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Comparing deliantra/server/server/player.C (file contents):
Revision 1.238 by root, Thu Nov 5 16:09:51 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.
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
107 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
108 106
109 ob->update_weight (); 107 ob->update_weight ();
110 link_skills (); 108 link_skills ();
111 109
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
115 111
116 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
118 { 114 {
119 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
120 116
121 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
136 132
137 ns->floorbox_update (); 133 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
140 136
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
141 activate (); 143 activate ();
142 144
143 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
145} 147}
184 186
185 ob->speed = 1.0f; 187 ob->speed = 1.0f;
186 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
187 189
188 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
216} 191}
217 192
218void 193void
219player::set_observe (object *op) 194player::set_observe (object *op)
220{ 195{
259 disconnect (); 234 disconnect ();
260 235
261 attachable::do_destroy (); 236 attachable::do_destroy ();
262 237
263 if (ob) 238 if (ob)
264 {
265 ob->destroy_inv (false);
266 ob->destroy (); 239 ob->destroy ();
267 }
268 240
269 ob = observe = viewpoint = 0; 241 ob = observe = viewpoint = 0;
270} 242}
271 243
272player::~player () 244player::~player ()
273{ 245{
274 /* Clear item stack */ 246 /* Clear item stack */
275 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 }
276} 276}
277 277
278/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
279 * 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
280 * mode. 280 * mode.
282player * 282player *
283player::create () 283player::create ()
284{ 284{
285 player *pl = new player; 285 player *pl = new player;
286 286
287 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
288 288
289 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
292 292
293 set_first_map (pl->ob); 293 set_first_map (pl->ob);
294 294
295 return pl; 295 return pl;
296}
297
298/*
299 * get_player_archetype() return next player archetype from archetype
300 * list. Not very efficient routine, but used only creating new players.
301 * Note: there MUST be at least one player archetype!
302 */
303archetype *
304get_player_archetype (archetype *at)
305{
306 // archetypes could have been reloaded
307 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
308
309 if (!nat)
310 return at;
311
312 archvec::iterator i = archetypes.find (nat);
313
314 for (;;)
315 {
316 if (++i == archetypes.end ())
317 i = archetypes.begin ();
318 else if (*i == at)
319 cleanup ("not a single player archetype found");
320
321 if ((*i)->type == PLAYER)
322 return *i;
323 }
324} 296}
325 297
326object * 298object *
327get_nearest_player (object *mon) 299get_nearest_player (object *mon)
328{ 300{
402 */ 374 */
403int 375int
404path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
405{ 377{
406 rv_vector rv; 378 rv_vector rv;
407 sint16 x, y;
408 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;
409 maptile *m, *lastmap;
410 380
411 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
412 382
413 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
414 return 0; 384 return 0;
415 385
416 x = mon->x; 386 mapxy pos (mon);
417 y = mon->y;
418 m = mon->map;
419 dir = rv.direction; 387 dir = rv.direction;
420 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 */
421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422 390
423 /* 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. */
424 if (diff > max) 392 if (diff > max)
425 return 0; 393 return 0;
426 394
427 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
428 { 396 {
429 lastx = x; 397 mapxy lastpos = pos;
430 lasty = y;
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434 398
435 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
437 400
438 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
440 && (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)))
441 { 405 {
442 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
444 */ 408 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
446 if (rv.direction != dir) 410 if (rv.direction != dir)
447 { 411 {
448 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
449 * the values so it will try again. 413 * the values so it will try again.
450 */ 414 */
451 x = lastx;
452 y = lasty;
453 m = lastmap; 415 pos = lastpos;
454 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
455 } 417 }
456 else 418 else
457 { 419 {
458 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
465 */ 427 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 { 429 {
468 if (i == 0) 430 if (i == 0)
469 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
470 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in 434 * since the direction that the creature should move in
472 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
476 * 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
477 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully 441 * the last direction the creature has successfully
479 * moved. 442 * moved.
480 */ 443 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap; 444 pos = lastpos;
485 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
486 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
487 continue; 448 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
490 continue; 453 continue;
491 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
492 continue; 456 continue;
493 457
494 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
495 break; 459 break;
496 } 460 }
461
497 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
499 */ 464 */
500 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
501 return 0; 466 return 0;
467
502 diff--; 468 diff--;
503 lastdir = dir; 469 lastdir = dir;
504 max--; 470 max--;
505 if (!firstdir) 471 if (!firstdir)
506 firstdir = dir + i; 472 firstdir = dir + i;
510 { 476 {
511 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
512 diff--; 478 diff--;
513 max--; 479 max--;
514 lastdir = dir; 480 lastdir = dir;
481
515 if (!firstdir) 482 if (!firstdir)
516 firstdir = dir; 483 firstdir = dir;
517 } 484 }
518 485
519 if (diff <= 1) 486 if (diff <= 1)
520 { 487 {
521 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance. 489 * headed toward player for entire distance.
523 */ 490 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 } 493 }
527 494
528 if (diff > max) 495 if (diff > max)
529 return 0; 496 return 0;
547 next = op->below; 514 next = op->below;
548 515
549 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
550 * 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
551 */ 518 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
553 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
554 521
555 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions 523 * by this player due to race restrictions
557 */ 524 */
558 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
559 { 526 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 527 if ((!pl->flag [FLAG_USE_ARMOUR]
561 && 528 &&
562 (op->type == ARMOUR || op->type == BOOTS 529 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET 530 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES 531 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE)) 532 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
567 { 534 {
568 op->destroy (); 535 op->destroy ();
569 continue; 536 continue;
570 } 537 }
571 } 538 }
588 if (op->nrof > 1) 555 if (op->nrof > 1)
589 op->nrof = 1; 556 op->nrof = 1;
590 } 557 }
591 558
592 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
594 561
595 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
596 * 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
597 * merged properly. 564 * merged properly.
598 */ 565 */
599 if (need_identify (op)) 566 if (op->need_identify ())
600 { 567 {
601 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
604 } 571 }
605 572
606 if (op->type == SPELL) 573 if (op->type == SPELL)
607 { 574 {
608 op->destroy (); 575 op->destroy ();
609 continue; 576 continue;
610 } 577 }
611 else if (op->type == SKILL) 578 else if (op->type == SKILL)
612 { 579 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0; 581 op->stats.exp = 0;
615 op->level = 1; 582 op->level = 1;
616 } 583 }
617 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
620 587
621 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
622 pl->contr->link_skills (); 589 pl->contr->link_skills ();
623} 590}
637 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:");
638} 605}
639 606
640/* 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. */
641static int 608static int
642roll_stat (void) 609roll_stat ()
643{ 610{
644 int a[4], i, j, k; 611 int a[4], i, j, k;
645 612
646 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
744player::chargen_race_done () 711player::chargen_race_done ()
745{ 712{
746 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
747 esrv_new_player (ob->contr); 714 esrv_new_player (ob->contr);
748 715
749 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 717 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
752 719
753 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
757 724
758 if (ob->msg) 725 if (ob->msg)
759 ob->msg = 0; 726 ob->msg = 0;
760 727
761 start_info (ob); 728 start_info (ob);
762 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
763 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
764 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
765 ob->update_stats (); 732 ob->update_stats ();
766 733
767 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
807 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
808 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
809 ob->stats.grace = 0; 776 ob->stats.grace = 0;
810} 777}
811 778
812void 779static void
813flee_player (object *op) 780flee_player (object *op)
814{ 781{
815 int dir, diff; 782 int dir, diff;
816 rv_vector rv; 783 rv_vector rv;
817 784
818 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
819 { 786 {
820 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
821 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
822 return; 789 return;
823 } 790 }
824 791
825 if (!op->enemy) 792 if (!op->enemy)
826 { 793 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
829 return; 796 return;
830 } 797 }
831 798
832 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))
833 { 800 {
834 op->enemy = NULL; 801 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
836 return; 803 return;
837 } 804 }
838 805
839 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
840 807
841 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
843 { 810 {
844 int m = 1 - rndm (2) * 2; 811 int m = 1 - rndm (2) * 2;
845 812
846 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))))
847 return; 814 return;
848 } 815 }
849 816
850 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
852 op->enemy = NULL; 819 op->enemy = NULL;
853} 820}
854 821
855/* 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.
856 * 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
861{ 828{
862 object *tmp, *next; 829 object *tmp, *next;
863 int stop = 0; 830 int stop = 0;
864 int wvratio; 831 int wvratio;
865 832
866 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
868 return 1; 835 return 1;
869 836
870 next = op->below; 837 next = op->below;
871 838
872 int cnt = MAX_ITEM_PER_DROP; 839 int cnt = MAX_ITEM_PER_ACTION;
873#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)
874 841
875 /* 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
876 * destroyed */ 843 * destroyed */
877 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
903 if (op->contr->mode & PU_DEBUG) 870 if (op->contr->mode & PU_DEBUG)
904 { 871 {
905 /* some debugging code to figure out item information */ 872 /* some debugging code to figure out item information */
906 const char *str = tmp->name 873 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d", 874 ? format ("item name: %s item type: %d weight/value: %d",
908 &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))))
909 : format ("item name: %s item type: %d weight/value: %d", 876 : format ("item name: %s item type: %d weight/value: %d",
910 &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))));
911 878
912 new_draw_info (NDI_UNIQUE, 0, op, str); 879 new_draw_info (NDI_UNIQUE, 0, op, str);
913 } 880 }
914 881
915 if (op->contr->mode & PU_INHIBIT) 882 if (op->contr->mode & PU_INHIBIT)
948 * fighting */ 915 * fighting */
949 if (op->contr->mode & PU_INHIBIT) 916 if (op->contr->mode & PU_INHIBIT)
950 return 1; 917 return 1;
951 918
952 /* prevent us from turning into auto-thieves :) */ 919 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 920 if (tmp->flag [FLAG_UNPAID])
954 continue; 921 continue;
955 922
956 /* ignore known cursed objects */ 923 /* ignore known cursed objects */
957 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)
958 continue; 925 continue;
959 926
960 /* all food and drink if desired */ 927 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */ 928 /* question: don't pick up known-poisonous stuff? */
962 if (op->contr->mode & PU_FOOD) 929 if (op->contr->mode & PU_FOOD)
965 CHK_PICK_PICKUP; 932 CHK_PICK_PICKUP;
966 continue; 933 continue;
967 } 934 }
968 935
969 if (op->contr->mode & PU_DRINK) 936 if (op->contr->mode & PU_DRINK)
970 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]))
971 { 938 {
972 CHK_PICK_PICKUP; 939 CHK_PICK_PICKUP;
973 continue; 940 continue;
974 } 941 }
975 942
1002 continue; 969 continue;
1003 } 970 }
1004 971
1005 /* wands/staves/rods/horns */ 972 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 973 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 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)
1008 { 978 {
1009 CHK_PICK_PICKUP; 979 CHK_PICK_PICKUP;
1010 continue; 980 continue;
1011 } 981 }
1012 982
1013 /* pick up all magical items */ 983 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 984 if (op->contr->mode & PU_MAGICAL)
1015 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])
1016 { 987 {
1017 CHK_PICK_PICKUP; 988 CHK_PICK_PICKUP;
1018 continue; 989 continue;
1019 } 990 }
1020 991
1027 } 998 }
1028 } 999 }
1029 1000
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1002 if (op->contr->mode & PU_JEWELS)
1032 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)
1033 { 1007 {
1034 CHK_PICK_PICKUP; 1008 CHK_PICK_PICKUP;
1035 continue; 1009 continue;
1036 } 1010 }
1037 1011
1086 CHK_PICK_PICKUP; 1060 CHK_PICK_PICKUP;
1087 continue; 1061 continue;
1088 } 1062 }
1089 1063
1090 if (op->contr->mode & PU_GLOVES) 1064 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1066 {
1093 CHK_PICK_PICKUP; 1067 CHK_PICK_PICKUP;
1094 continue; 1068 continue;
1095 } 1069 }
1096 1070
1101 continue; 1075 continue;
1102 } 1076 }
1103 1077
1104 /* hoping to catch throwing daggers here */ 1078 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON) 1079 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1107 { 1081 {
1108 CHK_PICK_PICKUP; 1082 CHK_PICK_PICKUP;
1109 continue; 1083 continue;
1110 } 1084 }
1111 1085
1146 fprintf (stderr, "%s", tmp->name); 1120 fprintf (stderr, "%s", tmp->name);
1147 } 1121 }
1148 else 1122 else
1149 fprintf (stderr, "%s", tmp->arch->archname); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1150 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1151 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))));
1152#endif 1126#endif
1153 CHK_PICK_PICKUP; 1127 CHK_PICK_PICKUP;
1154 continue; 1128 continue;
1155 } 1129 }
1156 } /* the new pickup model */ 1130 } /* the new pickup model */
1157 } 1131 }
1158 1132
1159 return !stop; 1133 return !stop;
1160} 1134}
1161 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
1162/* 1171/*
1163 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1164 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1165 * found object is returned. 1174 * found object is returned.
1166 */ 1175 */
1167object * 1176static object *
1168find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1169{ 1178{
1170 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1171 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1172 return splay (tmp); 1181 return splay (tmp);
1173 1182
1174 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 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))
1176 if (object *arrow = find_arrow (tmp, type)) 1185 if (object *arrow = find_arrow (tmp, type))
1177 { 1186 {
1178 splay (tmp); 1187 splay (tmp);
1179 return arrow; 1188 return arrow;
1180 } 1189 }
1186 * 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
1187 * 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
1188 * 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
1189 * 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.
1190 */ 1199 */
1191object * 1200static object *
1192find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1193{ 1202{
1194 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1195 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1196 1205
1197 if (!type) 1206 if (!type)
1198 return NULL; 1207 return NULL;
1199 1208
1200 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1201 { 1210 {
1202 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1203 { 1212 {
1204 i = 0; 1213 i = 0;
1205 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1206 1215
1207 if (i > betterby) 1216 if (i > betterby)
1265 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1266 * op = the shooter 1275 * op = the shooter
1267 * type = bow->race 1276 * type = bow->race
1268 * dir = fire direction 1277 * dir = fire direction
1269 */ 1278 */
1270object * 1279static object *
1271pick_arrow_target (object *op, shstr_cmp type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1272{ 1281{
1273 object *tmp = NULL; 1282 object *tmp = NULL;
1274 maptile *m; 1283 maptile *m;
1275 int i, mflags, found, number; 1284 int i, mflags, found, number;
1308 break; 1317 break;
1309 } 1318 }
1310 1319
1311 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1312 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)
1313 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1314 break; 1323 break;
1315 } 1324 }
1316 1325
1317 if (!tmp) 1326 if (!tmp)
1318 return find_arrow (op, type); 1327 return find_arrow (op, type);
1379 { 1388 {
1380 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1381 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);
1382 /* 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 */
1383 else 1392 else
1384 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1385 1394
1386 return 0; 1395 return 0;
1387 } 1396 }
1388 } 1397 }
1389 1398
1490 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1491 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1492 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1493 * hence the function name. 1502 * hence the function name.
1494 */ 1503 */
1495int 1504static int
1496player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1497{ 1506{
1498 int ret; 1507 int ret;
1499 1508
1500 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1528} 1537}
1529 1538
1530/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1531 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1532 */ 1541 */
1533void 1542static void
1534fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1535{ 1544{
1536 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1537 1546
1538 if (!item) 1547 if (!item)
1545 { 1554 {
1546 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1547 return; 1556 return;
1548 } 1557 }
1549 1558
1550 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1551 return; 1560 return;
1552 1561
1553 if (item->type == WAND) 1562 if (item->type == WAND)
1554 { 1563 {
1555 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1560 return; 1569 return;
1561 } 1570 }
1562 } 1571 }
1563 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1564 { 1573 {
1565 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);
1566 1575
1567 // 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
1568 // for a rod or horn, this fixes some broken rods. 1577 // for a rod or horn, this fixes some broken rods.
1569 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1570 { 1579 {
1571 op->contr->play_sound (sound_find ("wand_poof")); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1572 1581
1573 if (item->type == ROD) 1582 if (item->type == ROD)
1574 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));
1589 { 1598 {
1590 object *tmp; 1599 object *tmp;
1591 1600
1592 if (item->arch) 1601 if (item->arch)
1593 { 1602 {
1594 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1595 item->face = item->arch->face; 1604 item->face = item->arch->face;
1596 item->set_speed (0); 1605 item->set_speed (0);
1597 } 1606 }
1598 1607
1599 if (object *pl = item->visible_to ()) 1608 if (object *pl = item->visible_to ())
1606} 1615}
1607 1616
1608/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1609 */ 1618 */
1610bool 1619bool
1611fire (object *op, int dir) 1620fire (object *who, int dir)
1612{ 1621{
1613 int spellcost = 0; 1622 int spellcost = 0;
1614 1623
1615 player *pl = op->contr; 1624 player *pl = who->contr;
1616 1625
1617 if (pl->golem) 1626 if (pl->golem)
1618 { 1627 {
1619 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1620 return false; 1629 return false;
1621 } 1630 }
1622 1631
1623 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1624 1633
1625 if (!ob) 1634 if (!ob)
1626 return false; 1635 return false;
1627 1636
1628 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1629 --op->speed_left; 1638 --who->speed_left;
1630 else 1639 else
1631 return false; 1640 return false;
1632 1641
1633 if (!op->change_weapon (ob)) 1642 if (!who->apply (ob))
1634 return false; 1643 return false;
1635 1644
1636 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1637 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1638 make_visible (op); 1647 make_visible (who);
1639 1648
1640 switch (ob->type) 1649 switch (ob->type)
1641 { 1650 {
1642 case BOW: 1651 case BOW:
1643 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1644 break; 1653 break;
1645 1654
1646 case SPELL: 1655 case SPELL:
1647 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);
1648 break; 1657 break;
1649 1658
1650 case BUILDER: 1659 case BUILDER:
1651 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1652 break; 1661 break;
1653 1662
1654 case SKILL: 1663 case SKILL:
1655 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1656 break; 1665 break;
1657 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1658 default: 1671 default:
1659 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1660 break; 1673 break;
1661 } 1674 }
1662 1675
1663 return true; 1676 return true;
1664} 1677}
1723 * 1736 *
1724 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1725 * all the others. 1738 * all the others.
1726 */ 1739 */
1727 if (pl->contr->usekeys == key_inventory 1740 if (pl->contr->usekeys == key_inventory
1728 || !QUERY_FLAG (container, FLAG_APPLIED) 1741 || !container->flag [FLAG_APPLIED]
1729 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1730 { 1743 {
1731 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1732 "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));
1733 return NULL; 1746 return NULL;
1817 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
1818 */ 1831 */
1819bool 1832bool
1820move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
1821{ 1834{
1822 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))
1823 { 1836 {
1824 --op->speed_left; 1837 --op->speed_left;
1825 return true; 1838 return true;
1826 } 1839 }
1827 1840
1828 int on_battleground;
1829
1830 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
1831 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
1832
1833 on_battleground = op_on_battleground (op, 0, 0);
1834 1843
1835 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
1836 return false; 1845 return false;
1837 1846
1838 /* 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
1888 */ 1897 */
1889 if (op->type == PLAYER 1898 if (op->type == PLAYER
1890 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
1891 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
1892 || mon->owner == op) 1901 || mon->owner == op)
1893 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1894 { 1903 {
1895 /* 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 */
1896 if (op->contr->braced) 1905 if (op->contr->braced)
1897 return false; 1906 return false;
1898 1907
1909 return true; 1918 return true;
1910 } 1919 }
1911 else 1920 else
1912 return false; 1921 return false;
1913 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
1914 1925
1915 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
1916 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
1917 * 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
1918 * attack them either. 1929 * attack them either.
1919 */ 1930 */
1920 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
1921 && (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])
1922 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
1923 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
1924 && !on_battleground)) 1935 && !on_battleground))
1925 { 1936 {
1926 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
1942 } 1953 }
1943 } 1954 }
1944 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
1945 * 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.
1946 */ 1957 */
1947 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1948 { 1959 {
1949 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
1950 { 1961 {
1951 --op->speed_left; 1962 --op->speed_left;
1952 1963
1961 * 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
1962 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
1963 * 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
1964 * 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.
1965 */ 1976 */
1966 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1967 ((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)))
1968 { 1979 {
1969 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])
1970 { 1981 {
1971 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
1983} 1994}
1984 1995
1985bool 1996bool
1986move_player (object *op, int dir) 1997move_player (object *op, int dir)
1987{ 1998{
1988 int pick;
1989
1990 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1991 return 0; 2000 return 0;
1992 2001
1993 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
1994 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
1995 { 2004 {
1996 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
1997 return 0; 2006 return 0;
1998 } 2007 }
1999 2008
2000 /* peterm: added following line */ 2009 /* peterm: added following line */
2001 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2002 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2003 2012
2004 op->facing = dir; 2013 op->facing = dir;
2005 2014
2006 if (op->flag [FLAG_HIDDEN]) 2015 if (op->flag [FLAG_HIDDEN])
2007 do_hidden_move (op); 2016 do_hidden_move (op);
2008 2017
2009 bool retval; 2018 bool retval;
2019 int pick = 0;
2010 2020
2011 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2012 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2013 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2014 retval = fire (op, dir); 2024 retval = fire (op, dir);
2045 * players. 2055 * players.
2046 */ 2056 */
2047bool 2057bool
2048handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2049{ 2059{
2050 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2051 { 2061 {
2052 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2053 { 2063 {
2054 --op->speed_left; 2064 --op->speed_left;
2055 flee_player (op); 2065 flee_player (op);
2071 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2072 2082
2073 return false; 2083 return false;
2074} 2084}
2075 2085
2076int 2086static int
2077save_life (object *op) 2087save_life (object *op)
2078{ 2088{
2079 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2080 return 0; 2090 return 0;
2081 2091
2082 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2083 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2084 { 2094 {
2085 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2086 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));
2087 2097
2088 tmp->destroy (); 2098 tmp->destroy ();
2089 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2090 2100
2091 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2092 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2093 2103
2094 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2095 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2096 2106
2097 op->update_stats (); 2107 op->update_stats ();
2098 return 1; 2108 return 1;
2099 } 2109 }
2100 2110
2101 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2102 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2103 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2104 return 0; 2114 return 0;
2105} 2115}
2106 2116
2107/* 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
2114{ 2124{
2115 while (op) 2125 while (op)
2116 { 2126 {
2117 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' */
2118 2128
2119 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2120 op->insert_at (env); 2130 op->insert_at (env);
2121 else if (op->inv) 2131 else if (op->inv)
2122 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2123 2133
2124 op = next; 2134 op = next;
2128void 2138void
2129object::drop_unpaid_items () 2139object::drop_unpaid_items ()
2130{ 2140{
2131 if (!flag [FLAG_REMOVED]) 2141 if (!flag [FLAG_REMOVED])
2132 ::drop_unpaid_items (inv, this); 2142 ::drop_unpaid_items (inv, this);
2133}
2134
2135/*
2136 * Returns pointer a static string containing gravestone text
2137 * Moved from apply.c to player.c - player.c is what
2138 * actually uses this function. player.c may not be quite the
2139 * best, a misc file for object actions is probably better,
2140 * but there isn't one in the server directory.
2141 */
2142const char *
2143gravestone_text (object *op)
2144{
2145 static dynbuf_text buf;
2146
2147 buf << "---- R.I.P. ----\n\n"
2148 << op->name;
2149
2150 if (op->type == PLAYER)
2151 buf << " the " << op->contr->title;
2152
2153 buf << "\n\n";
2154
2155 buf << "who was level ";
2156 buf << (sint32)op->level << "\n\n" // OO breakdown
2157 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2158
2159 if (op->type == PLAYER)
2160 buf << "by " << op->contr->killer_name () << ".\n\n";
2161
2162 {
2163 static char buf2[128];
2164 time_t now = time (NULL);
2165 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2166 buf << buf2;
2167 }
2168
2169 return buf;
2170} 2143}
2171 2144
2172void 2145void
2173do_some_living (object *op) 2146do_some_living (object *op)
2174{ 2147{
2191 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2192 */ 2165 */
2193 if (pticks & 2) 2166 if (pticks & 2)
2194 op->invisible--; 2167 op->invisible--;
2195 } 2168 }
2196 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2197 { 2170 {
2198 if (!op->invisible--) 2171 if (!op->invisible--)
2199 { 2172 {
2200 make_visible (op); 2173 make_visible (op);
2201 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.");
2268 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2269 { 2242 {
2270 op->stats.sp++; 2243 op->stats.sp++;
2271 2244
2272 /* dms do not consume food */ 2245 /* dms do not consume food */
2273 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2274 { 2247 {
2275 op->stats.food--; 2248 op->stats.food--;
2276 2249
2277 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2278 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2312 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2313 { 2286 {
2314 op->stats.hp++; 2287 op->stats.hp++;
2315 2288
2316 /* dms do not consume food */ 2289 /* dms do not consume food */
2317 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2318 { 2291 {
2319 op->stats.food--; 2292 op->stats.food--;
2320 2293
2321 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2322 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2349 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2350 2323
2351 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);
2352 2325
2353 /* dms do not consume food */ 2326 /* dms do not consume food */
2354 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2355 op->stats.food--; 2328 op->stats.food--;
2356 } 2329 }
2357 2330
2358 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2359 { 2332 {
2360 object *flesh = 0; 2333 object *flesh = 0;
2361 2334
2362 for_inv_removable (op, tmp) 2335 for_inv_removable (op, tmp)
2363 { 2336 {
2364 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2365 continue; 2338 continue;
2366 2339
2367 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2368 { 2341 {
2369 op->statusmsg ("You blindly grab for a bite of food. " 2342 op->statusmsg ("You blindly grab for a bite of food. "
2370 "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.>");
2371 manual_apply (op, tmp, 0); 2344 op->apply (tmp);
2372 2345
2373 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2374 break; 2347 break;
2375 } 2348 }
2376 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2382 */ 2355 */
2383 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2384 { 2357 {
2385 op->statusmsg ("You blindly grab for a bite of food. " 2358 op->statusmsg ("You blindly grab for a bite of food. "
2386 "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.>");
2387 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2388 } 2361 }
2389 2362
2390 // If player is still starving, alert him! 2363 // If player is still starving, alert him!
2391 if (op->stats.food < 0) 2364 if (op->stats.food < 0)
2392 op->failmsg ("You are starving! " 2365 op->failmsg ("You are starving! "
2404 op->contr->killer->destroy (); 2377 op->contr->killer->destroy ();
2405 } 2378 }
2406 } 2379 }
2407 2380
2408 /* killer should be set here already */ 2381 /* killer should be set here already */
2409 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2410 kill_player (op); 2383 kill_player (op);
2411 } 2384 }
2412} 2385}
2413 2386
2414/* 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.
2429 return; 2402 return;
2430 2403
2431 dynbuf_text deathtab; 2404 dynbuf_text deathtab;
2432 2405
2433 /* restore player */ 2406 /* restore player */
2434 at = archetype::find ("poisoning"); 2407 at = archetype::find (shstr_poisoning);
2435 if (object *tmp = present_arch_in_ob (at, op)) 2408 if (object *tmp = present_arch_in_ob (at, op))
2436 { 2409 {
2437 tmp->destroy (); 2410 tmp->destroy ();
2438 deathtab << "Your body feels cleansed...\r"; 2411 deathtab << "Your body feels cleansed...\r";
2439 } 2412 }
2440 2413
2441 at = archetype::find ("confusion"); 2414 at = archetype::find (shstr_confusion);
2442 if (object *tmp = present_arch_in_ob (at, op)) 2415 if (object *tmp = present_arch_in_ob (at, op))
2443 { 2416 {
2444 tmp->destroy (); 2417 tmp->destroy ();
2445 deathtab << "Your mind feels clearer...\r"; 2418 deathtab << "Your mind feels clearer...\r";
2446 } 2419 }
2448 cure_disease (op, 0, 0); /* remove any disease */ 2421 cure_disease (op, 0, 0); /* remove any disease */
2449 2422
2450 max_it (op->stats.hp , op->stats.maxhp); 2423 max_it (op->stats.hp , op->stats.maxhp);
2451 max_it (op->stats.sp , op->stats.maxsp); 2424 max_it (op->stats.sp , op->stats.maxsp);
2452 max_it (op->stats.grace, op->stats.maxgrace); 2425 max_it (op->stats.grace, op->stats.maxgrace);
2453
2454 if (op->stats.food <= 0) 2426 max_it (op->stats.food , 200);
2455 op->stats.food = 999;
2456 2427
2457 // remove all spell effects that are active 2428 // remove all spell effects that are active
2458 // to avoid long-term effects such as word-of-recall 2429 // to avoid long-term effects such as word-of-recall
2459 for (object *item = op->inv; item; ) 2430 for (object *item = op->inv; item; )
2460 { 2431 {
2473 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2474 { 2445 {
2475 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";
2476 2447
2477 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2478 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2479 { 2450
2480 tmp->name = format ("%s's finger" , &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2481 tmp->name_pl = format ("%s's fingers", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2482 tmp->msg = format ( 2453 tmp->msg = format (
2483 "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",
2484 &op->name, op->contr->title, 2455 &op->name, op->contr->title,
2485 (int)op->level, 2456 (int)op->level,
2486 op->contr->killer_name () 2457 op->contr->killer_name ()
2487 ); 2458 );
2488 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2489 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2490 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2491 }
2492 2462
2493 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2494 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2495 op->contr->braced = 0; 2465 op->contr->braced = 0;
2496 2466
2558 lost_a_stat = 1; 2528 lost_a_stat = 1;
2559 } 2529 }
2560 else 2530 else
2561 { 2531 {
2562 /* deplete a stat */ 2532 /* deplete a stat */
2563 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2564 object *dep; 2534 object *dep;
2565 2535
2566 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2567 if (!dep) 2537 if (!dep)
2568 { 2538 {
2569 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2570 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2571 } 2541 }
2572 lose_this_stat = 1; 2542 lose_this_stat = 1;
2573 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2574 { 2544 {
2612 * difference. 2582 * difference.
2613 */ 2583 */
2614 if (this_stat >= -50) 2584 if (this_stat >= -50)
2615 { 2585 {
2616 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2617 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats (); 2589 op->update_stats ();
2620 lost_a_stat = 1; 2590 lost_a_stat = 1;
2621 } 2591 }
2622 } 2592 }
2640#endif 2610#endif
2641 2611
2642 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2643 * exp loss on the stone. 2613 * exp loss on the stone.
2644 */ 2614 */
2645 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2646 tmp->name = format ("%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2647 tmp->name_pl = format ("%s's gravestones", &op->name); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2648 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",
2649 &op->name, op->contr->title, op->contr->killer_name ()); 2619 &op->name, op->contr->title, op->contr->killer_name ());
2650 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2693 2663
2694 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2695 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2696 force->speed = 0.1f; 2666 force->speed = 0.1f;
2697 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2698 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2699 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2700 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2701 force->resist[at] = 100; 2671 force->resist[at] = 100;
2702 2672
2703 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2705 } 2675 }
2706 2676
2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2708} 2678}
2709 2679
2710void 2680static void
2711loot_object (object *op) 2681loot_object (object *op)
2712{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2713 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2714 2684
2715 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2725 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2726 2696
2727 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2728 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2729 2699
2730 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))))
2731 { 2701 {
2732 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2733 { 2703 {
2734 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2735 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2746 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2747 * 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
2748 * was changed. 2718 * was changed.
2749 */ 2719 */
2750void 2720void
2751fix_weight (void) 2721fix_weight ()
2752{ 2722{
2753 for_all_players (pl) 2723 for_all_players (pl)
2754 { 2724 {
2755 sint32 old = pl->ob->carrying; 2725 sint32 old = pl->ob->carrying;
2756 2726
2763 } 2733 }
2764 } 2734 }
2765} 2735}
2766 2736
2767void 2737void
2768fix_luck (void) 2738fix_luck ()
2769{ 2739{
2770 for_all_players (pl) 2740 for_all_players (pl)
2771 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2772 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2773} 2743}
2825} 2795}
2826 2796
2827int 2797int
2828is_true_undead (object *op) 2798is_true_undead (object *op)
2829{ 2799{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
2831 return 1; 2801 return 1;
2832 2802
2833 return 0; 2803 return 0;
2834} 2804}
2835 2805
2933 2903
2934 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
2935 player = 1; 2905 player = 1;
2936 2906
2937 else 2907 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
2939 2909
2940 /* search adjacent squares */ 2910 /* search adjacent squares */
2941 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
2942 { 2912 {
2943 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
2952 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)))
2953 continue; 2923 continue;
2954 2924
2955 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)
2956 { 2926 {
2957 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])
2958 return 1; 2928 return 1;
2959 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
2960 { 2930 {
2961 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2963 return 1; 2933 return 1;
2964 } 2934 }
2965 } 2935 }
2966 } 2936 }
2967 return 0; 2937 return 0;
3017 } 2987 }
3018 2988
3019 return 0; 2989 return 0;
3020} 2990}
3021 2991
3022/* routine for both players and monsters. We call this when
3023 * there is a possibility for our action distrubing our hiding
3024 * place or invisiblity spell. Artefact invisiblity causes
3025 * "noise" instead. If we arent invisible to begin with, we
3026 * return 0.
3027 */
3028int
3029action_makes_visible (object *op)
3030{
3031 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3032 {
3033 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3034 {
3035 // artefact invisibility is permanent, but we still make noise
3036 // this is important for game-balance.
3037 if (op->contr)
3038 op->make_noise ();
3039
3040 return 0;
3041 }
3042
3043 if (op->contr && op->contr->tmp_invis == 0)
3044 return 0;
3045
3046 /* If monsters, they should become visible */
3047 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3048 {
3049 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3050 return 1;
3051 }
3052 }
3053
3054 return 0;
3055}
3056
3057/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3058 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3059 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3060 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3061 * 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
3071 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3072 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3073 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3074 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3075 { 3010 {
3076 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3077 { 3012 {
3078 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3079 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3080 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3082 { 3017 {
3083 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3084 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))
3085 {
3086 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)
3087 { 3022 {
3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3089 {
3090 if (x && y) 3023 if (x && y)
3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092 3025
3093 return 1; 3026 return 1;
3094 }
3095 } 3027 }
3096 }
3097 3028
3098 if (x && y) 3029 if (x && y)
3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100 3031
3101 return 1; 3032 return 1;
3239 else 3170 else
3240 j = 1; 3171 j = 1;
3241 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3242 } 3173 }
3243 } 3174 }
3175
3244 strcat (buf, "."); 3176 strcat (buf, ".");
3245 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3246 } 3178 }
3247 3179
3248 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3249 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3250 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3251 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3252 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3253 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3254 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3255 3187
3256 /* print message if there is one */ 3188 /* print message if there is one */
3257 if (item->msg != NULL) 3189 if (item->msg != NULL)
3258 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3259 } 3191 }
3260 else 3192 else
3261 { 3193 {
3262 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3263 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3264 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));
3265 who->insert (tmp); 3197 who->insert (tmp);
3266 } 3198 }
3267}
3268
3269/**
3270 * Unready an object for a player. This function does nothing if the object was
3271 * not readied.
3272 */
3273void
3274player_unready_range_ob (player *pl, object *ob)
3275{
3276 if (pl->ob->current_weapon == ob)
3277 pl->ob->current_weapon = 0;
3278
3279 if (pl->combat_ob == ob)
3280 pl->combat_ob = 0;
3281
3282 if (pl->ranged_ob == ob)
3283 pl->ranged_ob = 0;
3284} 3199}
3285 3200
3286//-GPL 3201//-GPL
3287 3202
3288sint8 3203sint8
3318{ 3233{
3319 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3320 statusmsg (msg, color); 3235 statusmsg (msg, color);
3321} 3236}
3322 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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