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Comparing deliantra/server/server/player.C (file contents):
Revision 1.193 by root, Wed Apr 30 07:08:34 2008 UTC vs.
Revision 1.278 by root, Sun May 9 22:33:29 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->update_weight (); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
241 126
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 128
244 esrv_new_player (this); 129 esrv_new_player (this);
245 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
246 ob->update_stats (); 136 ob->update_stats ();
247 137
248 ns->floorbox_update (); 138 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
251 141
252 activate (); 142 activate ();
253 143
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
260} 146}
261 147
262void 148void
278 ns->reset_stats (); 164 ns->reset_stats ();
279 ns->pl = 0; 165 ns->pl = 0;
280 ns = 0; 166 ns = 0;
281 } 167 }
282 168
283 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
284 172
285 deactivate (); 173 deactivate ();
286} 174}
175
176//-GPL
287 177
288// the need for this function can be explained 178// the need for this function can be explained
289// by load_object not returning the object 179// by load_object not returning the object
290void 180void
291player::set_object (object *op) 181player::set_object (object *op)
292{ 182{
293 ob = observe = op; 183 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
295 185
296 ob->speed = 1.0f; 186 ob->set_speed (1.0f);
297 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
298 188
299 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327} 190}
328 191
329void 192void
330player::set_observe (object *op) 193player::set_observe (object *op)
331{ 194{
332 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
333 do_los = 1; 196 do_los = 1;
334} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
335 207
336player::player () 208player::player ()
337{ 209{
338 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 211 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
346 218
347 gen_sp_armour = 10; 219 gen_sp_armour = 10;
348 bowtype = bow_normal; 220 bowtype = bow_normal;
349 petmode = pet_normal; 221 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 222 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
353 do_los = 1; 224 do_los = 1;
354 225
355 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
362 disconnect (); 233 disconnect ();
363 234
364 attachable::do_destroy (); 235 attachable::do_destroy ();
365 236
366 if (ob) 237 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy (); 238 ob->destroy ();
370 }
371 239
372 ob = observe = 0; 240 ob = observe = viewpoint = 0;
373} 241}
374 242
375player::~player () 243player::~player ()
376{ 244{
377 /* Clear item stack */ 245 /* Clear item stack */
378 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
379} 275}
380 276
381/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
383 * mode. 279 * mode.
385player * 281player *
386player::create () 282player::create ()
387{ 283{
388 player *pl = new player; 284 player *pl = new player;
389 285
390 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
391 287
392 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
395 291
396 set_first_map (pl->ob); 292 set_first_map (pl->ob);
397 293
398 return pl; 294 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 295}
428 296
429object * 297object *
430get_nearest_player (object *mon) 298get_nearest_player (object *mon)
431{ 299{
505 */ 373 */
506int 374int
507path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 376{
509 rv_vector rv; 377 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 maptile *m, *lastmap;
513 379
514 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
515 381
516 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
517 return 0; 383 return 0;
518 384
519 x = mon->x; 385 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 386 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 389
526 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 391 if (diff > max)
528 return 0; 392 return 0;
529 393
530 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
531 { 395 {
532 lastx = x; 396 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 397
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 399
541 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 404 {
545 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
547 */ 407 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 409 if (rv.direction != dir)
550 { 410 {
551 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 412 * the values so it will try again.
553 */ 413 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 414 pos = lastpos;
557 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
558 } 416 }
559 else 417 else
560 { 418 {
561 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
568 */ 426 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 428 {
571 if (i == 0) 429 if (i == 0)
572 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
573 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 433 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 440 * the last direction the creature has successfully
582 * moved. 441 * moved.
583 */ 442 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 443 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
590 continue; 447 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 452 continue;
594 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 455 continue;
596 456
597 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 458 break;
599 } 459 }
460
600 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
602 */ 463 */
603 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
604 return 0; 465 return 0;
466
605 diff--; 467 diff--;
606 lastdir = dir; 468 lastdir = dir;
607 max--; 469 max--;
608 if (!firstdir) 470 if (!firstdir)
609 firstdir = dir + i; 471 firstdir = dir + i;
613 { 475 {
614 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
615 diff--; 477 diff--;
616 max--; 478 max--;
617 lastdir = dir; 479 lastdir = dir;
480
618 if (!firstdir) 481 if (!firstdir)
619 firstdir = dir; 482 firstdir = dir;
620 } 483 }
621 484
622 if (diff <= 1) 485 if (diff <= 1)
623 { 486 {
624 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 488 * headed toward player for entire distance.
626 */ 489 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 492 }
630 493
631 if (diff > max) 494 if (diff > max)
632 return 0; 495 return 0;
650 next = op->below; 513 next = op->below;
651 514
652 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
654 */ 517 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
656 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
657 520
658 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions 522 * by this player due to race restrictions
660 */ 523 */
661 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
662 { 525 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
664 && 527 &&
665 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 533 {
671 op->destroy (); 534 op->destroy ();
672 continue; 535 continue;
673 } 536 }
674 } 537 }
675 538
676 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 542 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
683 { 544 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 547 {
692 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 551 break;
695 } 552 }
696 553
697 if (op->nrof > 1) 554 if (op->nrof > 1)
698 op->nrof = 1; 555 op->nrof = 1;
699 } 556 }
700 557
701 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
703 560
704 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
706 * merged properly. 563 * merged properly.
707 */ 564 */
708 if (need_identify (op)) 565 if (op->need_identify ())
709 { 566 {
710 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
713 } 570 }
714 571
715 if (op->type == SPELL) 572 if (op->type == SPELL)
716 { 573 {
717 op->destroy (); 574 op->destroy ();
718 continue; 575 continue;
719 } 576 }
720 else if (op->type == SKILL) 577 else if (op->type == SKILL)
721 { 578 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 580 op->stats.exp = 0;
724 op->level = 1; 581 op->level = 1;
725 } 582 }
726 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
729 586
730 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
731 link_player_skills (pl); 588 pl->contr->link_skills ();
732} 589}
733 590
734void 591void
735get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
736{ 593{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 604}
748 605
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 607static int
751roll_stat (void) 608roll_stat ()
752{ 609{
753 int a[4], i, j, k; 610 int a[4], i, j, k;
754 611
755 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
757 614
758 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k) 616 if (a[i] < k)
760 k = a[i], j = i; 617 k = a[i], j = i;
761 618
853player::chargen_race_done () 710player::chargen_race_done ()
854{ 711{
855 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 713 esrv_new_player (ob->contr);
857 714
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 716 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
861 718
862 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864 720
865 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
866 722
867 if (ob->msg) 723 if (ob->msg)
868 ob->msg = 0; 724 ob->msg = 0;
869 725
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878
879 start_info (ob); 726 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 730 ob->update_stats ();
885 731
886 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
887 * is one for this race 733 * is one for this race
888 */ 734 */
889 if (*first_map_ext_path) 735 if (*first_map_ext_path)
890 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 737 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
906} 739}
907 740
908void 741void
939 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0; 774 ob->stats.grace = 0;
942} 775}
943 776
944void 777static void
945flee_player (object *op) 778flee_player (object *op)
946{ 779{
947 int dir, diff; 780 int dir, diff;
948 rv_vector rv; 781 rv_vector rv;
949 782
950 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
951 { 784 {
952 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
954 return; 787 return;
955 } 788 }
956 789
957 if (op->enemy == NULL) 790 if (!op->enemy)
958 { 791 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
961 return; 794 return;
962 } 795 }
963 796
964 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 { 798 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL; 799 op->enemy = NULL;
972 return; 800 op->clr_flag (FLAG_SCARED);
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
977 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 801 return;
980 } 802 }
981 803
982 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
983 805
984 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
986 { 808 {
987 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
988 810
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
990 return; 812 return;
991 } 813 }
992 814
993 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
994 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
995 op->enemy = NULL; 817 op->enemy = NULL;
996} 818}
997 819
998/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
999 * It returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1003check_pick (object *op) 825check_pick (object *op)
1004{ 826{
1005 object *tmp, *next; 827 object *tmp, *next;
1006 int stop = 0; 828 int stop = 0;
1007 int wvratio; 829 int wvratio;
1008 char putstring[128];
1009 830
1010 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1012 return 1; 833 return 1;
1013 834
1014 next = op->below; 835 next = op->below;
1015 836
1016 int cnt = MAX_ITEM_PER_DROP; 837 int cnt = MAX_ITEM_PER_ACTION;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018 839
1019 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1020 * destroyed */ 841 * destroyed */
1021 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1037 858
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 860 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 862 CHK_PICK_PICKUP;
863
1042 continue; 864 continue;
1043 } 865 }
1044 866
1045 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1047 { 929 {
1048 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1049 { 993 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 994 CHK_PICK_PICKUP;
1054 return 1; 995 continue;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 } 996 }
1084 } 997 }
1085 else 998
1086 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1089 { 1005 {
1090 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue; 1007 continue;
1008 }
1137 1009
1138 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1140 continue; 1015 continue;
1016 }
1141 1017
1142 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1143 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1144 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1145 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1146 { 1089 {
1147 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1148 continue; 1091 continue;
1149 } 1092 }
1093 }
1150 1094
1095 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1098 {
1154 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1155 continue; 1100 continue;
1156 } 1101 }
1157 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1158 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1159 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1160 { 1110 */
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1113 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1206 { 1117 {
1207 CHK_PICK_PICKUP; 1118 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1119 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else 1120 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1347#endif 1124#endif
1125 CHK_PICK_PICKUP;
1348 continue; 1126 continue;
1349 }
1350 } 1127 }
1351 } /* the new pickup model */ 1128 } /* the new pickup model */
1352 } 1129 }
1353 1130
1354 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1355} 1167}
1356 1168
1357/* 1169/*
1358 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1360 * found object is returned. 1172 * found object is returned.
1361 */ 1173 */
1362object * 1174static object *
1363find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1364{ 1176{
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp); 1179 return splay (tmp);
1368 1180
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1372 { 1184 {
1373 splay (tmp); 1185 splay (tmp);
1374 return arrow; 1186 return arrow;
1375 } 1187 }
1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1382 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1383 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1384 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */ 1197 */
1386object * 1198static object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1200{
1389 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1391 1203
1392 if (!type) 1204 if (!type)
1393 return NULL; 1205 return NULL;
1394 1206
1395 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1396 { 1208 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1398 { 1210 {
1399 i = 0; 1211 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1401 if (i > betterby) 1214 if (i > betterby)
1402 { 1215 {
1403 tmp = ntmp; 1216 tmp = ntmp;
1404 betterby = i; 1217 betterby = i;
1405 } 1218 }
1406 } 1219 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1221 {
1409 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1411 { 1224 {
1412 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1413 { 1226 {
1414 *better = 100; 1227 *better = 100;
1415 return arrow; 1228 return arrow;
1430 { 1243 {
1431 tmp = arrow; 1244 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 } 1246 }
1434 } 1247 }
1248
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1250 {
1437 tmp = arrow; 1251 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1253 }
1254
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1256 {
1442 tmp = arrow; 1257 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1259 }
1445 } 1260 }
1446 } 1261 }
1447 } 1262 }
1263
1448 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type); 1265 return find_arrow (op, type);
1450 1266
1451 *better = betterby; 1267 *better = betterby;
1452 return tmp; 1268 return tmp;
1456 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1457 * op = the shooter 1273 * op = the shooter
1458 * type = bow->race 1274 * type = bow->race
1459 * dir = fire direction 1275 * dir = fire direction
1460 */ 1276 */
1461object * 1277static object *
1462pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1463{ 1279{
1464 object *tmp = NULL; 1280 object *tmp = NULL;
1465 maptile *m; 1281 maptile *m;
1466 int i, mflags, found, number; 1282 int i, mflags, found, number;
1467 sint16 x, y; 1283 sint16 x, y;
1482 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1483 { 1299 {
1484 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1485 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 { 1305 {
1489 tmp = NULL; 1306 tmp = 0;
1490 break; 1307 break;
1491 } 1308 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 { 1310 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1496 */ 1313 */
1497 tmp = NULL; 1314 tmp = 0;
1498 break; 1315 break;
1499 } 1316 }
1317
1500 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break; 1321 break;
1510 }
1511 } 1322 }
1512 if (tmp == NULL) 1323
1324 if (!tmp)
1513 return find_arrow (op, type); 1325 return find_arrow (op, type);
1514 1326
1515 if (tmp->head) 1327 if (tmp->head)
1516 tmp = tmp->head; 1328 tmp = tmp->head;
1517 1329
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0; 1370 return 0;
1559 } 1371 }
1560 1372
1561 // optimisation: move object to top so we will find it quickly again 1373 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below) 1374 splay (bow);
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 } 1375 }
1569 1376
1570 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1571 { 1378 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 { 1386 {
1580 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1583 else 1390 else
1584 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1585 1392
1586 return 0; 1393 return 0;
1587 } 1394 }
1588 } 1395 }
1589 1396
1598 } 1405 }
1599 1406
1600 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1602 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1603 arrow->destroy (); 1411 arrow->destroy ();
1604 return 0; 1412 return 0;
1605 } 1413 }
1606 1414
1607 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1617 arrow->direction = dir; 1425 arrow->direction = dir;
1618 1426
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1622 1430 arrow->custom_name = arrow->slaying;
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625 1431
1626#if 0 1432#if 0
1627 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1628 { 1434 {
1629 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1639#endif 1445#endif
1640 1446
1641 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1642 1448
1643 /* update the speed */ 1449 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646 1450
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1649 1456
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651 1458
1652 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1653 { 1460 {
1691 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1692 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1693 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1694 * hence the function name. 1501 * hence the function name.
1695 */ 1502 */
1696int 1503static int
1697player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1698{ 1505{
1699 int ret = 0, wcmod = 0; 1506 int ret;
1700 1507
1701 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1702 { 1509 {
1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 } 1511 }
1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 { 1513 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1708 wcmod = -1;
1709
1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 } 1516 }
1712 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1713 { 1518 {
1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 } 1522 }
1718 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1719 { 1524 {
1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 } 1528 }
1724 else 1529 else
1725 { 1530 {
1731} 1536}
1732 1537
1733/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1734 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1735 */ 1540 */
1736void 1541static void
1737fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1738{ 1543{
1739 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1740 1545
1741 if (!item) 1546 if (!item)
1748 { 1553 {
1749 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1750 return; 1555 return;
1751 } 1556 }
1752 1557
1753 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1754 return; 1559 return;
1755 1560
1756 if (item->type == WAND) 1561 if (item->type == WAND)
1757 { 1562 {
1758 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1763 return; 1568 return;
1764 } 1569 }
1765 } 1570 }
1766 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1767 { 1572 {
1768 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1769 1574
1770 // using the maximum of the rods charge allows at least one spell cast 1575 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods. 1576 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1773 { 1578 {
1774 op->contr->play_sound (sound_find ("wand_poof")); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1775 1580
1776 if (item->type == ROD) 1581 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 } 1587 }
1783 } 1588 }
1784 1589
1785 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1786 { 1591 {
1787 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1788 if (item->type == WAND) 1594 if (item->type == WAND)
1789 { 1595 {
1790 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1791 { 1597 {
1792 object *tmp; 1598 object *tmp;
1793 1599
1794 if (item->arch) 1600 if (item->arch)
1795 { 1601 {
1796 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1797 item->face = item->arch->face; 1603 item->face = item->arch->face;
1798 item->set_speed (0); 1604 item->set_speed (0);
1799 } 1605 }
1800 1606
1801 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1808} 1614}
1809 1615
1810/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1811 */ 1617 */
1812bool 1618bool
1813fire (object *op, int dir) 1619fire (object *who, int dir)
1814{ 1620{
1815 int spellcost = 0; 1621 int spellcost = 0;
1816 1622
1817 /* check for loss of invisiblity/hide */
1818 if (action_makes_visible (op))
1819 make_visible (op);
1820
1821 player *pl = op->contr; 1623 player *pl = who->contr;
1822 1624
1823 if (pl->golem) 1625 if (pl->golem)
1824 { 1626 {
1825 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1826 return false; 1628 return false;
1827 } 1629 }
1828 1630
1829 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1830 1632
1831 if (!ob) 1633 if (!ob)
1832 return false; 1634 return false;
1833 1635
1834 if (!op->change_weapon (ob))
1835 return false;
1836
1837 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1838 --op->speed_left; 1637 --who->speed_left;
1839 else 1638 else
1840 return false; 1639 return false;
1841 1640
1641 if (!who->apply (ob))
1642 return false;
1643
1644 /* check for loss of invisiblity/hide */
1645 if (action_makes_visible (who))
1646 make_visible (who);
1647
1842 switch (ob->type) 1648 switch (ob->type)
1843 { 1649 {
1844 case BOW: 1650 case BOW:
1845 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1846 break; 1652 break;
1847 1653
1848 case SPELL: 1654 case SPELL:
1849 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1850 break; 1656 break;
1851 1657
1852 case BUILDER: 1658 case BUILDER:
1853 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1854 break; 1660 break;
1855 1661
1856 case SKILL: 1662 case SKILL:
1857 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1858 break; 1664 break;
1859 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1860 default: 1670 default:
1861 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1862 break; 1672 break;
1863 } 1673 }
1864 1674
1865 return true; 1675 return true;
1866} 1676}
1867 1677
1868/* find_key 1678static object *
1869 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic
1872 * for both is the same - just the specific key is different.
1873 * pl is the player,
1874 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers.
1877 */
1878object *
1879find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1880{ 1680{
1881 object *tmp, *key; 1681 object *tmp, *key;
1882 1682
1883 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1884 if (!container->inv) 1684 if (!container->inv)
1887 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1888 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 { 1689 {
1890 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1891 break; 1691 break;
1692
1892 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1893 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1894 */ 1695 */
1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1896 break; 1697 break;
1902 * a key, return 1703 * a key, return
1903 */ 1704 */
1904 if (!tmp) 1705 if (!tmp)
1905 { 1706 {
1906 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 {
1908 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1910 {
1911 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1912 return key; 1711 return key;
1913 }
1914 }
1915 1712
1916 if (!tmp) 1713 if (!tmp)
1917 return NULL; 1714 return 0;
1918 } 1715 }
1919 1716
1920 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1921 * see if we actually want to use it 1718 * see if we actually want to use it
1922 */ 1719 */
1923 if (pl != container) 1720 if (pl != container)
1924 { 1721 {
1925 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1926 if (!pl->contr) 1723 if (!pl->contr)
1927 return NULL; 1724 return 0;
1725
1928 /* cases where this fails: 1726 /* cases where this fails:
1929 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1930 * are not in the players inventory. 1728 * are not in the players inventory.
1931 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1932 * containers can be used. 1730 * containers can be used.
1936 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1937 * 1735 *
1938 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1939 * all the others. 1737 * all the others.
1940 */ 1738 */
1941 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1942 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1943 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1944 { 1742 {
1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 return NULL; 1745 return NULL;
1948 } 1746 }
1949 } 1747 }
1950 1748
1951 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1952} 1775}
1953 1776
1954/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2006 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2007 */ 1830 */
2008bool 1831bool
2009move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2010{ 1833{
2011 int on_battleground; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 {
1836 --op->speed_left;
1837 return true;
1838 }
2012 1839
2013 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2014 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2015 1842
2016 on_battleground = op_on_battleground (op, 0, 0);
2017
2018 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
2019 return false; 1844 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2026 1845
2027 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2028 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2029 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2030 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2077 */ 1896 */
2078 if (op->type == PLAYER 1897 if (op->type == PLAYER
2079 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
2080 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
2081 || mon->owner == op) 1900 || mon->owner == op)
2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2083 { 1902 {
2084 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
2085 if (op->contr->braced) 1904 if (op->contr->braced)
2086 return false; 1905 return false;
2087 1906
2090 --op->speed_left; 1909 --op->speed_left;
2091 1910
2092 op->play_sound (sound_find ("push_player")); 1911 op->play_sound (sound_find ("push_player"));
2093 push_ob (mon, dir, op); 1912 push_ob (mon, dir, op);
2094 1913
2095 if (op->contr->tmp_invis || op->hide) 1914 if (action_makes_visible (op))
2096 make_visible (op); 1915 make_visible (op);
2097 1916
2098 return true; 1917 return true;
2099 } 1918 }
2100 else 1919 else
2101 return false; 1920 return false;
2102 } 1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
2103 1924
2104 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2105 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2106 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2107 * attack them either. 1928 * attack them either.
2108 */ 1929 */
2109 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2111 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
2112 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2113 && !on_battleground)) 1934 && !on_battleground))
2114 { 1935 {
2115 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
2122 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2123 } 1944 }
2124 else 1945 else
2125 op->statusmsg ("You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2126 1947
2127 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2128 make_visible (op); 1949 make_visible (op);
2129 1950
2130 return true; 1951 return true;
2131 } 1952 }
2132 } 1953 }
2133 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2134 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
2135 */ 1956 */
2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2137 { 1958 {
2138 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
2139 { 1960 {
2140 --op->speed_left; 1961 --op->speed_left;
2141 1962
2150 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
2154 */ 1975 */
2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 { 1978 {
2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2159 { 1980 {
2160 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
2172} 1993}
2173 1994
2174bool 1995bool
2175move_player (object *op, int dir) 1996move_player (object *op, int dir)
2176{ 1997{
2177 int pick;
2178
2179 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2180 return 0; 1999 return 0;
2181 2000
2182 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2183 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2184 { 2003 {
2185 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2186 return 0; 2005 return 0;
2187 } 2006 }
2188 2007
2189 /* peterm: added following line */ 2008 /* peterm: added following line */
2190 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2191 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2192 2011
2193 op->facing = dir; 2012 op->facing = dir;
2194 2013
2195 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2196 do_hidden_move (op); 2015 do_hidden_move (op);
2197 2016
2198 bool retval; 2017 bool retval;
2018 int pick = 0;
2199 2019
2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2201 retval = RESULT_INT (0); 2021 retval = RESULT_INT (0);
2202 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2203 retval = fire (op, dir); 2023 retval = fire (op, dir);
2234 * players. 2054 * players.
2235 */ 2055 */
2236bool 2056bool
2237handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2238{ 2058{
2239 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2240 { 2060 {
2241 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2242 { 2062 {
2243 --op->speed_left; 2063 --op->speed_left;
2244 flee_player (op); 2064 flee_player (op);
2260 return move_player (op, op->direction); 2080 return move_player (op, op->direction);
2261 2081
2262 return false; 2082 return false;
2263} 2083}
2264 2084
2265int 2085static int
2266save_life (object *op) 2086save_life (object *op)
2267{ 2087{
2268 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2269 return 0; 2089 return 0;
2270 2090
2271 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2273 { 2093 {
2274 op->play_sound (sound_find ("ob_evaporate")); 2094 op->play_sound (sound_find ("ob_evaporate"));
2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2276 2096
2277 tmp->destroy (); 2097 tmp->destroy ();
2278 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2279 2099
2280 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2281 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2282 2102
2283 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2284 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2285 2105
2286 op->update_stats (); 2106 op->update_stats ();
2287 return 1; 2107 return 1;
2288 } 2108 }
2289 2109
2290 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2291 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2292 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2293 return 0; 2113 return 0;
2294} 2114}
2295 2115
2296/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2303{ 2123{
2304 while (op) 2124 while (op)
2305 { 2125 {
2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2307 2127
2308 if (QUERY_FLAG (op, FLAG_UNPAID)) 2128 if (op->flag [FLAG_UNPAID])
2309 op->insert_at (env); 2129 op->insert_at (env);
2310 else if (op->inv) 2130 else if (op->inv)
2311 drop_unpaid_items (op->inv, env); 2131 drop_unpaid_items (op->inv, env);
2312 2132
2313 op = next; 2133 op = next;
2319{ 2139{
2320 if (!flag [FLAG_REMOVED]) 2140 if (!flag [FLAG_REMOVED])
2321 ::drop_unpaid_items (inv, this); 2141 ::drop_unpaid_items (inv, this);
2322} 2142}
2323 2143
2324/*
2325 * Returns pointer a static string containing gravestone text
2326 * Moved from apply.c to player.c - player.c is what
2327 * actually uses this function. player.c may not be quite the
2328 * best, a misc file for object actions is probably better,
2329 * but there isn't one in the server directory.
2330 */
2331const char *
2332gravestone_text (object *op)
2333{
2334 static dynbuf_text buf;
2335
2336 buf << "---- R.I.P. ----\n\n";
2337 op->name;
2338
2339 if (op->type == PLAYER)
2340 buf << " the " << op->contr->title;
2341
2342 buf << "\n\n";
2343
2344 buf << "who was level ";
2345 buf << (sint32)op->level << "\n\n" // OO breakdown
2346 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2347
2348 if (op->type == PLAYER)
2349 buf << "by " << op->contr->killer_name () << ".\n\n";
2350
2351 {
2352 static char buf2[128];
2353 time_t now = time (NULL);
2354 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2355 buf << buf2;
2356 }
2357
2358 return buf;
2359}
2360
2361void 2144void
2362do_some_living (object *op) 2145do_some_living (object *op)
2363{ 2146{
2364 int last_food = op->stats.food; 2147 int last_food = op->stats.food;
2365 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2366 int over_hp, over_sp, over_grace;
2367 int i; 2149 int i;
2368 int rate_hp = 1200; 2150 int rate_hp = 1200;
2369 int rate_sp = 2500; 2151 int rate_sp = 2500;
2370 int rate_grace = 2000; 2152 int rate_grace = 2000;
2371 const int max_hp = 1; 2153 const int max_hp = 1;
2380 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2381 */ 2163 */
2382 if (pticks & 2) 2164 if (pticks & 2)
2383 op->invisible--; 2165 op->invisible--;
2384 } 2166 }
2385 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2386 { 2168 {
2387 if (!op->invisible--) 2169 if (!op->invisible--)
2388 { 2170 {
2389 make_visible (op); 2171 make_visible (op);
2390 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2424 if (--op->last_grace < 0) 2206 if (--op->last_grace < 0)
2425 { 2207 {
2426 if (op->stats.grace < op->stats.maxgrace / 2) 2208 if (op->stats.grace < op->stats.maxgrace / 2)
2427 op->stats.grace++; /* no penalty in food for regaining grace */ 2209 op->stats.grace++; /* no penalty in food for regaining grace */
2428 2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2429 if (max_grace > 1) 2213 if (max_grace > 1)
2430 { 2214 {
2431 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2215 int over_grace = temp / rate_grace;
2216
2432 if (over_grace > 0) 2217 if (over_grace > 0)
2433 { 2218 {
2434 op->stats.sp += over_grace 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2435 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2436 op->last_grace = 0; 2220 op->last_grace = 0;
2437 } 2221 }
2438 else 2222 else
2439 { 2223 op->last_grace = rate_grace / temp;
2440 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2441 }
2442 } 2224 }
2443 else 2225 else
2444 { 2226 op->last_grace = rate_grace / temp;
2445 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2227
2446 }
2447 /* wearing stuff doesn't detract from grace generation. */ 2228 /* wearing stuff doesn't detract from grace generation. */
2448 } 2229 }
2449 2230
2450 if (op->stats.food > 0) 2231 if (op->stats.food > 0)
2451 { 2232 {
2457 if (op->stats.sp < op->stats.maxsp) 2238 if (op->stats.sp < op->stats.maxsp)
2458 { 2239 {
2459 op->stats.sp++; 2240 op->stats.sp++;
2460 2241
2461 /* dms do not consume food */ 2242 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ)) 2243 if (!op->flag [FLAG_WIZ])
2463 { 2244 {
2464 op->stats.food--; 2245 op->stats.food--;
2465 2246
2466 if (op->contr->digestion < 0) 2247 if (op->contr->digestion < 0)
2467 op->stats.food += op->contr->digestion; 2248 op->stats.food += op->contr->digestion;
2470 } 2251 }
2471 } 2252 }
2472 2253
2473 if (max_sp > 1) 2254 if (max_sp > 1)
2474 { 2255 {
2475 over_sp = (gen_sp + 10) / rate_sp; 2256 int over_sp = (gen_sp + 10) / rate_sp;
2476 if (over_sp > 0) 2257 if (over_sp > 0)
2477 { 2258 {
2478 if (op->stats.sp < op->stats.maxsp) 2259 if (op->stats.sp < op->stats.maxsp)
2479 { 2260 {
2480 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501 if (op->stats.hp < op->stats.maxhp) 2282 if (op->stats.hp < op->stats.maxhp)
2502 { 2283 {
2503 op->stats.hp++; 2284 op->stats.hp++;
2504 2285
2505 /* dms do not consume food */ 2286 /* dms do not consume food */
2506 if (!QUERY_FLAG (op, FLAG_WIZ)) 2287 if (!op->flag [FLAG_WIZ])
2507 { 2288 {
2508 op->stats.food--; 2289 op->stats.food--;
2509 2290
2510 if (op->contr->digestion < 0) 2291 if (op->contr->digestion < 0)
2511 op->stats.food += op->contr->digestion; 2292 op->stats.food += op->contr->digestion;
2512 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2513 op->stats.food = last_food; 2294 op->stats.food = last_food;
2514 } 2295 }
2515 } 2296 }
2516 2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2517 if (max_hp > 1) 2300 if (max_hp > 1)
2518 { 2301 {
2519 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2302 int over_hp = temp / rate_hp;
2520 2303
2521 if (over_hp > 0) 2304 if (over_hp > 0)
2522 { 2305 {
2523 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2306 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2524 op->last_heal = 0; 2307 op->last_heal = 0;
2525 } 2308 }
2526 else 2309 else
2527 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2310 op->last_heal = rate_hp / temp;
2528 } 2311 }
2529 else 2312 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->last_heal = rate_hp / temp;
2531 } 2314 }
2532 } 2315 }
2533 2316
2534 /* Digestion */ 2317 /* Digestion */
2535 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2538 penalty = max (0, -op->contr->digestion); 2321 penalty = max (0, -op->contr->digestion);
2539 2322
2540 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2541 2324
2542 /* dms do not consume food */ 2325 /* dms do not consume food */
2543 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2544 op->stats.food--; 2327 op->stats.food--;
2545 } 2328 }
2546 2329
2547 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2548 { 2331 {
2549 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2550 2333
2551 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2552 { 2335 {
2553 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2554 { 2340 {
2555 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2556 { 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2343 op->apply (tmp);
2558 manual_apply (op, tmp, 0); 2344
2559 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2560 break; 2346 break;
2561 } 2347 }
2562 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2563 flesh = tmp; 2349 flesh = tmp;
2564 } /* End if paid for object */ 2350 }
2565 } /* end of for loop */
2566 2351
2567 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2568 * eat flesh instead. 2353 * eat flesh instead.
2569 */ 2354 */
2570 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2571 { 2356 {
2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2574 } 2360 }
2575 }
2576 2361
2577 if (op->stats.food < 0 && op->stats.hp >= -op->stats.food) 2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 { 2366 }
2367
2368 if (op->stats.food < 0)
2369 {
2579 op->stats.hp += op->stats.food; 2370 op->stats.hp += op->stats.food;
2580 op->stats.food = 0; 2371 op->stats.food = 0;
2372
2373 if (op->stats.hp < 0)
2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2581 } 2377 }
2378 }
2582 2379
2380 /* killer should be set here already */
2583 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2584 kill_player (op); 2382 kill_player (op);
2585 } 2383 }
2586} 2384}
2587 2385
2588/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2592 */ 2390 */
2593void 2391void
2594kill_player (object *op) 2392kill_player (object *op)
2595{ 2393{
2596 int x, y; 2394 int x, y;
2597 char buf[MAX_BUF];
2598 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2599 int will_kill_again; 2396 int will_kill_again;
2600 archetype *at; 2397 archetype *at;
2601 object *tmp; 2398 object *tmp;
2602 2399
2603 if (save_life (op)) 2400 if (save_life (op))
2604 return; 2401 return;
2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2605 2438
2606 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2607 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2608 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2609 */ 2442 */
2610 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2611 { 2444 {
2612 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2613 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2614
2615 /* restore player */
2616 at = archetype::find ("poisoning");
2617 if (object *tmp = present_arch_in_ob (at, op))
2618 {
2619 tmp->destroy ();
2620 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2621 }
2622
2623 at = archetype::find ("confusion");
2624 if (object *tmp = present_arch_in_ob (at, op))
2625 {
2626 tmp->destroy ();
2627 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2628 }
2629
2630 cure_disease (op, 0, 0); /* remove any disease */
2631 op->stats.hp = op->stats.maxhp;
2632 if (op->stats.food <= 0)
2633 op->stats.food = 999;
2634 2446
2635 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2636 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2637 { 2449
2638 tmp->name = format ("%s's finger" , &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2639 tmp->name_pl = format ("%s's fingers", &op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2640 tmp->msg = format ( 2452 tmp->msg = format (
2641 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2642 &op->name, op->contr->title, 2454 &op->name, op->contr->title,
2643 (int)op->level, 2455 (int)op->level,
2644 op->contr->killer_name () 2456 op->contr->killer_name ()
2645 ); 2457 );
2646 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2647 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2648 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2649 }
2650 2461
2651 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2652 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2653 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2654 return; 2467 return;
2655 } 2468 }
2656 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2657 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2658 2474
2659 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2660
2661 if (op->stats.food < 0)
2662 {
2663 op->contr->killer = archetype::get ("killer_starvation");
2664 op->contr->killer->destroy ();
2665 }
2666 2476
2667 op->contr->play_sound (sound_find ("player_dies")); 2477 op->contr->play_sound (sound_find ("player_dies"));
2668 2478
2669 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2670 x = op->x; 2480 x = op->x;
2700 2510
2701 lost_a_stat = 0; 2511 lost_a_stat = 0;
2702 2512
2703 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2704 { 2514 {
2705 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2706 2516
2707 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2708 { 2518 {
2709 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2520 * what he lost.
2717 lost_a_stat = 1; 2527 lost_a_stat = 1;
2718 } 2528 }
2719 else 2529 else
2720 { 2530 {
2721 /* deplete a stat */ 2531 /* deplete a stat */
2722 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2723 object *dep; 2533 object *dep;
2724 2534
2725 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2726 if (!dep) 2536 if (!dep)
2727 { 2537 {
2728 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2729 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2730 } 2540 }
2731 lose_this_stat = 1; 2541 lose_this_stat = 1;
2732 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2733 { 2543 {
2761 } 2571 }
2762 } 2572 }
2763 2573
2764 if (lose_this_stat) 2574 if (lose_this_stat)
2765 { 2575 {
2766 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2767 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2768 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2769 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2770 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2771 * difference. 2581 * difference.
2772 */ 2582 */
2773 if (this_stat >= -50) 2583 if (this_stat >= -50)
2774 { 2584 {
2775 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2776 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2778 op->update_stats (); 2588 op->update_stats ();
2779 lost_a_stat = 1; 2589 lost_a_stat = 1;
2780 } 2590 }
2781 } 2591 }
2782 } 2592 }
2783 } 2593 }
2594
2784 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2785 if (!lost_a_stat) 2596 if (!lost_a_stat)
2786 { 2597 {
2787 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2788 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2789 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2790 2601
2791 if (god && (strcmp (god, "none"))) 2602 if (god != shstr_none)
2792 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2793 else 2604 else
2794 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2795 } 2606 }
2796#else 2607#else
2797 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2798#endif 2609#endif
2799 2610
2800 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2801 * exp loss on the stone. 2612 * exp loss on the stone.
2802 */ 2613 */
2803 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2804 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2805 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2806 sprintf (buf, "%s's gravestones", &op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2807 tmp->name_pl = buf; 2618 &op->name, op->contr->title, op->contr->killer_name ());
2808 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2809 tmp->msg = buf;
2810 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2811 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2812 2621
2813 /**************************************/ 2622 /**************************************/
2814 /* */ 2623 /* */
2815 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2816 /* if we died cause of food, give us */
2817 /* food, and reset HP's... */
2818 /* */ 2625 /* */
2819 /**************************************/ 2626 /**************************************/
2820 2627
2821 /* remove any poisoning and confusion the character may be suffering. */
2822 /* restore player */
2823 at = archetype::find ("poisoning");
2824 tmp = present_arch_in_ob (at, op);
2825
2826 if (tmp)
2827 {
2828 tmp->destroy ();
2829 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2830 }
2831
2832 at = archetype::find ("confusion");
2833 tmp = present_arch_in_ob (at, op);
2834 if (tmp)
2835 {
2836 tmp->destroy ();
2837 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2838 }
2839
2840 cure_disease (op, 0, 0); /* remove any disease */
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
2844 if (op->stats.food < 100)
2845 op->stats.food = 900;
2846 op->stats.hp = op->stats.maxhp;
2847 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2848 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2849 2630
2850 /* 2631 /*
2851 * Check to see if the player has any unpaid items. If so, remove them 2632 * Check to see if the player has any unpaid items. If so, remove them
2852 * and put them back in the map. 2633 * and put them back in the map.
2853 */ 2634 */
2879 object *force; 2660 object *force;
2880 int at; 2661 int at;
2881 2662
2882 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2883 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2884 force->speed = 0.1f;
2885 force->speed_left = -5.f; 2665 force->speed_left = -5.f;
2886 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2887 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2888 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2889 force->resist[at] = 100; 2671 force->resist[at] = 100;
2890 2672
2891 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2892 op->update_stats (); 2674 op->update_stats ();
2893
2894 } 2675 }
2895 2676
2896 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2897} 2678}
2898 2679
2899void 2680static void
2900loot_object (object *op) 2681loot_object (object *op)
2901{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2902 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2903 2684
2904 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2914 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2915 2696
2916 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2917 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2918 2699
2919 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))))
2920 { 2701 {
2921 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2922 { 2703 {
2923 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2924 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2936 * 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
2937 * was changed. 2718 * was changed.
2938 */ 2719 */
2939void 2720void
2940fix_weight (void) 2721fix_weight ()
2941{ 2722{
2942 for_all_players (pl) 2723 for_all_players (pl)
2943 { 2724 {
2944 sint32 old = pl->ob->carrying; 2725 sint32 old = pl->ob->carrying;
2945 2726
2952 } 2733 }
2953 } 2734 }
2954} 2735}
2955 2736
2956void 2737void
2957fix_luck (void) 2738fix_luck ()
2958{ 2739{
2959 for_all_players (pl) 2740 for_all_players (pl)
2960 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2961 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2962} 2743}
2999} 2780}
3000 2781
3001void 2782void
3002make_visible (object *op) 2783make_visible (object *op)
3003{ 2784{
3004 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3005 op->invisible = 0; 2786 op->invisible = 0;
3006 2787
3007 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3008 { 2789 {
3009 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3014} 2795}
3015 2796
3016int 2797int
3017is_true_undead (object *op) 2798is_true_undead (object *op)
3018{ 2799{
3019 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3020 return 1; 2801 return 1;
3021 2802
3022 return 0; 2803 return 0;
3023} 2804}
3024 2805
3034 2815
3035 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3036 return 0; 2817 return 0;
3037 2818
3038 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3039 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3040 2821
3041 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3042 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3043 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3044 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3045 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3046 2827
3047 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3048 for (i = 0, x = ob->x, y = ob->y; 2829 for (i = 0, x = ob->x, y = ob->y;
3049 i <= SIZEOFFREE1; 2830 i <= SIZEOFFREE1;
3050 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3071 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3072 */ 2853 */
3073void 2854void
3074do_hidden_move (object *op) 2855do_hidden_move (object *op)
3075{ 2856{
3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3077 object *skop;
3078 2858
3079 if (!op || !op->map) 2859 if (!op || !op->map)
3080 return; 2860 return;
3081 2861
3082 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3083 2864
3084 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3085 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3086 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3087 { 2868 {
3097 num -= hide; 2878 num -= hide;
3098 2879
3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3100 { 2881 {
3101 make_visible (op); 2882 make_visible (op);
2883
3102 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3104 } 2886 }
3105 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3121 2903
3122 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3123 player = 1; 2905 player = 1;
3124 2906
3125 else 2907 else
3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3127 2909
3128 /* search adjacent squares */ 2910 /* search adjacent squares */
3129 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3130 { 2912 {
3131 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3140 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)))
3141 continue; 2923 continue;
3142 2924
3143 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)
3144 { 2926 {
3145 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])
3146 return 1; 2928 return 1;
3147 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3148 { 2930 {
3149 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3150 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3151 return 1; 2933 return 1;
3152 } 2934 }
3153 } 2935 }
3154 } 2936 }
3155 return 0; 2937 return 0;
3196 while (op) 2978 while (op)
3197 { 2979 {
3198 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3200 2982
3201 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3202 * code, so we need to restrict ourselves to that range of values
3203 * for any meaningful values.
3204 */
3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 return 1; 2984 return 1;
3209 2985
3210 op = op->more; 2986 op = op->more;
3211 }
3212
3213 return 0;
3214}
3215
3216/* routine for both players and monsters. We call this when
3217 * there is a possibility for our action distrubing our hiding
3218 * place or invisiblity spell. Artefact invisiblity is not
3219 * effected by this. If we arent invisible to begin with, we
3220 * return 0.
3221 */
3222int
3223action_makes_visible (object *op)
3224{
3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3228 return 0;
3229
3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3232
3233 /* If monsters, they should become visible */
3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3237 return 1;
3238 }
3239 } 2987 }
3240 2988
3241 return 0; 2989 return 0;
3242} 2990}
3243 2991
3258 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3259 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3260 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3261 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 { 3010 {
3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3264 { 3012 {
3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3266 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 { 3017 {
3270 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3271 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))
3272 {
3273 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)
3274 { 3022 {
3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 {
3277 if (x && y) 3023 if (x && y)
3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279 3025
3280 return 1; 3026 return 1;
3281 }
3282 } 3027 }
3283 }
3284 3028
3285 if (x && y) 3029 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287 3031
3288 return 1; 3032 return 1;
3426 else 3170 else
3427 j = 1; 3171 j = 1;
3428 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3429 } 3173 }
3430 } 3174 }
3175
3431 strcat (buf, "."); 3176 strcat (buf, ".");
3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3433 } 3178 }
3434 3179
3435 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3436 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3437 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3438 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3439 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3441 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3442 3187
3443 /* print message if there is one */ 3188 /* print message if there is one */
3444 if (item->msg != NULL) 3189 if (item->msg != NULL)
3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 } 3191 }
3447 else 3192 else
3448 { 3193 {
3449 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3451 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));
3452 who->insert (tmp); 3197 who->insert (tmp);
3453 } 3198 }
3454} 3199}
3455 3200
3456/** 3201//-GPL
3457 * Unready an object for a player. This function does nothing if the object was
3458 * not readied.
3459 */
3460void
3461player_unready_range_ob (player *pl, object *ob)
3462{
3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3465
3466 if (pl->combat_ob == ob)
3467 pl->combat_ob = 0;
3468
3469 if (pl->ranged_ob == ob)
3470 pl->ranged_ob = 0;
3471}
3472 3202
3473sint8 3203sint8
3474player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3475{ 3205{
3476 if (!ns) 3206 if (!ns)
3477 return 0; 3207 return LOS_BLOCKED;
3478 3208
3479 int dx, dy; 3209 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0; 3211 return LOS_BLOCKED;
3482 3212
3483 x += dx - ns->current_x + ns->mapx / 2; 3213 x += dx - ns->current_x;
3484 y += dy - ns->current_y + ns->mapy / 2; 3214 y += dy - ns->current_y;
3485 3215
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y]; 3216 return blocked_los (x, y);
3490} 3217}
3491 3218
3492void 3219void
3493player::infobox (const char *title, const char *msg, int color) 3220player::infobox (const char *title, const char *msg, int color)
3494{ 3221{
3506{ 3233{
3507 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color); 3235 statusmsg (msg, color);
3509} 3236}
3510 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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