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Comparing deliantra/server/server/player.C (file contents):
Revision 1.235 by root, Wed Nov 4 17:24:00 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
52 54
53 players.insert (this); 55 players.insert (this);
54 ob->remove (); 56 ob->remove ();
55 ob->map = 0; 57 ob->map = 0;
56 ob->activate_recursive (); 58 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
58 add_friendly_object (ob); 60 add_friendly_object (ob);
59} 61}
60 62
61void 63void
62player::deactivate () 64player::deactivate ()
74 ob->remove (); 76 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0; 78 ob->map = 0;
77 party = 0; 79 party = 0;
78 80
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this); 81 players.erase (this);
82} 82}
83 83
84// connect the player with a specific client 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
105 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
106 106
107 ob->update_weight (); 107 ob->update_weight ();
108 link_skills (); 108 link_skills ();
109 109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
134 132
135 ns->floorbox_update (); 133 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
138 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
139 activate (); 143 activate ();
140 144
141 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
143} 147}
167 // when ns = 0 171 // when ns = 0
168 observe = viewpoint = ob; 172 observe = viewpoint = ob;
169 173
170 deactivate (); 174 deactivate ();
171} 175}
176
177//-GPL
172 178
173// the need for this function can be explained 179// the need for this function can be explained
174// by load_object not returning the object 180// by load_object not returning the object
175void 181void
176player::set_object (object *op) 182player::set_object (object *op)
180 186
181 ob->speed = 1.0f; 187 ob->speed = 1.0f;
182 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
183 189
184 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212} 191}
213 192
214void 193void
215player::set_observe (object *op) 194player::set_observe (object *op)
216{ 195{
222player::set_viewpoint (object *op) 201player::set_viewpoint (object *op)
223{ 202{
224 viewpoint = op ? op : (object *)observe; 203 viewpoint = op ? op : (object *)observe;
225 do_los = 1; 204 do_los = 1;
226} 205}
206
207//+GPL
227 208
228player::player () 209player::player ()
229{ 210{
230 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point. 212 * we deal with that below this point.
253 disconnect (); 234 disconnect ();
254 235
255 attachable::do_destroy (); 236 attachable::do_destroy ();
256 237
257 if (ob) 238 if (ob)
258 {
259 ob->destroy_inv (false);
260 ob->destroy (); 239 ob->destroy ();
261 }
262 240
263 ob = observe = viewpoint = 0; 241 ob = observe = viewpoint = 0;
264} 242}
265 243
266player::~player () 244player::~player ()
267{ 245{
268 /* Clear item stack */ 246 /* Clear item stack */
269 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
270} 276}
271 277
272/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
273 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
274 * mode. 280 * mode.
276player * 282player *
277player::create () 283player::create ()
278{ 284{
279 player *pl = new player; 285 player *pl = new player;
280 286
281 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
282 288
283 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
284 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
286 292
287 set_first_map (pl->ob); 293 set_first_map (pl->ob);
288 294
289 return pl; 295 return pl;
290}
291
292/*
293 * get_player_archetype() return next player archetype from archetype
294 * list. Not very efficient routine, but used only creating new players.
295 * Note: there MUST be at least one player archetype!
296 */
297archetype *
298get_player_archetype (archetype *at)
299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
307
308 for (;;)
309 {
310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318} 296}
319 297
320object * 298object *
321get_nearest_player (object *mon) 299get_nearest_player (object *mon)
322{ 300{
396 */ 374 */
397int 375int
398path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
399{ 377{
400 rv_vector rv; 378 rv_vector rv;
401 sint16 x, y;
402 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
403 maptile *m, *lastmap;
404 380
405 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
406 382
407 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
408 return 0; 384 return 0;
409 385
410 x = mon->x; 386 mapxy pos (mon);
411 y = mon->y;
412 m = mon->map;
413 dir = rv.direction; 387 dir = rv.direction;
414 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416 390
417 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
418 if (diff > max) 392 if (diff > max)
419 return 0; 393 return 0;
420 394
421 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
422 { 396 {
423 lastx = x; 397 mapxy lastpos = pos;
424 lasty = y;
425 lastmap = m;
426 x = lastx + freearr_x[dir];
427 y = lasty + freearr_y[dir];
428 398
429 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
430 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
431 400
432 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
433 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
434 && (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)))
435 { 405 {
436 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
437 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
438 */ 408 */
439 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
440 if (rv.direction != dir) 410 if (rv.direction != dir)
441 { 411 {
442 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
443 * the values so it will try again. 413 * the values so it will try again.
444 */ 414 */
445 x = lastx;
446 y = lasty;
447 m = lastmap; 415 pos = lastpos;
448 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
449 } 417 }
450 else 418 else
451 { 419 {
452 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
459 */ 427 */
460 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
461 { 429 {
462 if (i == 0) 430 if (i == 0)
463 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
464 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
465 * since the direction that the creature should move in 434 * since the direction that the creature should move in
466 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
467 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
468 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
470 * 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
471 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
472 * the last direction the creature has successfully 441 * the last direction the creature has successfully
473 * moved. 442 * moved.
474 */ 443 */
475
476 x = lastx + freearr_x[absdir (lastdir + i)];
477 y = lasty + freearr_y[absdir (lastdir + i)];
478 m = lastmap; 444 pos = lastpos;
479 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
480 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
481 continue; 448 continue;
482 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
483 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
484 continue; 453 continue;
485 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
486 continue; 456 continue;
487 457
488 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
489 break; 459 break;
490 } 460 }
461
491 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
492 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
493 */ 464 */
494 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
495 return 0; 466 return 0;
467
496 diff--; 468 diff--;
497 lastdir = dir; 469 lastdir = dir;
498 max--; 470 max--;
499 if (!firstdir) 471 if (!firstdir)
500 firstdir = dir + i; 472 firstdir = dir + i;
504 { 476 {
505 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
506 diff--; 478 diff--;
507 max--; 479 max--;
508 lastdir = dir; 480 lastdir = dir;
481
509 if (!firstdir) 482 if (!firstdir)
510 firstdir = dir; 483 firstdir = dir;
511 } 484 }
512 485
513 if (diff <= 1) 486 if (diff <= 1)
514 { 487 {
515 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
516 * headed toward player for entire distance. 489 * headed toward player for entire distance.
517 */ 490 */
518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
520 } 493 }
521 494
522 if (diff > max) 495 if (diff > max)
523 return 0; 496 return 0;
541 next = op->below; 514 next = op->below;
542 515
543 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
544 * 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
545 */ 518 */
546 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
547 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
548 521
549 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
550 * by this player due to race restrictions 523 * by this player due to race restrictions
551 */ 524 */
552 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
553 { 526 {
554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 527 if ((!pl->flag [FLAG_USE_ARMOUR]
555 && 528 &&
556 (op->type == ARMOUR || op->type == BOOTS 529 (op->type == ARMOUR || op->type == BOOTS
557 || op->type == CLOAK || op->type == HELMET 530 || op->type == CLOAK || op->type == HELMET
558 || op->type == SHIELD || op->type == GLOVES 531 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE)) 532 || op->type == BRACERS || op->type == GIRDLE))
560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
561 { 534 {
562 op->destroy (); 535 op->destroy ();
563 continue; 536 continue;
564 } 537 }
565 } 538 }
582 if (op->nrof > 1) 555 if (op->nrof > 1)
583 op->nrof = 1; 556 op->nrof = 1;
584 } 557 }
585 558
586 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
588 561
589 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
590 * 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
591 * merged properly. 564 * merged properly.
592 */ 565 */
593 if (need_identify (op)) 566 if (op->need_identify ())
594 { 567 {
595 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
596 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
597 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
598 } 571 }
599 572
600 if (op->type == SPELL) 573 if (op->type == SPELL)
601 { 574 {
602 op->destroy (); 575 op->destroy ();
603 continue; 576 continue;
604 } 577 }
605 else if (op->type == SKILL) 578 else if (op->type == SKILL)
606 { 579 {
607 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
608 op->stats.exp = 0; 581 op->stats.exp = 0;
609 op->level = 1; 582 op->level = 1;
610 } 583 }
611 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
612 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
613 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
614 587
615 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
616 pl->contr->link_skills (); 589 pl->contr->link_skills ();
617} 590}
631 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:");
632} 605}
633 606
634/* 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. */
635static int 608static int
636roll_stat (void) 609roll_stat ()
637{ 610{
638 int a[4], i, j, k; 611 int a[4], i, j, k;
639 612
640 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
641 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
738player::chargen_race_done () 711player::chargen_race_done ()
739{ 712{
740 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
741 esrv_new_player (ob->contr); 714 esrv_new_player (ob->contr);
742 715
743 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
744 if (tl) 717 if (tl)
745 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
746 719
747 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
748 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
751 724
752 if (ob->msg) 725 if (ob->msg)
753 ob->msg = 0; 726 ob->msg = 0;
754 727
755 start_info (ob); 728 start_info (ob);
756 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
757 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
758 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
759 ob->update_stats (); 732 ob->update_stats ();
760 733
761 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
801 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
802 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
803 ob->stats.grace = 0; 776 ob->stats.grace = 0;
804} 777}
805 778
806void 779static void
807flee_player (object *op) 780flee_player (object *op)
808{ 781{
809 int dir, diff; 782 int dir, diff;
810 rv_vector rv; 783 rv_vector rv;
811 784
812 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
813 { 786 {
814 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
815 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
816 return; 789 return;
817 } 790 }
818 791
819 if (!op->enemy) 792 if (!op->enemy)
820 { 793 {
821 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
822 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
823 return; 796 return;
824 } 797 }
825 798
826 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))
827 { 800 {
828 op->enemy = NULL; 801 op->enemy = NULL;
829 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
830 return; 803 return;
831 } 804 }
832 805
833 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
834 807
835 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
836 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
837 { 810 {
838 int m = 1 - rndm (2) * 2; 811 int m = 1 - rndm (2) * 2;
839 812
840 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))))
841 return; 814 return;
842 } 815 }
843 816
844 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
845 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
846 op->enemy = NULL; 819 op->enemy = NULL;
847} 820}
848 821
849/* 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.
850 * 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
855{ 828{
856 object *tmp, *next; 829 object *tmp, *next;
857 int stop = 0; 830 int stop = 0;
858 int wvratio; 831 int wvratio;
859 832
860 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
861 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
862 return 1; 835 return 1;
863 836
864 next = op->below; 837 next = op->below;
865 838
866 int cnt = MAX_ITEM_PER_DROP; 839 int cnt = MAX_ITEM_PER_ACTION;
867#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)
868 841
869 /* 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
870 * destroyed */ 843 * destroyed */
871 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
897 if (op->contr->mode & PU_DEBUG) 870 if (op->contr->mode & PU_DEBUG)
898 { 871 {
899 /* some debugging code to figure out item information */ 872 /* some debugging code to figure out item information */
900 const char *str = tmp->name 873 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d", 874 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d", 876 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
905 878
906 new_draw_info (NDI_UNIQUE, 0, op, str); 879 new_draw_info (NDI_UNIQUE, 0, op, str);
907 } 880 }
908 881
909 if (op->contr->mode & PU_INHIBIT) 882 if (op->contr->mode & PU_INHIBIT)
942 * fighting */ 915 * fighting */
943 if (op->contr->mode & PU_INHIBIT) 916 if (op->contr->mode & PU_INHIBIT)
944 return 1; 917 return 1;
945 918
946 /* prevent us from turning into auto-thieves :) */ 919 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 920 if (tmp->flag [FLAG_UNPAID])
948 continue; 921 continue;
949 922
950 /* ignore known cursed objects */ 923 /* ignore known cursed objects */
951 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)
952 continue; 925 continue;
953 926
954 /* all food and drink if desired */ 927 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */ 928 /* question: don't pick up known-poisonous stuff? */
956 if (op->contr->mode & PU_FOOD) 929 if (op->contr->mode & PU_FOOD)
959 CHK_PICK_PICKUP; 932 CHK_PICK_PICKUP;
960 continue; 933 continue;
961 } 934 }
962 935
963 if (op->contr->mode & PU_DRINK) 936 if (op->contr->mode & PU_DRINK)
964 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]))
965 { 938 {
966 CHK_PICK_PICKUP; 939 CHK_PICK_PICKUP;
967 continue; 940 continue;
968 } 941 }
969 942
996 continue; 969 continue;
997 } 970 }
998 971
999 /* wands/staves/rods/horns */ 972 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE) 973 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 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)
1002 { 978 {
1003 CHK_PICK_PICKUP; 979 CHK_PICK_PICKUP;
1004 continue; 980 continue;
1005 } 981 }
1006 982
1007 /* pick up all magical items */ 983 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL) 984 if (op->contr->mode & PU_MAGICAL)
1009 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])
1010 { 987 {
1011 CHK_PICK_PICKUP; 988 CHK_PICK_PICKUP;
1012 continue; 989 continue;
1013 } 990 }
1014 991
1021 } 998 }
1022 } 999 }
1023 1000
1024 /* rings & amulets - talismans seems to be typed AMULET */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1025 if (op->contr->mode & PU_JEWELS) 1002 if (op->contr->mode & PU_JEWELS)
1026 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)
1027 { 1007 {
1028 CHK_PICK_PICKUP; 1008 CHK_PICK_PICKUP;
1029 continue; 1009 continue;
1030 } 1010 }
1031 1011
1080 CHK_PICK_PICKUP; 1060 CHK_PICK_PICKUP;
1081 continue; 1061 continue;
1082 } 1062 }
1083 1063
1084 if (op->contr->mode & PU_GLOVES) 1064 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES) 1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 { 1066 {
1087 CHK_PICK_PICKUP; 1067 CHK_PICK_PICKUP;
1088 continue; 1068 continue;
1089 } 1069 }
1090 1070
1095 continue; 1075 continue;
1096 } 1076 }
1097 1077
1098 /* hoping to catch throwing daggers here */ 1078 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON) 1079 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 { 1081 {
1102 CHK_PICK_PICKUP; 1082 CHK_PICK_PICKUP;
1103 continue; 1083 continue;
1104 } 1084 }
1105 1085
1140 fprintf (stderr, "%s", tmp->name); 1120 fprintf (stderr, "%s", tmp->name);
1141 } 1121 }
1142 else 1122 else
1143 fprintf (stderr, "%s", tmp->arch->archname); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1144 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1145 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))));
1146#endif 1126#endif
1147 CHK_PICK_PICKUP; 1127 CHK_PICK_PICKUP;
1148 continue; 1128 continue;
1149 } 1129 }
1150 } /* the new pickup model */ 1130 } /* the new pickup model */
1151 } 1131 }
1152 1132
1153 return !stop; 1133 return !stop;
1154} 1134}
1155 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
1156/* 1171/*
1157 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1158 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1159 * found object is returned. 1174 * found object is returned.
1160 */ 1175 */
1161object * 1176static object *
1162find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1163{ 1178{
1164 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp); 1181 return splay (tmp);
1167 1182
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 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))
1170 if (object *arrow = find_arrow (tmp, type)) 1185 if (object *arrow = find_arrow (tmp, type))
1171 { 1186 {
1172 splay (tmp); 1187 splay (tmp);
1173 return arrow; 1188 return arrow;
1174 } 1189 }
1180 * 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
1181 * 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
1182 * 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
1183 * 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.
1184 */ 1199 */
1185object * 1200static object *
1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1187{ 1202{
1188 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1189 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1190 1205
1191 if (!type) 1206 if (!type)
1192 return NULL; 1207 return NULL;
1193 1208
1194 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1195 { 1210 {
1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1197 { 1212 {
1198 i = 0; 1213 i = 0;
1199 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1200 1215
1201 if (i > betterby) 1216 if (i > betterby)
1259 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1260 * op = the shooter 1275 * op = the shooter
1261 * type = bow->race 1276 * type = bow->race
1262 * dir = fire direction 1277 * dir = fire direction
1263 */ 1278 */
1264object * 1279static object *
1265pick_arrow_target (object *op, shstr_cmp type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1266{ 1281{
1267 object *tmp = NULL; 1282 object *tmp = NULL;
1268 maptile *m; 1283 maptile *m;
1269 int i, mflags, found, number; 1284 int i, mflags, found, number;
1302 break; 1317 break;
1303 } 1318 }
1304 1319
1305 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1306 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)
1307 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1308 break; 1323 break;
1309 } 1324 }
1310 1325
1311 if (!tmp) 1326 if (!tmp)
1312 return find_arrow (op, type); 1327 return find_arrow (op, type);
1373 { 1388 {
1374 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1375 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);
1376 /* 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 */
1377 else 1392 else
1378 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1379 1394
1380 return 0; 1395 return 0;
1381 } 1396 }
1382 } 1397 }
1383 1398
1484 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1485 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1486 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1487 * hence the function name. 1502 * hence the function name.
1488 */ 1503 */
1489int 1504static int
1490player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1491{ 1506{
1492 int ret; 1507 int ret;
1493 1508
1494 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1522} 1537}
1523 1538
1524/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1525 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1526 */ 1541 */
1527void 1542static void
1528fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1529{ 1544{
1530 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1531 1546
1532 if (!item) 1547 if (!item)
1539 { 1554 {
1540 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1541 return; 1556 return;
1542 } 1557 }
1543 1558
1544 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1545 return; 1560 return;
1546 1561
1547 if (item->type == WAND) 1562 if (item->type == WAND)
1548 { 1563 {
1549 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1554 return; 1569 return;
1555 } 1570 }
1556 } 1571 }
1557 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1558 { 1573 {
1559 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);
1560 1575
1561 // 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
1562 // for a rod or horn, this fixes some broken rods. 1577 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1564 { 1579 {
1565 op->contr->play_sound (sound_find ("wand_poof")); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1566 1581
1567 if (item->type == ROD) 1582 if (item->type == ROD)
1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1583 { 1598 {
1584 object *tmp; 1599 object *tmp;
1585 1600
1586 if (item->arch) 1601 if (item->arch)
1587 { 1602 {
1588 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1589 item->face = item->arch->face; 1604 item->face = item->arch->face;
1590 item->set_speed (0); 1605 item->set_speed (0);
1591 } 1606 }
1592 1607
1593 if (object *pl = item->visible_to ()) 1608 if (object *pl = item->visible_to ())
1600} 1615}
1601 1616
1602/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1603 */ 1618 */
1604bool 1619bool
1605fire (object *op, int dir) 1620fire (object *who, int dir)
1606{ 1621{
1607 int spellcost = 0; 1622 int spellcost = 0;
1608 1623
1609 player *pl = op->contr; 1624 player *pl = who->contr;
1610 1625
1611 if (pl->golem) 1626 if (pl->golem)
1612 { 1627 {
1613 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1614 return false; 1629 return false;
1615 } 1630 }
1616 1631
1617 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1618 1633
1619 if (!ob) 1634 if (!ob)
1620 return false; 1635 return false;
1621 1636
1622 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1623 --op->speed_left; 1638 --who->speed_left;
1624 else 1639 else
1625 return false; 1640 return false;
1626 1641
1627 if (!op->change_weapon (ob)) 1642 if (!who->apply (ob))
1628 return false; 1643 return false;
1629 1644
1630 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1632 make_visible (op); 1647 make_visible (who);
1633 1648
1634 switch (ob->type) 1649 switch (ob->type)
1635 { 1650 {
1636 case BOW: 1651 case BOW:
1637 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1638 break; 1653 break;
1639 1654
1640 case SPELL: 1655 case SPELL:
1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1656 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1642 break; 1657 break;
1643 1658
1644 case BUILDER: 1659 case BUILDER:
1645 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1646 break; 1661 break;
1647 1662
1648 case SKILL: 1663 case SKILL:
1649 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1650 break; 1665 break;
1651 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1652 default: 1671 default:
1653 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1654 break; 1673 break;
1655 } 1674 }
1656 1675
1657 return true; 1676 return true;
1658} 1677}
1659 1678
1660/* find_key 1679static object *
1661 * We try to find a key for the door as passed. If we find a key
1662 * and successfully use it, we return the key, otherwise NULL
1663 * This function merges both normal and locked door, since the logic
1664 * for both is the same - just the specific key is different.
1665 * pl is the player,
1666 * inv is the objects inventory to searched
1667 * door is the door we are trying to match against.
1668 * This function can be called recursively to search containers.
1669 */
1670object *
1671find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1672{ 1681{
1673 object *tmp, *key; 1682 object *tmp, *key;
1674 1683
1675 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1676 if (!container->inv) 1685 if (!container->inv)
1697 if (!tmp) 1706 if (!tmp)
1698 { 1707 {
1699 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1700 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1701 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1702 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1703 return key; 1712 return key;
1704 1713
1705 if (!tmp) 1714 if (!tmp)
1706 return 0; 1715 return 0;
1707 } 1716 }
1726 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1727 * 1736 *
1728 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1729 * all the others. 1738 * all the others.
1730 */ 1739 */
1731 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1732 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1733 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1734 { 1743 {
1735 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1736 "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));
1737 return NULL; 1746 return NULL;
1738 } 1747 }
1739 } 1748 }
1740 1749
1741 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);
1742} 1776}
1743 1777
1744/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1745 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1746 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1796 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
1797 */ 1831 */
1798bool 1832bool
1799move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
1800{ 1834{
1801 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1802 { 1836 {
1803 --op->speed_left; 1837 --op->speed_left;
1804 return true; 1838 return true;
1805 } 1839 }
1806 1840
1807 int on_battleground;
1808
1809 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
1810 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
1811
1812 on_battleground = op_on_battleground (op, 0, 0);
1813 1843
1814 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
1815 return false; 1845 return false;
1816 1846
1817 /* 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
1867 */ 1897 */
1868 if (op->type == PLAYER 1898 if (op->type == PLAYER
1869 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
1870 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
1871 || mon->owner == op) 1901 || mon->owner == op)
1872 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1873 { 1903 {
1874 /* 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 */
1875 if (op->contr->braced) 1905 if (op->contr->braced)
1876 return false; 1906 return false;
1877 1907
1888 return true; 1918 return true;
1889 } 1919 }
1890 else 1920 else
1891 return false; 1921 return false;
1892 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
1893 1925
1894 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
1895 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
1896 * 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
1897 * attack them either. 1929 * attack them either.
1898 */ 1930 */
1899 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
1900 && (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])
1901 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
1902 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
1903 && !on_battleground)) 1935 && !on_battleground))
1904 { 1936 {
1905 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
1921 } 1953 }
1922 } 1954 }
1923 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
1924 * 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.
1925 */ 1957 */
1926 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1927 { 1959 {
1928 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
1929 { 1961 {
1930 --op->speed_left; 1962 --op->speed_left;
1931 1963
1940 * 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
1941 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
1942 * 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
1943 * 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.
1944 */ 1976 */
1945 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1946 ((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)))
1947 { 1979 {
1948 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])
1949 { 1981 {
1950 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
1962} 1994}
1963 1995
1964bool 1996bool
1965move_player (object *op, int dir) 1997move_player (object *op, int dir)
1966{ 1998{
1967 int pick;
1968
1969 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1970 return 0; 2000 return 0;
1971 2001
1972 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
1973 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
1974 { 2004 {
1975 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
1976 return 0; 2006 return 0;
1977 } 2007 }
1978 2008
1979 /* peterm: added following line */ 2009 /* peterm: added following line */
1980 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
1981 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1982 2012
1983 op->facing = dir; 2013 op->facing = dir;
1984 2014
1985 if (op->flag [FLAG_HIDDEN]) 2015 if (op->flag [FLAG_HIDDEN])
1986 do_hidden_move (op); 2016 do_hidden_move (op);
1987 2017
1988 bool retval; 2018 bool retval;
2019 int pick = 0;
1989 2020
1990 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1991 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
1992 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
1993 retval = fire (op, dir); 2024 retval = fire (op, dir);
2024 * players. 2055 * players.
2025 */ 2056 */
2026bool 2057bool
2027handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2028{ 2059{
2029 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2030 { 2061 {
2031 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2032 { 2063 {
2033 --op->speed_left; 2064 --op->speed_left;
2034 flee_player (op); 2065 flee_player (op);
2050 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2051 2082
2052 return false; 2083 return false;
2053} 2084}
2054 2085
2055int 2086static int
2056save_life (object *op) 2087save_life (object *op)
2057{ 2088{
2058 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2059 return 0; 2090 return 0;
2060 2091
2061 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2062 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2063 { 2094 {
2064 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2065 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));
2066 2097
2067 tmp->destroy (); 2098 tmp->destroy ();
2068 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2069 2100
2070 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2071 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2072 2103
2073 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2074 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2075 2106
2076 op->update_stats (); 2107 op->update_stats ();
2077 return 1; 2108 return 1;
2078 } 2109 }
2079 2110
2080 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2081 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2082 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2083 return 0; 2114 return 0;
2084} 2115}
2085 2116
2086/* 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
2093{ 2124{
2094 while (op) 2125 while (op)
2095 { 2126 {
2096 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' */
2097 2128
2098 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2099 op->insert_at (env); 2130 op->insert_at (env);
2100 else if (op->inv) 2131 else if (op->inv)
2101 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2102 2133
2103 op = next; 2134 op = next;
2107void 2138void
2108object::drop_unpaid_items () 2139object::drop_unpaid_items ()
2109{ 2140{
2110 if (!flag [FLAG_REMOVED]) 2141 if (!flag [FLAG_REMOVED])
2111 ::drop_unpaid_items (inv, this); 2142 ::drop_unpaid_items (inv, this);
2112}
2113
2114/*
2115 * Returns pointer a static string containing gravestone text
2116 * Moved from apply.c to player.c - player.c is what
2117 * actually uses this function. player.c may not be quite the
2118 * best, a misc file for object actions is probably better,
2119 * but there isn't one in the server directory.
2120 */
2121const char *
2122gravestone_text (object *op)
2123{
2124 static dynbuf_text buf;
2125
2126 buf << "---- R.I.P. ----\n\n"
2127 << op->name;
2128
2129 if (op->type == PLAYER)
2130 buf << " the " << op->contr->title;
2131
2132 buf << "\n\n";
2133
2134 buf << "who was level ";
2135 buf << (sint32)op->level << "\n\n" // OO breakdown
2136 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2137
2138 if (op->type == PLAYER)
2139 buf << "by " << op->contr->killer_name () << ".\n\n";
2140
2141 {
2142 static char buf2[128];
2143 time_t now = time (NULL);
2144 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2145 buf << buf2;
2146 }
2147
2148 return buf;
2149} 2143}
2150 2144
2151void 2145void
2152do_some_living (object *op) 2146do_some_living (object *op)
2153{ 2147{
2170 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2171 */ 2165 */
2172 if (pticks & 2) 2166 if (pticks & 2)
2173 op->invisible--; 2167 op->invisible--;
2174 } 2168 }
2175 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2176 { 2170 {
2177 if (!op->invisible--) 2171 if (!op->invisible--)
2178 { 2172 {
2179 make_visible (op); 2173 make_visible (op);
2180 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.");
2247 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2248 { 2242 {
2249 op->stats.sp++; 2243 op->stats.sp++;
2250 2244
2251 /* dms do not consume food */ 2245 /* dms do not consume food */
2252 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2253 { 2247 {
2254 op->stats.food--; 2248 op->stats.food--;
2255 2249
2256 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2257 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2291 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2292 { 2286 {
2293 op->stats.hp++; 2287 op->stats.hp++;
2294 2288
2295 /* dms do not consume food */ 2289 /* dms do not consume food */
2296 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2297 { 2291 {
2298 op->stats.food--; 2292 op->stats.food--;
2299 2293
2300 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2301 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2328 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2329 2323
2330 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);
2331 2325
2332 /* dms do not consume food */ 2326 /* dms do not consume food */
2333 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2334 op->stats.food--; 2328 op->stats.food--;
2335 } 2329 }
2336 2330
2337 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2338 { 2332 {
2339 object *flesh = 0; 2333 object *flesh = 0;
2340 2334
2341 for_inv_removable (op, tmp) 2335 for_inv_removable (op, tmp)
2342 { 2336 {
2343 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2344 continue; 2338 continue;
2345 2339
2346 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2347 { 2341 {
2348 op->statusmsg ("You blindly grab for a bite of food. " 2342 op->statusmsg ("You blindly grab for a bite of food. "
2349 "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.>");
2350 manual_apply (op, tmp, 0); 2344 op->apply (tmp);
2351 2345
2352 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2353 break; 2347 break;
2354 } 2348 }
2355 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2361 */ 2355 */
2362 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2363 { 2357 {
2364 op->statusmsg ("You blindly grab for a bite of food. " 2358 op->statusmsg ("You blindly grab for a bite of food. "
2365 "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.>");
2366 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2367 } 2361 }
2368 2362
2369 // If player is still starving, alert him! 2363 // If player is still starving, alert him!
2370 if (op->stats.food < 0) 2364 if (op->stats.food < 0)
2371 op->failmsg ("You are starving! " 2365 op->failmsg ("You are starving! "
2383 op->contr->killer->destroy (); 2377 op->contr->killer->destroy ();
2384 } 2378 }
2385 } 2379 }
2386 2380
2387 /* killer should be set here already */ 2381 /* killer should be set here already */
2388 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2389 kill_player (op); 2383 kill_player (op);
2390 } 2384 }
2391} 2385}
2392 2386
2393/* 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.
2408 return; 2402 return;
2409 2403
2410 dynbuf_text deathtab; 2404 dynbuf_text deathtab;
2411 2405
2412 /* restore player */ 2406 /* restore player */
2413 at = archetype::find ("poisoning"); 2407 at = archetype::find (shstr_poisoning);
2414 if (object *tmp = present_arch_in_ob (at, op)) 2408 if (object *tmp = present_arch_in_ob (at, op))
2415 { 2409 {
2416 tmp->destroy (); 2410 tmp->destroy ();
2417 deathtab << "Your body feels cleansed...\r"; 2411 deathtab << "Your body feels cleansed...\r";
2418 } 2412 }
2419 2413
2420 at = archetype::find ("confusion"); 2414 at = archetype::find (shstr_confusion);
2421 if (object *tmp = present_arch_in_ob (at, op)) 2415 if (object *tmp = present_arch_in_ob (at, op))
2422 { 2416 {
2423 tmp->destroy (); 2417 tmp->destroy ();
2424 deathtab << "Your mind feels clearer...\r"; 2418 deathtab << "Your mind feels clearer...\r";
2425 } 2419 }
2427 cure_disease (op, 0, 0); /* remove any disease */ 2421 cure_disease (op, 0, 0); /* remove any disease */
2428 2422
2429 max_it (op->stats.hp , op->stats.maxhp); 2423 max_it (op->stats.hp , op->stats.maxhp);
2430 max_it (op->stats.sp , op->stats.maxsp); 2424 max_it (op->stats.sp , op->stats.maxsp);
2431 max_it (op->stats.grace, op->stats.maxgrace); 2425 max_it (op->stats.grace, op->stats.maxgrace);
2432
2433 if (op->stats.food <= 0) 2426 max_it (op->stats.food , 200);
2434 op->stats.food = 999;
2435 2427
2436 // remove all spell effects that are active 2428 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall 2429 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; ) 2430 for (object *item = op->inv; item; )
2439 { 2431 {
2452 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2453 { 2445 {
2454 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";
2455 2447
2456 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2457 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2458 { 2450
2459 tmp->name = format ("%s's finger" , &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2460 tmp->name_pl = format ("%s's fingers", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2461 tmp->msg = format ( 2453 tmp->msg = format (
2462 "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",
2463 &op->name, op->contr->title, 2455 &op->name, op->contr->title,
2464 (int)op->level, 2456 (int)op->level,
2465 op->contr->killer_name () 2457 op->contr->killer_name ()
2466 ); 2458 );
2467 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2468 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2469 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2470 }
2471 2462
2472 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2473 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2474 op->contr->braced = 0; 2465 op->contr->braced = 0;
2475 2466
2537 lost_a_stat = 1; 2528 lost_a_stat = 1;
2538 } 2529 }
2539 else 2530 else
2540 { 2531 {
2541 /* deplete a stat */ 2532 /* deplete a stat */
2542 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2543 object *dep; 2534 object *dep;
2544 2535
2545 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2546 if (!dep) 2537 if (!dep)
2547 { 2538 {
2548 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2549 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2550 } 2541 }
2551 lose_this_stat = 1; 2542 lose_this_stat = 1;
2552 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2553 { 2544 {
2591 * difference. 2582 * difference.
2592 */ 2583 */
2593 if (this_stat >= -50) 2584 if (this_stat >= -50)
2594 { 2585 {
2595 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2596 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2597 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2598 op->update_stats (); 2589 op->update_stats ();
2599 lost_a_stat = 1; 2590 lost_a_stat = 1;
2600 } 2591 }
2601 } 2592 }
2619#endif 2610#endif
2620 2611
2621 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2622 * exp loss on the stone. 2613 * exp loss on the stone.
2623 */ 2614 */
2624 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2625 tmp->name = format ("%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2626 tmp->name_pl = format ("%s's gravestones", &op->name); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2627 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",
2628 &op->name, op->contr->title, op->contr->killer_name ()); 2619 &op->name, op->contr->title, op->contr->killer_name ());
2629 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2672 2663
2673 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2674 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2675 force->speed = 0.1f; 2666 force->speed = 0.1f;
2676 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2677 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2678 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2679 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2680 force->resist[at] = 100; 2671 force->resist[at] = 100;
2681 2672
2682 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2684 } 2675 }
2685 2676
2686 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2687} 2678}
2688 2679
2689void 2680static void
2690loot_object (object *op) 2681loot_object (object *op)
2691{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2692 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2693 2684
2694 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2704 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2705 2696
2706 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2707 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2708 2699
2709 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))))
2710 { 2701 {
2711 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2712 { 2703 {
2713 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2714 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2725 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2726 * 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
2727 * was changed. 2718 * was changed.
2728 */ 2719 */
2729void 2720void
2730fix_weight (void) 2721fix_weight ()
2731{ 2722{
2732 for_all_players (pl) 2723 for_all_players (pl)
2733 { 2724 {
2734 sint32 old = pl->ob->carrying; 2725 sint32 old = pl->ob->carrying;
2735 2726
2742 } 2733 }
2743 } 2734 }
2744} 2735}
2745 2736
2746void 2737void
2747fix_luck (void) 2738fix_luck ()
2748{ 2739{
2749 for_all_players (pl) 2740 for_all_players (pl)
2750 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2751 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2752} 2743}
2804} 2795}
2805 2796
2806int 2797int
2807is_true_undead (object *op) 2798is_true_undead (object *op)
2808{ 2799{
2809 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
2810 return 1; 2801 return 1;
2811 2802
2812 return 0; 2803 return 0;
2813} 2804}
2814 2805
2912 2903
2913 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
2914 player = 1; 2905 player = 1;
2915 2906
2916 else 2907 else
2917 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
2918 2909
2919 /* search adjacent squares */ 2910 /* search adjacent squares */
2920 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
2921 { 2912 {
2922 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
2931 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)))
2932 continue; 2923 continue;
2933 2924
2934 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)
2935 { 2926 {
2936 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])
2937 return 1; 2928 return 1;
2938 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
2939 { 2930 {
2940 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
2941 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2942 return 1; 2933 return 1;
2943 } 2934 }
2944 } 2935 }
2945 } 2936 }
2946 return 0; 2937 return 0;
2996 } 2987 }
2997 2988
2998 return 0; 2989 return 0;
2999} 2990}
3000 2991
3001/* routine for both players and monsters. We call this when
3002 * there is a possibility for our action distrubing our hiding
3003 * place or invisiblity spell. Artefact invisiblity causes
3004 * "noise" instead. If we arent invisible to begin with, we
3005 * return 0.
3006 */
3007int
3008action_makes_visible (object *op)
3009{
3010 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3011 {
3012 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3013 {
3014 // artefact invisibility is permanent, but we still make noise
3015 // this is important for game-balance.
3016 if (op->contr)
3017 op->make_noise ();
3018
3019 return 0;
3020 }
3021
3022 if (op->contr && op->contr->tmp_invis == 0)
3023 return 0;
3024
3025 /* If monsters, they should become visible */
3026 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3027 {
3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3029 return 1;
3030 }
3031 }
3032
3033 return 0;
3034}
3035
3036/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3037 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3038 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3039 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3040 * 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
3050 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3051 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3052 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3053 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3054 { 3010 {
3055 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3056 { 3012 {
3057 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3058 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3061 { 3017 {
3062 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3063 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))
3064 {
3065 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)
3066 { 3022 {
3067 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3068 {
3069 if (x && y) 3023 if (x && y)
3070 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3071 3025
3072 return 1; 3026 return 1;
3073 }
3074 } 3027 }
3075 }
3076 3028
3077 if (x && y) 3029 if (x && y)
3078 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3079 3031
3080 return 1; 3032 return 1;
3218 else 3170 else
3219 j = 1; 3171 j = 1;
3220 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3221 } 3173 }
3222 } 3174 }
3175
3223 strcat (buf, "."); 3176 strcat (buf, ".");
3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3225 } 3178 }
3226 3179
3227 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3228 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3229 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3230 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3231 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3232 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3233 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3234 3187
3235 /* print message if there is one */ 3188 /* print message if there is one */
3236 if (item->msg != NULL) 3189 if (item->msg != NULL)
3237 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3238 } 3191 }
3239 else 3192 else
3240 { 3193 {
3241 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3242 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3243 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));
3244 who->insert (tmp); 3197 who->insert (tmp);
3245 } 3198 }
3246} 3199}
3247 3200
3248/** 3201//-GPL
3249 * Unready an object for a player. This function does nothing if the object was
3250 * not readied.
3251 */
3252void
3253player_unready_range_ob (player *pl, object *ob)
3254{
3255 if (pl->ob->current_weapon == ob)
3256 pl->ob->current_weapon = 0;
3257
3258 if (pl->combat_ob == ob)
3259 pl->combat_ob = 0;
3260
3261 if (pl->ranged_ob == ob)
3262 pl->ranged_ob = 0;
3263}
3264 3202
3265sint8 3203sint8
3266player::darkness_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3267{ 3205{
3268 if (!ns) 3206 if (!ns)
3295{ 3233{
3296 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3297 statusmsg (msg, color); 3235 statusmsg (msg, color);
3298} 3236}
3299 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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