (arrow->slaying);
1541 1433
1542#if 0 1434#if 0
1543 if (player *pl = op->contr) 1435 if (player *pl = op->contr)
1544 { 1436 {
1545 float speed = pl->weapon_sp; 1437 float speed = pl->weapon_sp;
1607 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1608 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1609 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1610 * hence the function name. 1502 * hence the function name.
1611 */ 1503 */
1612int 1504static int
1613player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1614{ 1506{
1615 int ret; 1507 int ret;
1616 1508
1617 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1645} 1537}
1646 1538
1647/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1648 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1649 */ 1541 */
1650void 1542static void
1651fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1652{ 1544{
1653 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1654 1546
1655 if (!item) 1547 if (!item)
1662 { 1554 {
1663 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1664 return; 1556 return;
1665 } 1557 }
1666 1558
1667 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1668 return; 1560 return;
1669 1561
1670 if (item->type == WAND) 1562 if (item->type == WAND)
1671 { 1563 {
1672 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1677 return; 1569 return;
1678 } 1570 }
1679 } 1571 }
1680 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1681 { 1573 {
1682 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);
1683 1575
1684 // 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
1685 // for a rod or horn, this fixes some broken rods. 1577 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1687 { 1579 {
1688 op->contr->play_sound (sound_find ("wand_poof")); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1689 1581
1690 if (item->type == ROD) 1582 if (item->type == ROD)
1691 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));
1706 { 1598 {
1707 object *tmp; 1599 object *tmp;
1708 1600
1709 if (item->arch) 1601 if (item->arch)
1710 { 1602 {
1711 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1712 item->face = item->arch->face; 1604 item->face = item->arch->face;
1713 item->set_speed (0); 1605 item->set_speed (0);
1714 } 1606 }
1715 1607
1716 if (object *pl = item->visible_to ()) 1608 if (object *pl = item->visible_to ())
1723} 1615}
1724 1616
1725/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1726 */ 1618 */
1727bool 1619bool
1728fire (object *op, int dir) 1620fire (object *who, int dir)
1729{ 1621{
1730 int spellcost = 0; 1622 int spellcost = 0;
1731 1623
1732 player *pl = op->contr; 1624 player *pl = who->contr;
1733 1625
1734 if (pl->golem) 1626 if (pl->golem)
1735 { 1627 {
1736 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1737 return false; 1629 return false;
1738 } 1630 }
1739 1631
1740 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1741 1633
1742 if (!ob) 1634 if (!ob)
1743 return false; 1635 return false;
1744 1636
1745 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1746 --op->speed_left; 1638 --who->speed_left;
1747 else 1639 else
1748 return false; 1640 return false;
1749 1641
1750 if (!op->change_weapon (ob)) 1642 if (!who->apply (ob))
1751 return false; 1643 return false;
1752 1644
1753 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1754 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1755 make_visible (op); 1647 make_visible (who);
1756 1648
1757 switch (ob->type) 1649 switch (ob->type)
1758 { 1650 {
1759 case BOW: 1651 case BOW:
1760 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1761 break; 1653 break;
1762 1654
1763 case SPELL: 1655 case SPELL:
1764 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);
1765 break; 1657 break;
1766 1658
1767 case BUILDER: 1659 case BUILDER:
1768 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1769 break; 1661 break;
1770 1662
1771 case SKILL: 1663 case SKILL:
1772 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1773 break; 1665 break;
1774 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1775 default: 1671 default:
1776 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1777 break; 1673 break;
1778 } 1674 }
1779 1675
1780 return true; 1676 return true;
1781} 1677}
1782 1678
1783/* find_key 1679static object *
1784 * We try to find a key for the door as passed. If we find a key
1785 * and successfully use it, we return the key, otherwise NULL
1786 * This function merges both normal and locked door, since the logic
1787 * for both is the same - just the specific key is different.
1788 * pl is the player,
1789 * inv is the objects inventory to searched
1790 * door is the door we are trying to match against.
1791 * This function can be called recursively to search containers.
1792 */
1793object *
1794find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1795{ 1681{
1796 object *tmp, *key; 1682 object *tmp, *key;
1797 1683
1798 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1799 if (!container->inv) 1685 if (!container->inv)
1802 /* 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 */
1803 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1804 { 1690 {
1805 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1806 break; 1692 break;
1693
1807 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1808 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1809 */ 1696 */
1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1811 break; 1698 break;
1817 * a key, return 1704 * a key, return
1818 */ 1705 */
1819 if (!tmp) 1706 if (!tmp)
1820 { 1707 {
1821 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1822 {
1823 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1824 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1825 {
1826 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1827 return key; 1712 return key;
1828 }
1829 }
1830 1713
1831 if (!tmp) 1714 if (!tmp)
1832 return NULL; 1715 return 0;
1833 } 1716 }
1834 1717
1835 /* 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,
1836 * see if we actually want to use it 1719 * see if we actually want to use it
1837 */ 1720 */
1838 if (pl != container) 1721 if (pl != container)
1839 { 1722 {
1840 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1841 if (!pl->contr) 1724 if (!pl->contr)
1842 return NULL; 1725 return 0;
1726
1843 /* cases where this fails: 1727 /* cases where this fails:
1844 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1845 * are not in the players inventory. 1729 * are not in the players inventory.
1846 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1847 * containers can be used. 1731 * containers can be used.
1851 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1852 * 1736 *
1853 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1854 * all the others. 1738 * all the others.
1855 */ 1739 */
1856 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1857 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1859 { 1743 {
1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1861 "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));
1862 return NULL; 1746 return NULL;
1863 } 1747 }
1864 } 1748 }
1865 1749
1866 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);
1867} 1776}
1868 1777
1869/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1870 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1871 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1921 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
1922 */ 1831 */
1923bool 1832bool
1924move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
1925{ 1834{
1926 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 }
1927 1840
1928 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
1929 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
1930 1843
1931 on_battleground = op_on_battleground (op, 0, 0);
1932
1933 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
1934 return false; 1845 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
1941 1846
1942 /* 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
1943 * 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
1944 * 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
1945 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
1992 */ 1897 */
1993 if (op->type == PLAYER 1898 if (op->type == PLAYER
1994 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
1995 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
1996 || mon->owner == op) 1901 || mon->owner == op)
1997 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1998 { 1903 {
1999 /* 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 */
2000 if (op->contr->braced) 1905 if (op->contr->braced)
2001 return false; 1906 return false;
2002 1907
2013 return true; 1918 return true;
2014 } 1919 }
2015 else 1920 else
2016 return false; 1921 return false;
2017 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
2018 1925
2019 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2020 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2021 * 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
2022 * attack them either. 1929 * attack them either.
2023 */ 1930 */
2024 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
2025 && (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])
2026 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
2027 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2028 && !on_battleground)) 1935 && !on_battleground))
2029 { 1936 {
2030 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
2046 } 1953 }
2047 } 1954 }
2048 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2049 * 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.
2050 */ 1957 */
2051 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2052 { 1959 {
2053 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2054 { 1961 {
2055 --op->speed_left; 1962 --op->speed_left;
2056 1963
2065 * 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
2066 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2067 * 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
2068 * 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.
2069 */ 1976 */
2070 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2071 ((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)))
2072 { 1979 {
2073 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])
2074 { 1981 {
2075 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2087} 1994}
2088 1995
2089bool 1996bool
2090move_player (object *op, int dir) 1997move_player (object *op, int dir)
2091{ 1998{
2092 int pick;
2093
2094 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2095 return 0; 2000 return 0;
2096 2001
2097 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2098 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2099 { 2004 {
2100 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2101 return 0; 2006 return 0;
2102 } 2007 }
2103 2008
2104 /* peterm: added following line */ 2009 /* peterm: added following line */
2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2106 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2107 2012
2108 op->facing = dir; 2013 op->facing = dir;
2109 2014
2110 if (op->flag [FLAG_HIDDEN]) 2015 if (op->flag [FLAG_HIDDEN])
2111 do_hidden_move (op); 2016 do_hidden_move (op);
2112 2017
2113 bool retval; 2018 bool retval;
2019 int pick = 0;
2114 2020
2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2116 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2117 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2118 retval = fire (op, dir); 2024 retval = fire (op, dir);
2149 * players. 2055 * players.
2150 */ 2056 */
2151bool 2057bool
2152handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2153{ 2059{
2154 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2155 { 2061 {
2156 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2157 { 2063 {
2158 --op->speed_left; 2064 --op->speed_left;
2159 flee_player (op); 2065 flee_player (op);
2175 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2176 2082
2177 return false; 2083 return false;
2178} 2084}
2179 2085
2180int 2086static int
2181save_life (object *op) 2087save_life (object *op)
2182{ 2088{
2183 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2184 return 0; 2090 return 0;
2185 2091
2186 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2188 { 2094 {
2189 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2190 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));
2191 2097
2192 tmp->destroy (); 2098 tmp->destroy ();
2193 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2194 2100
2195 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2196 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2197 2103
2198 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2199 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2200 2106
2201 op->update_stats (); 2107 op->update_stats ();
2202 return 1; 2108 return 1;
2203 } 2109 }
2204 2110
2205 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2206 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2207 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2208 return 0; 2114 return 0;
2209} 2115}
2210 2116
2211/* 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
2218{ 2124{
2219 while (op) 2125 while (op)
2220 { 2126 {
2221 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' */
2222 2128
2223 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2224 op->insert_at (env); 2130 op->insert_at (env);
2225 else if (op->inv) 2131 else if (op->inv)
2226 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2227 2133
2228 op = next; 2134 op = next;
2232void 2138void
2233object::drop_unpaid_items () 2139object::drop_unpaid_items ()
2234{ 2140{
2235 if (!flag [FLAG_REMOVED]) 2141 if (!flag [FLAG_REMOVED])
2236 ::drop_unpaid_items (inv, this); 2142 ::drop_unpaid_items (inv, this);
2237}
2238
2239/*
2240 * Returns pointer a static string containing gravestone text
2241 * Moved from apply.c to player.c - player.c is what
2242 * actually uses this function. player.c may not be quite the
2243 * best, a misc file for object actions is probably better,
2244 * but there isn't one in the server directory.
2245 */
2246const char *
2247gravestone_text (object *op)
2248{
2249 static dynbuf_text buf;
2250
2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2254 if (op->type == PLAYER)
2255 buf << " the " << op->contr->title;
2256
2257 buf << "\n\n";
2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2263 if (op->type == PLAYER)
2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2265
2266 {
2267 static char buf2[128];
2268 time_t now = time (NULL);
2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2270 buf << buf2;
2271 }
2272
2273 return buf;
2274} 2143}
2275 2144
2276void 2145void
2277do_some_living (object *op) 2146do_some_living (object *op)
2278{ 2147{
2295 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2296 */ 2165 */
2297 if (pticks & 2) 2166 if (pticks & 2)
2298 op->invisible--; 2167 op->invisible--;
2299 } 2168 }
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2301 { 2170 {
2302 if (!op->invisible--) 2171 if (!op->invisible--)
2303 { 2172 {
2304 make_visible (op); 2173 make_visible (op);
2305 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.");
2372 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2373 { 2242 {
2374 op->stats.sp++; 2243 op->stats.sp++;
2375 2244
2376 /* dms do not consume food */ 2245 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2378 { 2247 {
2379 op->stats.food--; 2248 op->stats.food--;
2380 2249
2381 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2382 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2416 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2417 { 2286 {
2418 op->stats.hp++; 2287 op->stats.hp++;
2419 2288
2420 /* dms do not consume food */ 2289 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2422 { 2291 {
2423 op->stats.food--; 2292 op->stats.food--;
2424 2293
2425 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2453 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2454 2323
2455 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);
2456 2325
2457 /* dms do not consume food */ 2326 /* dms do not consume food */
2458 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2459 op->stats.food--; 2328 op->stats.food--;
2460 } 2329 }
2461 2330
2462 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2463 { 2332 {
2464 object *flesh = 0; 2333 object *flesh = 0;
2465 2334
2466 for_inv_removable (op, tmp) 2335 for_inv_removable (op, tmp)
2467 { 2336 {
2468 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2469 continue; 2338 continue;
2470 2339
2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2472 { 2341 {
2473 op->statusmsg ("You blindly grab for a bite of food. " 2342 op->statusmsg ("You blindly grab for a bite of food. "
2474 "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.>");
2475 manual_apply (op, tmp, 0); 2344 op->apply (tmp);
2476 2345
2477 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2478 break; 2347 break;
2479 } 2348 }
2480 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2486 */ 2355 */
2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2488 { 2357 {
2489 op->statusmsg ("You blindly grab for a bite of food. " 2358 op->statusmsg ("You blindly grab for a bite of food. "
2490 "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.>");
2491 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2492 } 2361 }
2493 2362
2494 // If player is still starving, alert him! 2363 // If player is still starving, alert him!
2495 if (op->stats.food < 0) 2364 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! " 2365 op->failmsg ("You are starving! "
2508 op->contr->killer->destroy (); 2377 op->contr->killer->destroy ();
2509 } 2378 }
2510 } 2379 }
2511 2380
2512 /* killer should be set here already */ 2381 /* killer should be set here already */
2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2514 kill_player (op); 2383 kill_player (op);
2515 } 2384 }
2516} 2385}
2517 2386
2518/* 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.
2533 return; 2402 return;
2534 2403
2535 dynbuf_text deathtab; 2404 dynbuf_text deathtab;
2536 2405
2537 /* restore player */ 2406 /* restore player */
2538 at = archetype::find ("poisoning"); 2407 at = archetype::find (shstr_poisoning);
2539 if (object *tmp = present_arch_in_ob (at, op)) 2408 if (object *tmp = present_arch_in_ob (at, op))
2540 { 2409 {
2541 tmp->destroy (); 2410 tmp->destroy ();
2542 deathtab << "Your body feels cleansed...\r"; 2411 deathtab << "Your body feels cleansed...\r";
2543 } 2412 }
2544 2413
2545 at = archetype::find ("confusion"); 2414 at = archetype::find (shstr_confusion);
2546 if (object *tmp = present_arch_in_ob (at, op)) 2415 if (object *tmp = present_arch_in_ob (at, op))
2547 { 2416 {
2548 tmp->destroy (); 2417 tmp->destroy ();
2549 deathtab << "Your mind feels clearer...\r"; 2418 deathtab << "Your mind feels clearer...\r";
2550 } 2419 }
2552 cure_disease (op, 0, 0); /* remove any disease */ 2421 cure_disease (op, 0, 0); /* remove any disease */
2553 2422
2554 max_it (op->stats.hp , op->stats.maxhp); 2423 max_it (op->stats.hp , op->stats.maxhp);
2555 max_it (op->stats.sp , op->stats.maxsp); 2424 max_it (op->stats.sp , op->stats.maxsp);
2556 max_it (op->stats.grace, op->stats.maxgrace); 2425 max_it (op->stats.grace, op->stats.maxgrace);
2557
2558 if (op->stats.food <= 0) 2426 max_it (op->stats.food , 200);
2559 op->stats.food = 999;
2560 2427
2561 // remove all spell effects that are active 2428 // remove all spell effects that are active
2562 // to avoid long-term effects such as word-of-recall 2429 // to avoid long-term effects such as word-of-recall
2563 for (object *item = op->inv; item; ) 2430 for (object *item = op->inv; item; )
2564 { 2431 {
2577 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2578 { 2445 {
2579 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2446 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2580 2447
2581 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2582 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2583 { 2450
2584 tmp->name = format ("%s's finger" , &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2585 tmp->name_pl = format ("%s's fingers", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2586 tmp->msg = format ( 2453 tmp->msg = format (
2587 "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",
2588 &op->name, op->contr->title, 2455 &op->name, op->contr->title,
2589 (int)op->level, 2456 (int)op->level,
2590 op->contr->killer_name () 2457 op->contr->killer_name ()
2591 ); 2458 );
2592 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2593 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2594 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2595 }
2596 2462
2597 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2598 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2599 op->contr->braced = 0; 2465 op->contr->braced = 0;
2600 2466
2662 lost_a_stat = 1; 2528 lost_a_stat = 1;
2663 } 2529 }
2664 else 2530 else
2665 { 2531 {
2666 /* deplete a stat */ 2532 /* deplete a stat */
2667 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2668 object *dep; 2534 object *dep;
2669 2535
2670 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2671 if (!dep) 2537 if (!dep)
2672 { 2538 {
2673 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2674 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2675 } 2541 }
2676 lose_this_stat = 1; 2542 lose_this_stat = 1;
2677 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2678 { 2544 {
2716 * difference. 2582 * difference.
2717 */ 2583 */
2718 if (this_stat >= -50) 2584 if (this_stat >= -50)
2719 { 2585 {
2720 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2721 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2722 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2723 op->update_stats (); 2589 op->update_stats ();
2724 lost_a_stat = 1; 2590 lost_a_stat = 1;
2725 } 2591 }
2726 } 2592 }
2744#endif 2610#endif
2745 2611
2746 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2747 * exp loss on the stone. 2613 * exp loss on the stone.
2748 */ 2614 */
2749 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2750 tmp->name = format ("%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2751 tmp->name_pl = format ("%s's gravestones", &op->name); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2752 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",
2753 &op->name, op->contr->title, op->contr->killer_name ()); 2619 &op->name, op->contr->title, op->contr->killer_name ());
2754 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2797 2663
2798 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2799 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2800 force->speed = 0.1f; 2666 force->speed = 0.1f;
2801 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2802 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2803 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2804 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2805 force->resist[at] = 100; 2671 force->resist[at] = 100;
2806 2672
2807 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2809 } 2675 }
2810 2676
2811 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2812} 2678}
2813 2679
2814void 2680static void
2815loot_object (object *op) 2681loot_object (object *op)
2816{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2817 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2818 2684
2819 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2829 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2830 2696
2831 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2832 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2833 2699
2834 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))))
2835 { 2701 {
2836 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2837 { 2703 {
2838 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2850 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2851 * 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
2852 * was changed. 2718 * was changed.
2853 */ 2719 */
2854void 2720void
2855fix_weight (void) 2721fix_weight ()
2856{ 2722{
2857 for_all_players (pl) 2723 for_all_players (pl)
2858 { 2724 {
2859 sint32 old = pl->ob->carrying; 2725 sint32 old = pl->ob->carrying;
2860 2726
2867 } 2733 }
2868 } 2734 }
2869} 2735}
2870 2736
2871void 2737void
2872fix_luck (void) 2738fix_luck ()
2873{ 2739{
2874 for_all_players (pl) 2740 for_all_players (pl)
2875 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2876 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2877} 2743}
2929} 2795}
2930 2796
2931int 2797int
2932is_true_undead (object *op) 2798is_true_undead (object *op)
2933{ 2799{
2934 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
2935 return 1; 2801 return 1;
2936 2802
2937 return 0; 2803 return 0;
2938} 2804}
2939 2805
2954 level = ob->map->darklevel () - 2; 2820 level = ob->map->darklevel () - 2;
2955 2821
2956 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
2957 * 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
2958 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
2959 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
2960 level = -(10 + (2 * ob->map->darklevel ())); 2826 level = -(10 + (2 * ob->map->darklevel ()));
2961 2827
2962 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
2963 for (i = 0, x = ob->x, y = ob->y; 2829 for (i = 0, x = ob->x, y = ob->y;
2964 i <= SIZEOFFREE1; 2830 i <= SIZEOFFREE1;
3037 2903
3038 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3039 player = 1; 2905 player = 1;
3040 2906
3041 else 2907 else
3042 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3043 2909
3044 /* search adjacent squares */ 2910 /* search adjacent squares */
3045 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3046 { 2912 {
3047 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3056 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)))
3057 continue; 2923 continue;
3058 2924
3059 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)
3060 { 2926 {
3061 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])
3062 return 1; 2928 return 1;
3063 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3064 { 2930 {
3065 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3066 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3067 return 1; 2933 return 1;
3068 } 2934 }
3069 } 2935 }
3070 } 2936 }
3071 return 0; 2937 return 0;
3121 } 2987 }
3122 2988
3123 return 0; 2989 return 0;
3124} 2990}
3125 2991
3126/* routine for both players and monsters. We call this when
3127 * there is a possibility for our action distrubing our hiding
3128 * place or invisiblity spell. Artefact invisiblity causes
3129 * "noise" instead. If we arent invisible to begin with, we
3130 * return 0.
3131 */
3132int
3133action_makes_visible (object *op)
3134{
3135 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3136 {
3137 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3138 {
3139 // artefact invisibility is permanent, but we still make noise
3140 // this is important for game-balance.
3141 if (op->contr)
3142 op->make_noise ();
3143
3144 return 0;
3145 }
3146
3147 if (op->contr && op->contr->tmp_invis == 0)
3148 return 0;
3149
3150 /* If monsters, they should become visible */
3151 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3152 {
3153 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3154 return 1;
3155 }
3156 }
3157
3158 return 0;
3159}
3160
3161/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3162 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3163 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3164 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3165 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 2996 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3175 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3176 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3177 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3178 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3179 { 3010 {
3180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3181 { 3012 {
3182 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3183 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3184 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3185 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3186 { 3017 {
3187 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3188 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))
3189 {
3190 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)
3191 { 3022 {
3192 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3193 {
3194 if (x && y) 3023 if (x && y)
3195 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3196 3025
3197 return 1; 3026 return 1;
3198 }
3199 } 3027 }
3200 }
3201 3028
3202 if (x && y) 3029 if (x && y)
3203 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3204 3031
3205 return 1; 3032 return 1;
3343 else 3170 else
3344 j = 1; 3171 j = 1;
3345 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3346 } 3173 }
3347 } 3174 }
3175
3348 strcat (buf, "."); 3176 strcat (buf, ".");
3349 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3350 } 3178 }
3351 3179
3352 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3353 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3354 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3355 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3356 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3357 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3358 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3359 3187
3360 /* print message if there is one */ 3188 /* print message if there is one */
3361 if (item->msg != NULL) 3189 if (item->msg != NULL)
3362 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3363 } 3191 }
3364 else 3192 else
3365 { 3193 {
3366 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3367 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3368 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));
3369 who->insert (tmp); 3197 who->insert (tmp);
3370 } 3198 }
3371} 3199}
3372 3200
3373/** 3201//-GPL
3374 * Unready an object for a player. This function does nothing if the object was
3375 * not readied.
3376 */
3377void
3378player_unready_range_ob (player *pl, object *ob)
3379{
3380 if (pl->ob->current_weapon == ob)
3381 pl->ob->current_weapon = 0;
3382
3383 if (pl->combat_ob == ob)
3384 pl->combat_ob = 0;
3385
3386 if (pl->ranged_ob == ob)
3387 pl->ranged_ob = 0;
3388}
3389 3202
3390sint8 3203sint8
3391player::darkness_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3392{ 3205{
3393 if (!ns) 3206 if (!ns)
3420{ 3233{
3421 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3422 statusmsg (msg, color); 3235 statusmsg (msg, color);
3423} 3236}
3424 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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