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Comparing deliantra/server/server/player.C (file contents):
Revision 1.196 by root, Mon May 5 15:54:39 2008 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
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 39
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{
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->speed = 1.0f; // object still inactive, keep it that way
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 }
1457 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1458 * op = the shooter 1273 * op = the shooter
1459 * type = bow->race 1274 * type = bow->race
1460 * dir = fire direction 1275 * dir = fire direction
1461 */ 1276 */
1462object * 1277static object *
1463pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1464{ 1279{
1465 object *tmp = NULL; 1280 object *tmp = NULL;
1466 maptile *m; 1281 maptile *m;
1467 int i, mflags, found, number; 1282 int i, mflags, found, number;
1468 sint16 x, y; 1283 sint16 x, y;
1483 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1484 { 1299 {
1485 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1486 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1487 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1488 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1489 { 1305 {
1490 tmp = NULL; 1306 tmp = 0;
1491 break; 1307 break;
1492 } 1308 }
1493 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)
1494 { 1310 {
1495 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1496 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1497 */ 1313 */
1498 tmp = NULL; 1314 tmp = 0;
1499 break; 1315 break;
1500 } 1316 }
1317
1501 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1502 {
1503 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)
1504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1505 {
1506 found++;
1507 break;
1508 }
1509 if (found)
1510 break; 1321 break;
1511 }
1512 } 1322 }
1513 if (tmp == NULL) 1323
1324 if (!tmp)
1514 return find_arrow (op, type); 1325 return find_arrow (op, type);
1515 1326
1516 if (tmp->head) 1327 if (tmp->head)
1517 tmp = tmp->head; 1328 tmp = tmp->head;
1518 1329
1558 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1559 return 0; 1370 return 0;
1560 } 1371 }
1561 1372
1562 // 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
1563 if (bow->below) 1374 splay (bow);
1564 {
1565 bow->remove ();
1566 op->insert (bow);
1567 }
1568
1569 } 1375 }
1570 1376
1571 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1572 { 1378 {
1573 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);
1580 { 1386 {
1581 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1582 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);
1583 /* 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 */
1584 else 1390 else
1585 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1586 1392
1587 return 0; 1393 return 0;
1588 } 1394 }
1589 } 1395 }
1590 1396
1599 } 1405 }
1600 1406
1601 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1602 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1603 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1604 arrow->destroy (); 1411 arrow->destroy ();
1605 return 0; 1412 return 0;
1606 } 1413 }
1607 1414
1608 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1618 arrow->direction = dir; 1425 arrow->direction = dir;
1619 1426
1620 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 */
1621 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1622 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1623 1430 arrow->custom_name = arrow->slaying;
1624 if (arrow->slaying)
1625 arrow->spellarg = strdup (arrow->slaying);
1626 1431
1627#if 0 1432#if 0
1628 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1629 { 1434 {
1630 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1640#endif 1445#endif
1641 1446
1642 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1643 1448
1644 /* update the speed */ 1449 /* update the speed */
1645 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1646 + bow->stats.dam / 7.f;
1647 1450
1648 arrow->set_speed (max (arrow->speed, 2.f));
1649 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 ));
1650 1456
1651 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;
1652 1458
1653 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1654 { 1460 {
1692 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1693 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1694 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1695 * hence the function name. 1501 * hence the function name.
1696 */ 1502 */
1697int 1503static int
1698player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1699{ 1505{
1700 int ret = 0, wcmod = 0; 1506 int ret;
1701 1507
1702 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1703 { 1509 {
1704 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);
1705 } 1511 }
1706 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)
1707 { 1513 {
1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1709 wcmod = -1;
1710
1711 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);
1712 } 1516 }
1713 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1714 { 1518 {
1715 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);
1716 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)]);
1717 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)]);
1718 } 1522 }
1719 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1720 { 1524 {
1721 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);
1722 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);
1723 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);
1724 } 1528 }
1725 else 1529 else
1726 { 1530 {
1732} 1536}
1733 1537
1734/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1735 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1736 */ 1540 */
1737void 1541static void
1738fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1739{ 1543{
1740 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1741 1545
1742 if (!item) 1546 if (!item)
1749 { 1553 {
1750 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1751 return; 1555 return;
1752 } 1556 }
1753 1557
1754 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1755 return; 1559 return;
1756 1560
1757 if (item->type == WAND) 1561 if (item->type == WAND)
1758 { 1562 {
1759 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1764 return; 1568 return;
1765 } 1569 }
1766 } 1570 }
1767 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1768 { 1572 {
1769 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);
1770 1574
1771 // 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
1772 // for a rod or horn, this fixes some broken rods. 1576 // for a rod or horn, this fixes some broken rods.
1773 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1774 { 1578 {
1775 op->contr->play_sound (sound_find ("wand_poof")); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1776 1580
1777 if (item->type == ROD) 1581 if (item->type == ROD)
1778 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));
1783 } 1587 }
1784 } 1588 }
1785 1589
1786 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1787 { 1591 {
1788 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
1789 if (item->type == WAND) 1594 if (item->type == WAND)
1790 { 1595 {
1791 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1792 { 1597 {
1793 object *tmp; 1598 object *tmp;
1794 1599
1795 if (item->arch) 1600 if (item->arch)
1796 { 1601 {
1797 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1798 item->face = item->arch->face; 1603 item->face = item->arch->face;
1799 item->set_speed (0); 1604 item->set_speed (0);
1800 } 1605 }
1801 1606
1802 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1809} 1614}
1810 1615
1811/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1812 */ 1617 */
1813bool 1618bool
1814fire (object *op, int dir) 1619fire (object *who, int dir)
1815{ 1620{
1816 int spellcost = 0; 1621 int spellcost = 0;
1817 1622
1818 /* check for loss of invisiblity/hide */
1819 if (action_makes_visible (op))
1820 make_visible (op);
1821
1822 player *pl = op->contr; 1623 player *pl = who->contr;
1823 1624
1824 if (pl->golem) 1625 if (pl->golem)
1825 { 1626 {
1826 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1827 return false; 1628 return false;
1828 } 1629 }
1829 1630
1830 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1831 1632
1832 if (!ob) 1633 if (!ob)
1833 return false; 1634 return false;
1834 1635
1835 if (!op->change_weapon (ob))
1836 return false;
1837
1838 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1839 --op->speed_left; 1637 --who->speed_left;
1840 else 1638 else
1841 return false; 1639 return false;
1842 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
1843 switch (ob->type) 1648 switch (ob->type)
1844 { 1649 {
1845 case BOW: 1650 case BOW:
1846 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1847 break; 1652 break;
1848 1653
1849 case SPELL: 1654 case SPELL:
1850 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);
1851 break; 1656 break;
1852 1657
1853 case BUILDER: 1658 case BUILDER:
1854 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1855 break; 1660 break;
1856 1661
1857 case SKILL: 1662 case SKILL:
1858 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1859 break; 1664 break;
1860 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1861 default: 1670 default:
1862 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1863 break; 1672 break;
1864 } 1673 }
1865 1674
1866 return true; 1675 return true;
1867} 1676}
1868 1677
1869/* find_key 1678static object *
1870 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL
1872 * This function merges both normal and locked door, since the logic
1873 * for both is the same - just the specific key is different.
1874 * pl is the player,
1875 * inv is the objects inventory to searched
1876 * door is the door we are trying to match against.
1877 * This function can be called recursively to search containers.
1878 */
1879object *
1880find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1881{ 1680{
1882 object *tmp, *key; 1681 object *tmp, *key;
1883 1682
1884 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv) 1684 if (!container->inv)
1888 /* 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 */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1689 {
1891 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1691 break;
1692
1893 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1895 */ 1695 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1697 break;
1903 * a key, return 1703 * a key, return
1904 */ 1704 */
1905 if (!tmp) 1705 if (!tmp)
1906 { 1706 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1913 return key; 1711 return key;
1914 }
1915 }
1916 1712
1917 if (!tmp) 1713 if (!tmp)
1918 return NULL; 1714 return 0;
1919 } 1715 }
1920 1716
1921 /* 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,
1922 * see if we actually want to use it 1718 * see if we actually want to use it
1923 */ 1719 */
1924 if (pl != container) 1720 if (pl != container)
1925 { 1721 {
1926 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1927 if (!pl->contr) 1723 if (!pl->contr)
1928 return NULL; 1724 return 0;
1725
1929 /* cases where this fails: 1726 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1728 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1933 * containers can be used. 1730 * containers can be used.
1937 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1938 * 1735 *
1939 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1940 * all the others. 1737 * all the others.
1941 */ 1738 */
1942 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1742 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "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));
1948 return NULL; 1745 return NULL;
1949 } 1746 }
1950 } 1747 }
1951 1748
1952 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);
1953} 1775}
1954 1776
1955/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2007 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2008 */ 1830 */
2009bool 1831bool
2010move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2011{ 1833{
2012 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 }
2013 1839
2014 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2015 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2016 1842
2017 on_battleground = op_on_battleground (op, 0, 0);
2018
2019 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
2020 return false; 1844 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2027 1845
2028 /* 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
2029 * 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
2030 * 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
2031 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2049 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
2050 && mon != op) 1868 && mon != op)
2051 break; 1869 break;
2052 } 1870 }
2053 1871
2054 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
2055 return false; /* into a wall */ 1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
1877 {
1878 if (ob->move_block == MOVE_ALL)
1879 move_into_wall (op, ob);
1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
2056 1898
2057 mon = mon->head_ (); 1899 mon = mon->head_ ();
2058 1900
2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
2078 */ 1920 */
2079 if (op->type == PLAYER 1921 if (op->type == PLAYER
2080 && ((mon->owner && mon->owner->contr 1922 && ((mon->owner && mon->owner->contr
2081 && same_party (mon->owner->contr->party, op->contr->party)) 1923 && same_party (mon->owner->contr->party, op->contr->party))
2082 || mon->owner == op) 1924 || mon->owner == op)
2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2084 { 1926 {
2085 /* If we're braced, we don't want to switch places with it */ 1927 /* If we're braced, we don't want to switch places with it */
2086 if (op->contr->braced) 1928 if (op->contr->braced)
2087 return false; 1929 return false;
2088 1930
2091 --op->speed_left; 1933 --op->speed_left;
2092 1934
2093 op->play_sound (sound_find ("push_player")); 1935 op->play_sound (sound_find ("push_player"));
2094 push_ob (mon, dir, op); 1936 push_ob (mon, dir, op);
2095 1937
2096 if (op->contr->tmp_invis || op->hide) 1938 if (action_makes_visible (op))
2097 make_visible (op); 1939 make_visible (op);
2098 1940
2099 return true; 1941 return true;
2100 } 1942 }
2101 else 1943 else
2102 return false; 1944 return false;
2103 } 1945 }
1946
1947 bool on_battleground = op_on_battleground (op, 0, 0);
2104 1948
2105 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2106 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2107 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2108 * attack them either. 1952 * attack them either.
2109 */ 1953 */
2110 if ((mon->type == PLAYER || mon->enemy != op) 1954 if ((mon->type == PLAYER || mon->enemy != op)
2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2112 && ((op->contr->peaceful 1956 && ((op->contr->peaceful
2113 || (mon->type == PLAYER && mon->contr->peaceful)) 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2114 && !on_battleground)) 1958 && !on_battleground))
2115 { 1959 {
2116 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2123 push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2124 } 1968 }
2125 else 1969 else
2126 op->statusmsg ("You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2127 1971
2128 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2129 make_visible (op); 1973 make_visible (op);
2130 1974
2131 return true; 1975 return true;
2132 } 1976 }
2133 } 1977 }
2134 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2135 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
2136 */ 1980 */
2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2138 { 1982 {
2139 if (op->speed_left > 0.f) 1983 if (op->speed_left > 0.f)
2140 { 1984 {
2141 --op->speed_left; 1985 --op->speed_left;
2142 1986
2151 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2155 */ 1999 */
2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 { 2002 {
2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2160 { 2004 {
2161 --op->contr->weapon_sp_left; 2005 --op->contr->weapon_sp_left;
2173} 2017}
2174 2018
2175bool 2019bool
2176move_player (object *op, int dir) 2020move_player (object *op, int dir)
2177{ 2021{
2178 int pick;
2179
2180 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2181 return 0; 2023 return 0;
2182 2024
2183 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2184 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2185 { 2027 {
2186 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2187 return 0; 2029 return 0;
2188 } 2030 }
2189 2031
2190 /* peterm: added following line */ 2032 /* peterm: added following line */
2191 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2192 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2193 2035
2194 op->facing = dir; 2036 op->facing = dir;
2195 2037
2196 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2197 do_hidden_move (op); 2039 do_hidden_move (op);
2198 2040
2199 bool retval; 2041 bool retval;
2042 int pick = 0;
2200 2043
2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2202 retval = RESULT_INT (0); 2045 retval = RESULT_INT (0);
2203 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2204 retval = fire (op, dir); 2047 retval = fire (op, dir);
2235 * players. 2078 * players.
2236 */ 2079 */
2237bool 2080bool
2238handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2239{ 2082{
2240 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2241 { 2084 {
2242 if (op->speed_left > 0.f) 2085 if (op->speed_left > 0.f)
2243 { 2086 {
2244 --op->speed_left; 2087 --op->speed_left;
2245 flee_player (op); 2088 flee_player (op);
2261 return move_player (op, op->direction); 2104 return move_player (op, op->direction);
2262 2105
2263 return false; 2106 return false;
2264} 2107}
2265 2108
2266int 2109static int
2267save_life (object *op) 2110save_life (object *op)
2268{ 2111{
2269 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2270 return 0; 2113 return 0;
2271 2114
2272 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2274 { 2117 {
2275 op->play_sound (sound_find ("ob_evaporate")); 2118 op->play_sound (sound_find ("ob_evaporate"));
2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2277 2120
2278 tmp->destroy (); 2121 tmp->destroy ();
2279 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2280 2123
2281 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2282 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2283 2126
2284 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2285 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2286 2129
2287 op->update_stats (); 2130 op->update_stats ();
2288 return 1; 2131 return 1;
2289 } 2132 }
2290 2133
2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2292 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2293 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2294 return 0; 2137 return 0;
2295} 2138}
2296 2139
2297/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2304{ 2147{
2305 while (op) 2148 while (op)
2306 { 2149 {
2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2308 2151
2309 if (QUERY_FLAG (op, FLAG_UNPAID)) 2152 if (op->flag [FLAG_UNPAID])
2310 op->insert_at (env); 2153 op->insert_at (env);
2311 else if (op->inv) 2154 else if (op->inv)
2312 drop_unpaid_items (op->inv, env); 2155 drop_unpaid_items (op->inv, env);
2313 2156
2314 op = next; 2157 op = next;
2320{ 2163{
2321 if (!flag [FLAG_REMOVED]) 2164 if (!flag [FLAG_REMOVED])
2322 ::drop_unpaid_items (inv, this); 2165 ::drop_unpaid_items (inv, this);
2323} 2166}
2324 2167
2325/*
2326 * Returns pointer a static string containing gravestone text
2327 * Moved from apply.c to player.c - player.c is what
2328 * actually uses this function. player.c may not be quite the
2329 * best, a misc file for object actions is probably better,
2330 * but there isn't one in the server directory.
2331 */
2332const char *
2333gravestone_text (object *op)
2334{
2335 static dynbuf_text buf;
2336
2337 buf << "---- R.I.P. ----\n\n";
2338 op->name;
2339
2340 if (op->type == PLAYER)
2341 buf << " the " << op->contr->title;
2342
2343 buf << "\n\n";
2344
2345 buf << "who was level ";
2346 buf << (sint32)op->level << "\n\n" // OO breakdown
2347 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2348
2349 if (op->type == PLAYER)
2350 buf << "by " << op->contr->killer_name () << ".\n\n";
2351
2352 {
2353 static char buf2[128];
2354 time_t now = time (NULL);
2355 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2356 buf << buf2;
2357 }
2358
2359 return buf;
2360}
2361
2362void 2168void
2363do_some_living (object *op) 2169do_some_living (object *op)
2364{ 2170{
2365 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2366 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2367 int over_hp, over_sp, over_grace;
2368 int i; 2173 int i;
2369 int rate_hp = 1200; 2174 int rate_hp = 1200;
2370 int rate_sp = 2500; 2175 int rate_sp = 2500;
2371 int rate_grace = 2000; 2176 int rate_grace = 2000;
2372 const int max_hp = 1; 2177 const int max_hp = 1;
2378 op->invisible = 1000; 2183 op->invisible = 1000;
2379 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2380 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2381 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2382 */ 2187 */
2383 if (pticks & 2) 2188 if (server_tick & 2)
2384 op->invisible--; 2189 op->invisible--;
2385 } 2190 }
2386 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2387 { 2192 {
2388 if (!op->invisible--) 2193 if (!op->invisible--)
2389 { 2194 {
2390 make_visible (op); 2195 make_visible (op);
2391 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2426 { 2231 {
2427 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2428 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2429 2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2430 if (max_grace > 1) 2237 if (max_grace > 1)
2431 { 2238 {
2432 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2433 if (over_grace > 0) 2241 if (over_grace > 0)
2434 { 2242 {
2435 op->stats.sp += over_grace 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2436 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2437 op->last_grace = 0; 2244 op->last_grace = 0;
2438 } 2245 }
2439 else 2246 else
2440 { 2247 op->last_grace = rate_grace / temp;
2441 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2442 }
2443 } 2248 }
2444 else 2249 else
2445 { 2250 op->last_grace = rate_grace / temp;
2446 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251
2447 }
2448 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2449 } 2253 }
2450 2254
2451 if (op->stats.food > 0) 2255 if (op->stats.food > 0)
2452 { 2256 {
2458 if (op->stats.sp < op->stats.maxsp) 2262 if (op->stats.sp < op->stats.maxsp)
2459 { 2263 {
2460 op->stats.sp++; 2264 op->stats.sp++;
2461 2265
2462 /* dms do not consume food */ 2266 /* dms do not consume food */
2463 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (!op->flag [FLAG_WIZ])
2464 { 2268 {
2465 op->stats.food--; 2269 op->stats.food--;
2466 2270
2467 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2471 } 2275 }
2472 } 2276 }
2473 2277
2474 if (max_sp > 1) 2278 if (max_sp > 1)
2475 { 2279 {
2476 over_sp = (gen_sp + 10) / rate_sp; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0) 2281 if (over_sp > 0)
2478 { 2282 {
2479 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2480 { 2284 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502 if (op->stats.hp < op->stats.maxhp) 2306 if (op->stats.hp < op->stats.maxhp)
2503 { 2307 {
2504 op->stats.hp++; 2308 op->stats.hp++;
2505 2309
2506 /* dms do not consume food */ 2310 /* dms do not consume food */
2507 if (!QUERY_FLAG (op, FLAG_WIZ)) 2311 if (!op->flag [FLAG_WIZ])
2508 { 2312 {
2509 op->stats.food--; 2313 op->stats.food--;
2510 2314
2511 if (op->contr->digestion < 0) 2315 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion; 2316 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food; 2318 op->stats.food = last_food;
2515 } 2319 }
2516 } 2320 }
2517 2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2518 if (max_hp > 1) 2324 if (max_hp > 1)
2519 { 2325 {
2520 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2326 int over_hp = temp / rate_hp;
2521 2327
2522 if (over_hp > 0) 2328 if (over_hp > 0)
2523 { 2329 {
2524 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2525 op->last_heal = 0; 2331 op->last_heal = 0;
2526 } 2332 }
2527 else 2333 else
2528 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2334 op->last_heal = rate_hp / temp;
2529 } 2335 }
2530 else 2336 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / temp;
2532 } 2338 }
2533 } 2339 }
2534 2340
2535 /* Digestion */ 2341 /* Digestion */
2536 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2539 penalty = max (0, -op->contr->digestion); 2345 penalty = max (0, -op->contr->digestion);
2540 2346
2541 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2542 2348
2543 /* dms do not consume food */ 2349 /* dms do not consume food */
2544 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2545 op->stats.food--; 2351 op->stats.food--;
2546 } 2352 }
2547 2353
2548 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2549 { 2355 {
2550 object *flesh = 0; 2356 object *flesh = 0;
2551 2357
2552 for_inv_removable (op, tmp) 2358 for_inv_removable (op, tmp)
2553 { 2359 {
2554 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2555 continue; 2361 continue;
2556 2362
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 { 2364 {
2559 op->statusmsg ("You blindly grab for a bite of food. " 2365 op->statusmsg ("You blindly grab for a bite of food. "
2560 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2561 manual_apply (op, tmp, 0); 2367 op->apply (tmp);
2562 2368
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2370 break;
2565 } 2371 }
2566 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2572 */ 2378 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2380 {
2575 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2576 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2578 } 2384 }
2579 2385
2580 // If player is still starving, alert him! 2386 // If player is still starving, alert him!
2581 if (op->stats.food < 0) 2387 if (op->stats.food < 0)
2582 op->failmsg ("You are starving! " 2388 op->failmsg ("You are starving! "
2585 2391
2586 if (op->stats.food < 0) 2392 if (op->stats.food < 0)
2587 { 2393 {
2588 op->stats.hp += op->stats.food; 2394 op->stats.hp += op->stats.food;
2589 op->stats.food = 0; 2395 op->stats.food = 0;
2396
2397 if (op->stats.hp < 0)
2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2590 } 2401 }
2402 }
2591 2403
2404 /* killer should be set here already */
2592 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2593 kill_player (op); 2406 kill_player (op);
2594 } 2407 }
2595} 2408}
2596 2409
2597/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2601 */ 2414 */
2602void 2415void
2603kill_player (object *op) 2416kill_player (object *op)
2604{ 2417{
2605 int x, y; 2418 int x, y;
2606 char buf[MAX_BUF];
2607 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2608 int will_kill_again; 2420 int will_kill_again;
2609 archetype *at; 2421 archetype *at;
2610 object *tmp; 2422 object *tmp;
2611 2423
2612 if (save_life (op)) 2424 if (save_life (op))
2613 return; 2425 return;
2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2614 2462
2615 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2616 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2617 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2618 */ 2466 */
2619 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2620 { 2468 {
2621 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2623
2624 /* restore player */
2625 at = archetype::find ("poisoning");
2626 if (object *tmp = present_arch_in_ob (at, op))
2627 {
2628 tmp->destroy ();
2629 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2630 }
2631
2632 at = archetype::find ("confusion");
2633 if (object *tmp = present_arch_in_ob (at, op))
2634 {
2635 tmp->destroy ();
2636 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2637 }
2638
2639 cure_disease (op, 0, 0); /* remove any disease */
2640 op->stats.hp = op->stats.maxhp;
2641 if (op->stats.food <= 0)
2642 op->stats.food = 999;
2643 2470
2644 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2645 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2646 { 2473
2647 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2648 tmp->name_pl = format ("%s's fingers", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2649 tmp->msg = format ( 2476 tmp->msg = format (
2650 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2651 &op->name, op->contr->title, 2478 &op->name, op->contr->title,
2652 (int)op->level, 2479 (int)op->level,
2653 op->contr->killer_name () 2480 op->contr->killer_name ()
2654 ); 2481 );
2655 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2656 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2657 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2658 }
2659 2485
2660 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2661 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2662 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2663 return; 2491 return;
2664 } 2492 }
2665 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2666 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2667 2498
2668 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2669
2670 if (op->stats.food < 0)
2671 {
2672 op->contr->killer = archetype::get ("killer_starvation");
2673 op->contr->killer->destroy ();
2674 }
2675 2500
2676 op->contr->play_sound (sound_find ("player_dies")); 2501 op->contr->play_sound (sound_find ("player_dies"));
2677 2502
2678 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2679 x = op->x; 2504 x = op->x;
2709 2534
2710 lost_a_stat = 0; 2535 lost_a_stat = 0;
2711 2536
2712 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2713 { 2538 {
2714 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2715 2540
2716 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2717 { 2542 {
2718 /* Pick a random stat and take a point off it. Tell the player 2543 /* Pick a random stat and take a point off it. Tell the player
2719 * what he lost. 2544 * what he lost.
2726 lost_a_stat = 1; 2551 lost_a_stat = 1;
2727 } 2552 }
2728 else 2553 else
2729 { 2554 {
2730 /* deplete a stat */ 2555 /* deplete a stat */
2731 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2732 object *dep; 2557 object *dep;
2733 2558
2734 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2735 if (!dep) 2560 if (!dep)
2736 { 2561 {
2737 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2738 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2739 } 2564 }
2740 lose_this_stat = 1; 2565 lose_this_stat = 1;
2741 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2742 { 2567 {
2770 } 2595 }
2771 } 2596 }
2772 2597
2773 if (lose_this_stat) 2598 if (lose_this_stat)
2774 { 2599 {
2775 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2776 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2777 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2778 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2779 * and should be roughly the same, so it shouldn't make a 2604 * and should be roughly the same, so it shouldn't make a
2780 * difference. 2605 * difference.
2781 */ 2606 */
2782 if (this_stat >= -50) 2607 if (this_stat >= -50)
2783 { 2608 {
2784 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2785 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2787 op->update_stats (); 2612 op->update_stats ();
2788 lost_a_stat = 1; 2613 lost_a_stat = 1;
2789 } 2614 }
2790 } 2615 }
2794 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat) 2620 if (!lost_a_stat)
2796 { 2621 {
2797 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2799 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2800 2625
2801 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2803 else 2628 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2805 } 2630 }
2806#else 2631#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2808#endif 2633#endif
2809 2634
2810 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone. 2636 * exp loss on the stone.
2812 */ 2637 */
2813 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2814 tmp->name = format ("%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name_pl = format ("%s's gravestones", &op->name); 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2642 &op->name, op->contr->title, op->contr->killer_name ());
2817 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2818 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2819 2645
2820 /**************************************/ 2646 /**************************************/
2821 /* */ 2647 /* */
2822 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2823 /* if we died cause of food, give us */
2824 /* food, and reset HP's... */
2825 /* */ 2649 /* */
2826 /**************************************/ 2650 /**************************************/
2827 2651
2828 /* remove any poisoning and confusion the character may be suffering. */
2829 /* restore player */
2830 at = archetype::find ("poisoning");
2831 tmp = present_arch_in_ob (at, op);
2832
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2837 }
2838
2839 at = archetype::find ("confusion");
2840 tmp = present_arch_in_ob (at, op);
2841 if (tmp)
2842 {
2843 tmp->destroy ();
2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2845 }
2846
2847 cure_disease (op, 0, 0); /* remove any disease */
2848
2849 // remove all spell effects that are active
2850 // to avoid long-term effects such as word-of-recall
2851 for (object *item = op->inv; item; )
2852 {
2853 object *next = item->below;
2854
2855 if (item->type == SPELL_EFFECT && item->active)
2856 item->destroy ();
2857
2858 item = next;
2859 }
2860
2861 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2862 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2863
2864 if (op->stats.food < 100)
2865 op->stats.food = 900;
2866
2867 op->stats.hp = op->stats.maxhp;
2868 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2869 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2870 2654
2871 /* 2655 /*
2872 * Check to see if the player has any unpaid items. If so, remove them 2656 * Check to see if the player has any unpaid items. If so, remove them
2873 * and put them back in the map. 2657 * and put them back in the map.
2874 */ 2658 */
2898 if (will_kill_again) 2682 if (will_kill_again)
2899 { 2683 {
2900 object *force; 2684 object *force;
2901 int at; 2685 int at;
2902 2686
2903 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2904 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2905 force->speed = 0.1f;
2906 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2907 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2908 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2909 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2910 force->resist[at] = 100; 2695 force->resist[at] = 100;
2911 2696
2912 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2913 op->update_stats (); 2698 op->update_stats ();
2914
2915 } 2699 }
2916 2700
2917 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2918} 2702}
2919 2703
2920void 2704static void
2921loot_object (object *op) 2705loot_object (object *op)
2922{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2923 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2924 2708
2925 op->close_container (); /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2935 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2936 2720
2937 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2938 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2939 2723
2940 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2941 { 2725 {
2942 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2943 { 2727 {
2944 tmp->decrease (rndm (1, tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2945 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2956 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2957 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
2958 * was changed. 2742 * was changed.
2959 */ 2743 */
2960void 2744void
2961fix_weight (void) 2745fix_weight ()
2962{ 2746{
2963 for_all_players (pl) 2747 for_all_players (pl)
2964 { 2748 {
2965 sint32 old = pl->ob->carrying; 2749 sint32 old = pl->ob->carrying;
2966 2750
2973 } 2757 }
2974 } 2758 }
2975} 2759}
2976 2760
2977void 2761void
2978fix_luck (void) 2762fix_luck ()
2979{ 2763{
2980 for_all_players (pl) 2764 for_all_players (pl)
2981 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
2982 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
2983} 2767}
3020} 2804}
3021 2805
3022void 2806void
3023make_visible (object *op) 2807make_visible (object *op)
3024{ 2808{
3025 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2810 op->invisible = 0;
3027 2811
3028 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3029 { 2813 {
3030 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3035} 2819}
3036 2820
3037int 2821int
3038is_true_undead (object *op) 2822is_true_undead (object *op)
3039{ 2823{
3040 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
3041 return 1; 2825 return 1;
3042 2826
3043 return 0; 2827 return 0;
3044} 2828}
3045 2829
3055 2839
3056 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3057 return 0; 2841 return 0;
3058 2842
3059 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3061 2845
3062 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3067 2851
3068 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; 2853 for (i = 0, x = ob->x, y = ob->y;
3070 i <= SIZEOFFREE1; 2854 i <= SIZEOFFREE1;
3071 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3143 2927
3144 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3145 player = 1; 2929 player = 1;
3146 2930
3147 else 2931 else
3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3149 2933
3150 /* search adjacent squares */ 2934 /* search adjacent squares */
3151 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3152 { 2936 {
3153 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 continue; 2947 continue;
3164 2948
3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 { 2950 {
3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3168 return 1; 2952 return 1;
3169 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3170 { 2954 {
3171 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3172 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3173 return 1; 2957 return 1;
3174 } 2958 }
3175 } 2959 }
3176 } 2960 }
3177 return 0; 2961 return 0;
3218 while (op) 3002 while (op)
3219 { 3003 {
3220 dx = rv.distance_x + op->arch->x; 3004 dx = rv.distance_x + op->arch->x;
3221 dy = rv.distance_y + op->arch->y; 3005 dy = rv.distance_y + op->arch->y;
3222 3006
3223 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3224 * code, so we need to restrict ourselves to that range of values
3225 * for any meaningful values.
3226 */
3227 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3228 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3229 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3230 return 1; 3008 return 1;
3231 3009
3232 op = op->more; 3010 op = op->more;
3233 }
3234
3235 return 0;
3236}
3237
3238/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding
3240 * place or invisiblity spell. Artefact invisiblity is not
3241 * effected by this. If we arent invisible to begin with, we
3242 * return 0.
3243 */
3244int
3245action_makes_visible (object *op)
3246{
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0;
3251
3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3254
3255 /* If monsters, they should become visible */
3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1;
3260 }
3261 } 3011 }
3262 3012
3263 return 0; 3013 return 0;
3264} 3014}
3265 3015
3280 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3281 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3282 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3283 for (object *tmp = op->below; tmp; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3284 { 3034 {
3285 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3286 { 3036 {
3287 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3037 if (tmp->flag [FLAG_NO_PICK]
3288 && tmp->type == BATTLEGROUND 3038 && tmp->type == BATTLEGROUND
3289 && tmp->name == shstr_battleground 3039 && tmp->name == shstr_battleground
3290 && EXIT_X (tmp) && EXIT_Y (tmp)) 3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 { 3041 {
3292 /* before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 {
3295 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3046 {
3297 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3298 {
3299 if (x && y) 3047 if (x && y)
3300 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3301 3049
3302 return 1; 3050 return 1;
3303 }
3304 } 3051 }
3305 }
3306 3052
3307 if (x && y) 3053 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3309 3055
3310 return 1; 3056 return 1;
3448 else 3194 else
3449 j = 1; 3195 j = 1;
3450 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3451 } 3197 }
3452 } 3198 }
3199
3453 strcat (buf, "."); 3200 strcat (buf, ".");
3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3202 }
3456 3203
3457 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3458 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3459 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3460 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3461 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3463 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3464 3211
3465 /* print message if there is one */ 3212 /* print message if there is one */
3466 if (item->msg != NULL) 3213 if (item->msg != NULL)
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 } 3215 }
3469 else 3216 else
3470 { 3217 {
3471 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474 who->insert (tmp); 3221 who->insert (tmp);
3475 } 3222 }
3476} 3223}
3477 3224
3478/** 3225//-GPL
3479 * Unready an object for a player. This function does nothing if the object was
3480 * not readied.
3481 */
3482void
3483player_unready_range_ob (player *pl, object *ob)
3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3487
3488 if (pl->combat_ob == ob)
3489 pl->combat_ob = 0;
3490
3491 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0;
3493}
3494 3226
3495sint8 3227sint8
3496player::visibility_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3497{ 3229{
3498 if (!ns) 3230 if (!ns)
3499 return 0; 3231 return LOS_BLOCKED;
3500 3232
3501 int dx, dy; 3233 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0; 3235 return LOS_BLOCKED;
3504 3236
3505 x += dx - ns->current_x + ns->mapx / 2; 3237 x += dx - ns->current_x;
3506 y += dy - ns->current_y + ns->mapy / 2; 3238 y += dy - ns->current_y;
3507 3239
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y]; 3240 return blocked_los (x, y);
3512} 3241}
3513 3242
3514void 3243void
3515player::infobox (const char *title, const char *msg, int color) 3244player::infobox (const char *title, const char *msg, int color)
3516{ 3245{
3528{ 3257{
3529 play_sound (sound_find ("generic_failure")); 3258 play_sound (sound_find ("generic_failure"));
3530 statusmsg (msg, color); 3259 statusmsg (msg, color);
3531} 3260}
3532 3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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