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Comparing deliantra/server/server/player.C (file contents):
Revision 1.216 by root, Sun Dec 28 06:59:27 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153 39
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
168 54
169 players.insert (this); 55 players.insert (this);
170 ob->remove (); 56 ob->remove ();
171 ob->map = 0; 57 ob->map = 0;
172 ob->activate_recursive (); 58 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
174 add_friendly_object (ob); 60 add_friendly_object (ob);
175} 61}
176 62
177void 63void
178player::deactivate () 64player::deactivate ()
190 ob->remove (); 76 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0; 78 ob->map = 0;
193 party = 0; 79 party = 0;
194 80
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this); 81 players.erase (this);
198} 82}
199 83
200// connect the player with a specific client 84// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_skills (); 108 link_skills ();
225 109
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this); 129 esrv_new_player (this);
248 130
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
249 ob->update_stats (); 136 ob->update_stats ();
250 137
251 ns->floorbox_update (); 138 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
254 141
255 activate (); 142 activate ();
256 143
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
263} 146}
264 147
265void 148void
281 ns->reset_stats (); 164 ns->reset_stats ();
282 ns->pl = 0; 165 ns->pl = 0;
283 ns = 0; 166 ns = 0;
284 } 167 }
285 168
286 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
287 172
288 deactivate (); 173 deactivate ();
289} 174}
175
176//-GPL
290 177
291// the need for this function can be explained 178// the need for this function can be explained
292// by load_object not returning the object 179// by load_object not returning the object
293void 180void
294player::set_object (object *op) 181player::set_object (object *op)
295{ 182{
296 ob = observe = op; 183 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
298 185
299 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
300 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
301 188
302 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 190}
331 191
332void 192void
333player::set_observe (object *op) 193player::set_observe (object *op)
334{ 194{
335 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
336 do_los = 1; 196 do_los = 1;
337} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
338 207
339player::player () 208player::player ()
340{ 209{
341 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 211 * we deal with that below this point.
364 disconnect (); 233 disconnect ();
365 234
366 attachable::do_destroy (); 235 attachable::do_destroy ();
367 236
368 if (ob) 237 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy (); 238 ob->destroy ();
372 }
373 239
374 ob = observe = 0; 240 ob = observe = viewpoint = 0;
375} 241}
376 242
377player::~player () 243player::~player ()
378{ 244{
379 /* Clear item stack */ 245 /* Clear item stack */
380 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 }
381} 275}
382 276
383/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
385 * mode. 279 * mode.
387player * 281player *
388player::create () 282player::create ()
389{ 283{
390 player *pl = new player; 284 player *pl = new player;
391 285
392 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
393 287
394 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
397 291
398 set_first_map (pl->ob); 292 set_first_map (pl->ob);
399 293
400 return pl; 294 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 295}
430 296
431object * 297object *
432get_nearest_player (object *mon) 298get_nearest_player (object *mon)
433{ 299{
507 */ 373 */
508int 374int
509path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 376{
511 rv_vector rv; 377 rv_vector rv;
512 sint16 x, y;
513 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;
514 maptile *m, *lastmap;
515 379
516 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
517 381
518 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
519 return 0; 383 return 0;
520 384
521 x = mon->x; 385 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 386 dir = rv.direction;
525 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 */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527 389
528 /* 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. */
529 if (diff > max) 391 if (diff > max)
530 return 0; 392 return 0;
531 393
532 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
533 { 395 {
534 lastx = x; 396 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 397
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 399
543 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
545 && (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)))
546 { 404 {
547 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
549 */ 407 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 409 if (rv.direction != dir)
552 { 410 {
553 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 412 * the values so it will try again.
555 */ 413 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 414 pos = lastpos;
559 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
560 } 416 }
561 else 417 else
562 { 418 {
563 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
570 */ 426 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 428 {
573 if (i == 0) 429 if (i == 0)
574 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
575 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 433 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
581 * 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
582 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 440 * the last direction the creature has successfully
584 * moved. 441 * moved.
585 */ 442 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 443 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
592 continue; 447 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 452 continue;
596 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 455 continue;
598 456
599 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 458 break;
601 } 459 }
460
602 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
604 */ 463 */
605 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
606 return 0; 465 return 0;
466
607 diff--; 467 diff--;
608 lastdir = dir; 468 lastdir = dir;
609 max--; 469 max--;
610 if (!firstdir) 470 if (!firstdir)
611 firstdir = dir + i; 471 firstdir = dir + i;
615 { 475 {
616 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
617 diff--; 477 diff--;
618 max--; 478 max--;
619 lastdir = dir; 479 lastdir = dir;
480
620 if (!firstdir) 481 if (!firstdir)
621 firstdir = dir; 482 firstdir = dir;
622 } 483 }
623 484
624 if (diff <= 1) 485 if (diff <= 1)
625 { 486 {
626 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 488 * headed toward player for entire distance.
628 */ 489 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 492 }
632 493
633 if (diff > max) 494 if (diff > max)
634 return 0; 495 return 0;
652 next = op->below; 513 next = op->below;
653 514
654 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
655 * 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
656 */ 517 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
658 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
659 520
660 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 522 * by this player due to race restrictions
662 */ 523 */
663 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
664 { 525 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
666 && 527 &&
667 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 533 {
673 op->destroy (); 534 op->destroy ();
674 continue; 535 continue;
675 } 536 }
676 } 537 }
677 538
678 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 542 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
685 { 544 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 547 {
694 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 551 break;
697 } 552 }
698 553
699 if (op->nrof > 1) 554 if (op->nrof > 1)
700 op->nrof = 1; 555 op->nrof = 1;
701 } 556 }
702 557
703 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
705 560
706 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
707 * 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
708 * merged properly. 563 * merged properly.
709 */ 564 */
710 if (need_identify (op)) 565 if (op->need_identify ())
711 { 566 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
715 } 570 }
716 571
717 if (op->type == SPELL) 572 if (op->type == SPELL)
718 { 573 {
719 op->destroy (); 574 op->destroy ();
720 continue; 575 continue;
721 } 576 }
722 else if (op->type == SKILL) 577 else if (op->type == SKILL)
723 { 578 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0; 580 op->stats.exp = 0;
726 op->level = 1; 581 op->level = 1;
727 } 582 }
728 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
731 586
732 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
733 pl->contr->link_skills (); 588 pl->contr->link_skills ();
734} 589}
748 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:");
749} 604}
750 605
751/* 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. */
752static int 607static int
753roll_stat (void) 608roll_stat ()
754{ 609{
755 int a[4], i, j, k; 610 int a[4], i, j, k;
756 611
757 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
759 614
760 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 616 if (a[i] < k)
762 k = a[i], j = i; 617 k = a[i], j = i;
763 618
855player::chargen_race_done () 710player::chargen_race_done ()
856{ 711{
857 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 713 esrv_new_player (ob->contr);
859 714
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 716 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
863 718
864 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr);
866 720
867 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
868 722
869 if (ob->msg) 723 if (ob->msg)
870 ob->msg = 0; 724 ob->msg = 0;
871 725
872 start_info (ob); 726 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
875 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
876 ob->update_stats (); 730 ob->update_stats ();
877 731
878 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
918 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 774 ob->stats.grace = 0;
921} 775}
922 776
923void 777static void
924flee_player (object *op) 778flee_player (object *op)
925{ 779{
926 int dir, diff; 780 int dir, diff;
927 rv_vector rv; 781 rv_vector rv;
928 782
929 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
930 { 784 {
931 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
933 return; 787 return;
934 } 788 }
935 789
936 if (!op->enemy) 790 if (!op->enemy)
937 { 791 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
940 return; 794 return;
941 } 795 }
942 796
943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944 { 798 {
945 op->enemy = NULL; 799 op->enemy = NULL;
946 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
947 return; 801 return;
948 } 802 }
949 803
950 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
951 805
952 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
954 { 808 {
955 int m = 1 - rndm (2) * 2; 809 int m = 1 - rndm (2) * 2;
956 810
957 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))))
958 return; 812 return;
959 } 813 }
960 814
961 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
963 op->enemy = NULL; 817 op->enemy = NULL;
964} 818}
965 819
966/* 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.
967 * 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
971check_pick (object *op) 825check_pick (object *op)
972{ 826{
973 object *tmp, *next; 827 object *tmp, *next;
974 int stop = 0; 828 int stop = 0;
975 int wvratio; 829 int wvratio;
976 char putstring[128];
977 830
978 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
979 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
980 return 1; 833 return 1;
981 834
982 next = op->below; 835 next = op->below;
983 836
984 int cnt = MAX_ITEM_PER_DROP; 837 int cnt = MAX_ITEM_PER_ACTION;
985#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)
986 839
987 /* 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
988 * destroyed */ 841 * destroyed */
989 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1009 CHK_PICK_PICKUP; 862 CHK_PICK_PICKUP;
1010 863
1011 continue; 864 continue;
1012 } 865 }
1013 866
1014 /* 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? */
1015 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1016 { 929 {
1017 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)
1018 { 993 {
1019 case 0:
1020 return 1; /* don't pick up */
1021 case 1:
1022 CHK_PICK_PICKUP; 994 CHK_PICK_PICKUP;
1023 return 1; 995 continue;
1024 case 2:
1025 CHK_PICK_PICKUP;
1026 return 0;
1027 case 3:
1028 return 0; /* stop before pickup */
1029 case 4:
1030 CHK_PICK_PICKUP;
1031 break;
1032 case 5:
1033 CHK_PICK_PICKUP;
1034 stop = 1;
1035 break;
1036 case 6:
1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1040 break;
1041
1042 case 7:
1043 if (tmp->type == MONEY || tmp->type == GEM)
1044 CHK_PICK_PICKUP;
1045 break;
1046
1047 default:
1048 /* use value density */
1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1051 CHK_PICK_PICKUP;
1052 } 996 }
1053 } 997 }
1054 else 998
1055 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1056 /* NEW pickup handling */
1057 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)
1058 { 1005 {
1059 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1060 if (tmp->name != NULL)
1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1063 else
1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1066
1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1068 }
1069
1070 /* philosophy:
1071 * It's easy to grab an item type from a pile, as long as it's
1072 * generic. This takes no game-time. For more detailed pickups
1073 * and selections, select-items should be used. This is a
1074 * grab-as-you-run type mode that's really useful for arrows for
1075 * example.
1076 * The drawback: right now it has no frontend, so you need to
1077 * stick the bits you want into a calculator in hex mode and then
1078 * convert to decimal and then 'pickup <#>
1079 */
1080
1081 /* the first two modes are exclusive: if NOTHING we return, if
1082 * STOP then we stop. All the rest are applied sequentially,
1083 * meaning if any test passes, the item gets picked up. */
1084
1085 /* if mode is set to pick nothing up, return */
1086
1087 if (op->contr->mode & PU_NOTHING)
1088 return 1;
1089
1090 /* if mode is set to stop when encountering objects, return */
1091 /* take STOP before INHIBIT since it doesn't actually pick
1092 * anything up */
1093
1094 if (op->contr->mode & PU_STOP)
1095 return 0;
1096
1097 /* useful for going into stores and not losing your settings... */
1098 /* and for battles wher you don't want to get loaded down while
1099 * fighting */
1100 if (op->contr->mode & PU_INHIBIT)
1101 return 1;
1102
1103 /* prevent us from turning into auto-thieves :) */
1104 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1105 continue; 1007 continue;
1008 }
1106 1009
1107 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1108 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;
1109 continue; 1015 continue;
1016 }
1110 1017
1111 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1112 /* 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
1113 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1114 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"))
1115 { 1089 {
1116 CHK_PICK_PICKUP; 1090 CHK_PICK_PICKUP;
1117 continue; 1091 continue;
1118 } 1092 }
1093 }
1119 1094
1095 /* misc stuff that's useful */
1120 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1122 { 1098 {
1123 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1124 continue; 1100 continue;
1125 } 1101 }
1126 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1127 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1128 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
1129 { 1110 */
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1133
1134 /* spellbooks, skillscrolls and normal books/scrolls */
1135 if (op->contr->mode & PU_SPELLBOOK)
1136 if (tmp->type == SPELLBOOK)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_SKILLSCROLL)
1143 if (tmp->type == SKILLSCROLL)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_READABLES)
1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* wands/staves/rods/horns */
1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 /* pick up all magical items */
1165 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1166 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)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_VALUABLES)
1173 { 1113 {
1174 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1175 { 1117 {
1176 CHK_PICK_PICKUP; 1118 fprintf (stderr, "%s", tmp->name);
1177 continue;
1178 } 1119 }
1179 }
1180
1181 /* rings & amulets - talismans seems to be typed AMULET */
1182 if (op->contr->mode & PU_JEWELS)
1183 if (tmp->type == RING || tmp->type == AMULET)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* we don't forget dragon food */
1190 if (op->contr->mode & PU_FLESH)
1191 if (tmp->type == FLESH)
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 /* bows and arrows. Bows are good for selling! */
1198 if (op->contr->mode & PU_BOW)
1199 if (tmp->type == BOW)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_ARROW)
1206 if (tmp->type == ARROW)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* all kinds of armor etc. */
1213 if (op->contr->mode & PU_ARMOUR)
1214 if (tmp->type == ARMOUR)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_HELMET)
1221 if (tmp->type == HELMET)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SHIELD)
1228 if (tmp->type == SHIELD)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_BOOTS)
1235 if (tmp->type == BOOTS)
1236 {
1237 CHK_PICK_PICKUP;
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_GLOVES)
1242 if (tmp->type == GLOVES)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_CLOAK)
1249 if (tmp->type == CLOAK)
1250 {
1251 CHK_PICK_PICKUP;
1252 continue;
1253 }
1254
1255 /* hoping to catch throwing daggers here */
1256 if (op->contr->mode & PU_MISSILEWEAPON)
1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 /* careful: chairs and tables are weapons! */
1264 if (op->contr->mode & PU_ALLWEAPON)
1265 {
1266 if (tmp->type == WEAPON && tmp->name != NULL)
1267 {
1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274 }
1275
1276 if (tmp->type == WEAPON && tmp->name == NULL)
1277 {
1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284 }
1285
1286 /* misc stuff that's useful */
1287 if (op->contr->mode & PU_KEY)
1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* any of the last 4 bits set means we use the ratio for value
1295 * pickups */
1296 if (op->contr->mode & PU_RATIO)
1297 {
1298 /* use value density to decide what else to grab */
1299 /* >=7 was >= op->contr->mode */
1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1301 */
1302 wvratio = op->contr->mode & PU_RATIO;
1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1304 {
1305 CHK_PICK_PICKUP;
1306#if 0
1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1308 if (tmp->name != NULL)
1309 {
1310 fprintf (stderr, "%s", tmp->name);
1311 }
1312 else 1120 else
1313 fprintf (stderr, "%s", tmp->arch->archname); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1314 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1315 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))));
1316#endif 1124#endif
1125 CHK_PICK_PICKUP;
1317 continue; 1126 continue;
1318 }
1319 } 1127 }
1320 } /* the new pickup model */ 1128 } /* the new pickup model */
1321 } 1129 }
1322 1130
1323 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;
1324} 1167}
1325 1168
1326/* 1169/*
1327 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1328 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1329 * found object is returned. 1172 * found object is returned.
1330 */ 1173 */
1331object * 1174static object *
1332find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1333{ 1176{
1334 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp); 1179 return splay (tmp);
1337 1180
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 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))
1340 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1341 { 1184 {
1342 splay (tmp); 1185 splay (tmp);
1343 return arrow; 1186 return arrow;
1344 } 1187 }
1350 * 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
1351 * 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
1352 * 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
1353 * 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.
1354 */ 1197 */
1355object * 1198static object *
1356find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1357{ 1200{
1358 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1359 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1360 1203
1361 if (!type) 1204 if (!type)
1362 return NULL; 1205 return NULL;
1363 1206
1364 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1365 { 1208 {
1366 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1367 { 1210 {
1368 i = 0; 1211 i = 0;
1369 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1370 if (i > betterby) 1214 if (i > betterby)
1371 { 1215 {
1372 tmp = ntmp; 1216 tmp = ntmp;
1373 betterby = i; 1217 betterby = i;
1374 } 1218 }
1375 } 1219 }
1376 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1377 { 1221 {
1378 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1380 { 1224 {
1381 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1382 { 1226 {
1383 *better = 100; 1227 *better = 100;
1384 return arrow; 1228 return arrow;
1399 { 1243 {
1400 tmp = arrow; 1244 tmp = arrow;
1401 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;
1402 } 1246 }
1403 } 1247 }
1248
1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1405 { 1250 {
1406 tmp = arrow; 1251 tmp = arrow;
1407 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1408 } 1253 }
1254
1409 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1410 { 1256 {
1411 tmp = arrow; 1257 tmp = arrow;
1412 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1413 } 1259 }
1426 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1427 * op = the shooter 1273 * op = the shooter
1428 * type = bow->race 1274 * type = bow->race
1429 * dir = fire direction 1275 * dir = fire direction
1430 */ 1276 */
1431object * 1277static object *
1432pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1433{ 1279{
1434 object *tmp = NULL; 1280 object *tmp = NULL;
1435 maptile *m; 1281 maptile *m;
1436 int i, mflags, found, number; 1282 int i, mflags, found, number;
1437 sint16 x, y; 1283 sint16 x, y;
1469 break; 1315 break;
1470 } 1316 }
1471 1317
1472 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1473 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)
1474 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1475 break; 1321 break;
1476 } 1322 }
1477 1323
1478 if (!tmp) 1324 if (!tmp)
1479 return find_arrow (op, type); 1325 return find_arrow (op, type);
1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1524 return 0; 1370 return 0;
1525 } 1371 }
1526 1372
1527 // 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
1528 if (bow->below) 1374 splay (bow);
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1533 } 1375 }
1534 1376
1535 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1536 { 1378 {
1537 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);
1544 { 1386 {
1545 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1546 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);
1547 /* 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 */
1548 else 1390 else
1549 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1550 1392
1551 return 0; 1393 return 0;
1552 } 1394 }
1553 } 1395 }
1554 1396
1583 arrow->direction = dir; 1425 arrow->direction = dir;
1584 1426
1585 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 */
1586 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1587 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1588 1430 arrow->custom_name = arrow->slaying;
1589 if (arrow->slaying)
1590 arrow->spellarg = strdup (arrow->slaying);
1591 1431
1592#if 0 1432#if 0
1593 if (player *pl = op->contr) 1433 if (player *pl = op->contr)
1594 { 1434 {
1595 float speed = pl->weapon_sp; 1435 float speed = pl->weapon_sp;
1605#endif 1445#endif
1606 1446
1607 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1608 1448
1609 /* update the speed */ 1449 /* update the speed */
1610 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1611 + bow->stats.dam / 7.f;
1612 1450
1613 arrow->set_speed (max (arrow->speed, 2.f));
1614 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 ));
1615 1456
1616 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;
1617 1458
1618 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1619 { 1460 {
1657 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1658 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1659 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1660 * hence the function name. 1501 * hence the function name.
1661 */ 1502 */
1662int 1503static int
1663player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1664{ 1505{
1665 int ret; 1506 int ret;
1666 1507
1667 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1695} 1536}
1696 1537
1697/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1698 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1699 */ 1540 */
1700void 1541static void
1701fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1702{ 1543{
1703 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1704 1545
1705 if (!item) 1546 if (!item)
1712 { 1553 {
1713 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1714 return; 1555 return;
1715 } 1556 }
1716 1557
1717 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1718 return; 1559 return;
1719 1560
1720 if (item->type == WAND) 1561 if (item->type == WAND)
1721 { 1562 {
1722 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1727 return; 1568 return;
1728 } 1569 }
1729 } 1570 }
1730 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1731 { 1572 {
1732 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);
1733 1574
1734 // 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
1735 // for a rod or horn, this fixes some broken rods. 1576 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1737 { 1578 {
1738 op->contr->play_sound (sound_find ("wand_poof")); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1739 1580
1740 if (item->type == ROD) 1581 if (item->type == ROD)
1741 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));
1756 { 1597 {
1757 object *tmp; 1598 object *tmp;
1758 1599
1759 if (item->arch) 1600 if (item->arch)
1760 { 1601 {
1761 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1762 item->face = item->arch->face; 1603 item->face = item->arch->face;
1763 item->set_speed (0); 1604 item->set_speed (0);
1764 } 1605 }
1765 1606
1766 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1773} 1614}
1774 1615
1775/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1776 */ 1617 */
1777bool 1618bool
1778fire (object *op, int dir) 1619fire (object *who, int dir)
1779{ 1620{
1780 int spellcost = 0; 1621 int spellcost = 0;
1781 1622
1782 player *pl = op->contr; 1623 player *pl = who->contr;
1783 1624
1784 if (pl->golem) 1625 if (pl->golem)
1785 { 1626 {
1786 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1787 return false; 1628 return false;
1788 } 1629 }
1789 1630
1790 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1791 1632
1792 if (!ob) 1633 if (!ob)
1793 return false; 1634 return false;
1794 1635
1795 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1796 --op->speed_left; 1637 --who->speed_left;
1797 else 1638 else
1798 return false; 1639 return false;
1799 1640
1800 if (!op->change_weapon (ob)) 1641 if (!who->apply (ob))
1801 return false; 1642 return false;
1802 1643
1803 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1805 make_visible (op); 1646 make_visible (who);
1806 1647
1807 switch (ob->type) 1648 switch (ob->type)
1808 { 1649 {
1809 case BOW: 1650 case BOW:
1810 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1811 break; 1652 break;
1812 1653
1813 case SPELL: 1654 case SPELL:
1814 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);
1815 break; 1656 break;
1816 1657
1817 case BUILDER: 1658 case BUILDER:
1818 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1819 break; 1660 break;
1820 1661
1821 case SKILL: 1662 case SKILL:
1822 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1823 break; 1664 break;
1824 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1825 default: 1670 default:
1826 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1827 break; 1672 break;
1828 } 1673 }
1829 1674
1830 return true; 1675 return true;
1831} 1676}
1832 1677
1833/* find_key 1678static object *
1834 * We try to find a key for the door as passed. If we find a key
1835 * and successfully use it, we return the key, otherwise NULL
1836 * This function merges both normal and locked door, since the logic
1837 * for both is the same - just the specific key is different.
1838 * pl is the player,
1839 * inv is the objects inventory to searched
1840 * door is the door we are trying to match against.
1841 * This function can be called recursively to search containers.
1842 */
1843object *
1844find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1845{ 1680{
1846 object *tmp, *key; 1681 object *tmp, *key;
1847 1682
1848 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1849 if (!container->inv) 1684 if (!container->inv)
1852 /* 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 */
1853 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1854 { 1689 {
1855 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1856 break; 1691 break;
1692
1857 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1858 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1859 */ 1695 */
1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1861 break; 1697 break;
1867 * a key, return 1703 * a key, return
1868 */ 1704 */
1869 if (!tmp) 1705 if (!tmp)
1870 { 1706 {
1871 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1872 {
1873 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1874 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1875 {
1876 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1877 return key; 1711 return key;
1878 }
1879 }
1880 1712
1881 if (!tmp) 1713 if (!tmp)
1882 return NULL; 1714 return 0;
1883 } 1715 }
1884 1716
1885 /* 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,
1886 * see if we actually want to use it 1718 * see if we actually want to use it
1887 */ 1719 */
1888 if (pl != container) 1720 if (pl != container)
1889 { 1721 {
1890 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1891 if (!pl->contr) 1723 if (!pl->contr)
1892 return NULL; 1724 return 0;
1725
1893 /* cases where this fails: 1726 /* cases where this fails:
1894 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1895 * are not in the players inventory. 1728 * are not in the players inventory.
1896 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1897 * containers can be used. 1730 * containers can be used.
1901 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1902 * 1735 *
1903 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1904 * all the others. 1737 * all the others.
1905 */ 1738 */
1906 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1907 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1908 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1909 { 1742 {
1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1911 "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));
1912 return NULL; 1745 return NULL;
1913 } 1746 }
1914 } 1747 }
1915 1748
1916 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);
1917} 1775}
1918 1776
1919/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1920 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1921 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1971 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
1972 */ 1830 */
1973bool 1831bool
1974move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
1975{ 1833{
1976 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 }
1977 1839
1978 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
1979 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
1980 1842
1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
1984 return false; 1844 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
1991 1845
1992 /* 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
1993 * 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
1994 * 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
1995 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2013 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op) 1868 && mon != op)
2015 break; 1869 break;
2016 } 1870 }
2017 1871
2018 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
2019 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 }
2020 1898
2021 mon = mon->head_ (); 1899 mon = mon->head_ ();
2022 1900
2023 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))
2024 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
2042 */ 1920 */
2043 if (op->type == PLAYER 1921 if (op->type == PLAYER
2044 && ((mon->owner && mon->owner->contr 1922 && ((mon->owner && mon->owner->contr
2045 && same_party (mon->owner->contr->party, op->contr->party)) 1923 && same_party (mon->owner->contr->party, op->contr->party))
2046 || mon->owner == op) 1924 || mon->owner == op)
2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2048 { 1926 {
2049 /* 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 */
2050 if (op->contr->braced) 1928 if (op->contr->braced)
2051 return false; 1929 return false;
2052 1930
2063 return true; 1941 return true;
2064 } 1942 }
2065 else 1943 else
2066 return false; 1944 return false;
2067 } 1945 }
1946
1947 bool on_battleground = op_on_battleground (op, 0, 0);
2068 1948
2069 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2070 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2071 * 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
2072 * attack them either. 1952 * attack them either.
2073 */ 1953 */
2074 if ((mon->type == PLAYER || mon->enemy != op) 1954 if ((mon->type == PLAYER || mon->enemy != op)
2075 && (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])
2076 && ((op->contr->peaceful 1956 && ((op->contr->peaceful
2077 || (mon->type == PLAYER && mon->contr->peaceful)) 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2078 && !on_battleground)) 1958 && !on_battleground))
2079 { 1959 {
2080 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2096 } 1976 }
2097 } 1977 }
2098 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2099 * 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.
2100 */ 1980 */
2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2102 { 1982 {
2103 if (op->speed_left > 0.f) 1983 if (op->speed_left > 0.f)
2104 { 1984 {
2105 --op->speed_left; 1985 --op->speed_left;
2106 1986
2115 * 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
2116 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2117 * 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
2118 * 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.
2119 */ 1999 */
2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2121 ((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)))
2122 { 2002 {
2123 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])
2124 { 2004 {
2125 --op->contr->weapon_sp_left; 2005 --op->contr->weapon_sp_left;
2137} 2017}
2138 2018
2139bool 2019bool
2140move_player (object *op, int dir) 2020move_player (object *op, int dir)
2141{ 2021{
2142 int pick;
2143
2144 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2145 return 0; 2023 return 0;
2146 2024
2147 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2148 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2149 { 2027 {
2150 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2151 return 0; 2029 return 0;
2152 } 2030 }
2153 2031
2154 /* peterm: added following line */ 2032 /* peterm: added following line */
2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2156 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2157 2035
2158 op->facing = dir; 2036 op->facing = dir;
2159 2037
2160 if (op->flag [FLAG_HIDDEN]) 2038 if (op->flag [FLAG_HIDDEN])
2161 do_hidden_move (op); 2039 do_hidden_move (op);
2162 2040
2163 bool retval; 2041 bool retval;
2042 int pick = 0;
2164 2043
2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2166 retval = RESULT_INT (0); 2045 retval = RESULT_INT (0);
2167 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2168 retval = fire (op, dir); 2047 retval = fire (op, dir);
2199 * players. 2078 * players.
2200 */ 2079 */
2201bool 2080bool
2202handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2203{ 2082{
2204 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2205 { 2084 {
2206 if (op->speed_left > 0.f) 2085 if (op->speed_left > 0.f)
2207 { 2086 {
2208 --op->speed_left; 2087 --op->speed_left;
2209 flee_player (op); 2088 flee_player (op);
2225 return move_player (op, op->direction); 2104 return move_player (op, op->direction);
2226 2105
2227 return false; 2106 return false;
2228} 2107}
2229 2108
2230int 2109static int
2231save_life (object *op) 2110save_life (object *op)
2232{ 2111{
2233 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2234 return 0; 2113 return 0;
2235 2114
2236 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2238 { 2117 {
2239 op->play_sound (sound_find ("ob_evaporate")); 2118 op->play_sound (sound_find ("ob_evaporate"));
2240 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));
2241 2120
2242 tmp->destroy (); 2121 tmp->destroy ();
2243 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2244 2123
2245 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2246 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2247 2126
2248 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2249 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2250 2129
2251 op->update_stats (); 2130 op->update_stats ();
2252 return 1; 2131 return 1;
2253 } 2132 }
2254 2133
2255 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2256 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2257 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2258 return 0; 2137 return 0;
2259} 2138}
2260 2139
2261/* 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
2268{ 2147{
2269 while (op) 2148 while (op)
2270 { 2149 {
2271 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' */
2272 2151
2273 if (QUERY_FLAG (op, FLAG_UNPAID)) 2152 if (op->flag [FLAG_UNPAID])
2274 op->insert_at (env); 2153 op->insert_at (env);
2275 else if (op->inv) 2154 else if (op->inv)
2276 drop_unpaid_items (op->inv, env); 2155 drop_unpaid_items (op->inv, env);
2277 2156
2278 op = next; 2157 op = next;
2284{ 2163{
2285 if (!flag [FLAG_REMOVED]) 2164 if (!flag [FLAG_REMOVED])
2286 ::drop_unpaid_items (inv, this); 2165 ::drop_unpaid_items (inv, this);
2287} 2166}
2288 2167
2289/*
2290 * Returns pointer a static string containing gravestone text
2291 * Moved from apply.c to player.c - player.c is what
2292 * actually uses this function. player.c may not be quite the
2293 * best, a misc file for object actions is probably better,
2294 * but there isn't one in the server directory.
2295 */
2296const char *
2297gravestone_text (object *op)
2298{
2299 static dynbuf_text buf;
2300
2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2304 if (op->type == PLAYER)
2305 buf << " the " << op->contr->title;
2306
2307 buf << "\n\n";
2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2313 if (op->type == PLAYER)
2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2315
2316 {
2317 static char buf2[128];
2318 time_t now = time (NULL);
2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2320 buf << buf2;
2321 }
2322
2323 return buf;
2324}
2325
2326void 2168void
2327do_some_living (object *op) 2169do_some_living (object *op)
2328{ 2170{
2329 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2330 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2331 int over_hp, over_sp, over_grace;
2332 int i; 2173 int i;
2333 int rate_hp = 1200; 2174 int rate_hp = 1200;
2334 int rate_sp = 2500; 2175 int rate_sp = 2500;
2335 int rate_grace = 2000; 2176 int rate_grace = 2000;
2336 const int max_hp = 1; 2177 const int max_hp = 1;
2342 op->invisible = 1000; 2183 op->invisible = 1000;
2343 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2344 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2345 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2346 */ 2187 */
2347 if (pticks & 2) 2188 if (server_tick & 2)
2348 op->invisible--; 2189 op->invisible--;
2349 } 2190 }
2350 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2351 { 2192 {
2352 if (!op->invisible--) 2193 if (!op->invisible--)
2353 { 2194 {
2354 make_visible (op); 2195 make_visible (op);
2355 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.");
2389 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2390 { 2231 {
2391 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2392 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2393 2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2394 if (max_grace > 1) 2237 if (max_grace > 1)
2395 { 2238 {
2396 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2397 if (over_grace > 0) 2241 if (over_grace > 0)
2398 { 2242 {
2399 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;
2400 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2401 op->last_grace = 0; 2244 op->last_grace = 0;
2402 } 2245 }
2403 else 2246 else
2404 { 2247 op->last_grace = rate_grace / temp;
2405 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2406 }
2407 } 2248 }
2408 else 2249 else
2409 { 2250 op->last_grace = rate_grace / temp;
2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251
2411 }
2412 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2413 } 2253 }
2414 2254
2415 if (op->stats.food > 0) 2255 if (op->stats.food > 0)
2416 { 2256 {
2422 if (op->stats.sp < op->stats.maxsp) 2262 if (op->stats.sp < op->stats.maxsp)
2423 { 2263 {
2424 op->stats.sp++; 2264 op->stats.sp++;
2425 2265
2426 /* dms do not consume food */ 2266 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (!op->flag [FLAG_WIZ])
2428 { 2268 {
2429 op->stats.food--; 2269 op->stats.food--;
2430 2270
2431 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2432 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2435 } 2275 }
2436 } 2276 }
2437 2277
2438 if (max_sp > 1) 2278 if (max_sp > 1)
2439 { 2279 {
2440 over_sp = (gen_sp + 10) / rate_sp; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0) 2281 if (over_sp > 0)
2442 { 2282 {
2443 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2444 { 2284 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2466 if (op->stats.hp < op->stats.maxhp) 2306 if (op->stats.hp < op->stats.maxhp)
2467 { 2307 {
2468 op->stats.hp++; 2308 op->stats.hp++;
2469 2309
2470 /* dms do not consume food */ 2310 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ)) 2311 if (!op->flag [FLAG_WIZ])
2472 { 2312 {
2473 op->stats.food--; 2313 op->stats.food--;
2474 2314
2475 if (op->contr->digestion < 0) 2315 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion; 2316 op->stats.food += op->contr->digestion;
2477 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))
2478 op->stats.food = last_food; 2318 op->stats.food = last_food;
2479 } 2319 }
2480 } 2320 }
2481 2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2482 if (max_hp > 1) 2324 if (max_hp > 1)
2483 { 2325 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2326 int over_hp = temp / rate_hp;
2485 2327
2486 if (over_hp > 0) 2328 if (over_hp > 0)
2487 { 2329 {
2488 op->stats.sp += over_hp + (rndm (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;
2489 op->last_heal = 0; 2331 op->last_heal = 0;
2490 } 2332 }
2491 else 2333 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2334 op->last_heal = rate_hp / temp;
2493 } 2335 }
2494 else 2336 else
2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / temp;
2496 } 2338 }
2497 } 2339 }
2498 2340
2499 /* Digestion */ 2341 /* Digestion */
2500 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2503 penalty = max (0, -op->contr->digestion); 2345 penalty = max (0, -op->contr->digestion);
2504 2346
2505 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);
2506 2348
2507 /* dms do not consume food */ 2349 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2509 op->stats.food--; 2351 op->stats.food--;
2510 } 2352 }
2511 2353
2512 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2513 { 2355 {
2514 object *flesh = 0; 2356 object *flesh = 0;
2515 2357
2516 for_inv_removable (op, tmp) 2358 for_inv_removable (op, tmp)
2517 { 2359 {
2518 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2519 continue; 2361 continue;
2520 2362
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2522 { 2364 {
2523 op->statusmsg ("You blindly grab for a bite of food. " 2365 op->statusmsg ("You blindly grab for a bite of food. "
2524 "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.>");
2525 manual_apply (op, tmp, 0); 2367 op->apply (tmp);
2526 2368
2527 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2528 break; 2370 break;
2529 } 2371 }
2530 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2536 */ 2378 */
2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2538 { 2380 {
2539 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2540 "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.>");
2541 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2542 } 2384 }
2543 2385
2544 // If player is still starving, alert him! 2386 // If player is still starving, alert him!
2545 if (op->stats.food < 0) 2387 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! " 2388 op->failmsg ("You are starving! "
2558 op->contr->killer->destroy (); 2400 op->contr->killer->destroy ();
2559 } 2401 }
2560 } 2402 }
2561 2403
2562 /* killer should be set here already */ 2404 /* killer should be set here already */
2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2564 kill_player (op); 2406 kill_player (op);
2565 } 2407 }
2566} 2408}
2567 2409
2568/* 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.
2572 */ 2414 */
2573void 2415void
2574kill_player (object *op) 2416kill_player (object *op)
2575{ 2417{
2576 int x, y; 2418 int x, y;
2577 char buf[MAX_BUF];
2578 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2579 int will_kill_again; 2420 int will_kill_again;
2580 archetype *at; 2421 archetype *at;
2581 object *tmp; 2422 object *tmp;
2582 2423
2583 if (save_life (op)) 2424 if (save_life (op))
2584 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 }
2585 2462
2586 /* 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
2587 * 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.
2588 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2589 */ 2466 */
2590 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2591 { 2468 {
2592 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";
2593 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = archetype::find ("poisoning");
2597 if (object *tmp = present_arch_in_ob (at, op))
2598 {
2599 tmp->destroy ();
2600 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2601 }
2602
2603 at = archetype::find ("confusion");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2608 }
2609
2610 cure_disease (op, 0, 0); /* remove any disease */
2611 op->stats.hp = op->stats.maxhp;
2612 if (op->stats.food <= 0)
2613 op->stats.food = 999;
2614 2470
2615 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2616 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2617 { 2473
2618 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2619 tmp->name_pl = format ("%s's fingers", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->msg = format ( 2476 tmp->msg = format (
2621 "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",
2622 &op->name, op->contr->title, 2478 &op->name, op->contr->title,
2623 (int)op->level, 2479 (int)op->level,
2624 op->contr->killer_name () 2480 op->contr->killer_name ()
2625 ); 2481 );
2626 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2628 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2629 }
2630 2485
2631 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2632 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2633 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2634 return; 2491 return;
2635 } 2492 }
2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2636 2496
2637 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2638 2498
2639 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2640 2500
2691 lost_a_stat = 1; 2551 lost_a_stat = 1;
2692 } 2552 }
2693 else 2553 else
2694 { 2554 {
2695 /* deplete a stat */ 2555 /* deplete a stat */
2696 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2697 object *dep; 2557 object *dep;
2698 2558
2699 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2700 if (!dep) 2560 if (!dep)
2701 { 2561 {
2702 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2703 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2704 } 2564 }
2705 lose_this_stat = 1; 2565 lose_this_stat = 1;
2706 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2707 { 2567 {
2735 } 2595 }
2736 } 2596 }
2737 2597
2738 if (lose_this_stat) 2598 if (lose_this_stat)
2739 { 2599 {
2740 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2741 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2742 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2743 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2744 * 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
2745 * difference. 2605 * difference.
2746 */ 2606 */
2747 if (this_stat >= -50) 2607 if (this_stat >= -50)
2748 { 2608 {
2749 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2750 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2751 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2752 op->update_stats (); 2612 op->update_stats ();
2753 lost_a_stat = 1; 2613 lost_a_stat = 1;
2754 } 2614 }
2755 } 2615 }
2759 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2760 if (!lost_a_stat) 2620 if (!lost_a_stat)
2761 { 2621 {
2762 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2763 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2764 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2765 2625
2766 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2767 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";
2768 else 2628 else
2769 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";
2770 } 2630 }
2771#else 2631#else
2772 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.";
2773#endif 2633#endif
2774 2634
2775 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2776 * exp loss on the stone. 2636 * exp loss on the stone.
2777 */ 2637 */
2778 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2779 tmp->name = format ("%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2780 tmp->name_pl = format ("%s's gravestones", &op->name); 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2782 &op->name, op->contr->title, op->contr->killer_name ()); 2642 &op->name, op->contr->title, op->contr->killer_name ());
2783 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2784 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2785 2645
2786 /**************************************/ 2646 /**************************************/
2787 /* */ 2647 /* */
2788 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2789 /* if we died cause of food, give us */
2790 /* food, and reset HP's... */
2791 /* */ 2649 /* */
2792 /**************************************/ 2650 /**************************************/
2793 2651
2794 /* remove any poisoning and confusion the character may be suffering. */
2795 /* restore player */
2796 at = archetype::find ("poisoning");
2797 tmp = present_arch_in_ob (at, op);
2798
2799 if (tmp)
2800 {
2801 tmp->destroy ();
2802 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2803 }
2804
2805 at = archetype::find ("confusion");
2806 tmp = present_arch_in_ob (at, op);
2807 if (tmp)
2808 {
2809 tmp->destroy ();
2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2811 }
2812
2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2826
2827 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2828 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2829
2830 if (op->stats.food < 100)
2831 op->stats.food = 900;
2832
2833 op->stats.hp = op->stats.maxhp;
2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2836 2654
2837 /* 2655 /*
2838 * 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
2839 * and put them back in the map. 2657 * and put them back in the map.
2840 */ 2658 */
2864 if (will_kill_again) 2682 if (will_kill_again)
2865 { 2683 {
2866 object *force; 2684 object *force;
2867 int at; 2685 int at;
2868 2686
2869 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed = 0.1f;
2872 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2873 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2874 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100; 2695 force->resist[at] = 100;
2877 2696
2878 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2879 op->update_stats (); 2698 op->update_stats ();
2880 } 2699 }
2881 2700
2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2883} 2702}
2884 2703
2885void 2704static void
2886loot_object (object *op) 2705loot_object (object *op)
2887{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2888 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2889 2708
2890 op->close_container (); /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2900 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2901 2720
2902 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2903 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2904 2723
2905 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))))
2906 { 2725 {
2907 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2908 { 2727 {
2909 tmp->decrease (rndm (1, tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2910 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2921 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2922 * 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
2923 * was changed. 2742 * was changed.
2924 */ 2743 */
2925void 2744void
2926fix_weight (void) 2745fix_weight ()
2927{ 2746{
2928 for_all_players (pl) 2747 for_all_players (pl)
2929 { 2748 {
2930 sint32 old = pl->ob->carrying; 2749 sint32 old = pl->ob->carrying;
2931 2750
2938 } 2757 }
2939 } 2758 }
2940} 2759}
2941 2760
2942void 2761void
2943fix_luck (void) 2762fix_luck ()
2944{ 2763{
2945 for_all_players (pl) 2764 for_all_players (pl)
2946 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
2947 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
2948} 2767}
3000} 2819}
3001 2820
3002int 2821int
3003is_true_undead (object *op) 2822is_true_undead (object *op)
3004{ 2823{
3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
3006 return 1; 2825 return 1;
3007 2826
3008 return 0; 2827 return 0;
3009} 2828}
3010 2829
3025 level = ob->map->darklevel () - 2; 2844 level = ob->map->darklevel () - 2;
3026 2845
3027 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3028 * 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
3029 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3030 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3031 level = -(10 + (2 * ob->map->darklevel ())); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3032 2851
3033 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3034 for (i = 0, x = ob->x, y = ob->y; 2853 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1; 2854 i <= SIZEOFFREE1;
3108 2927
3109 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3110 player = 1; 2929 player = 1;
3111 2930
3112 else 2931 else
3113 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3114 2933
3115 /* search adjacent squares */ 2934 /* search adjacent squares */
3116 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3117 { 2936 {
3118 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3127 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)))
3128 continue; 2947 continue;
3129 2948
3130 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)
3131 { 2950 {
3132 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])
3133 return 1; 2952 return 1;
3134 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3135 { 2954 {
3136 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3137 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3138 return 1; 2957 return 1;
3139 } 2958 }
3140 } 2959 }
3141 } 2960 }
3142 return 0; 2961 return 0;
3183 while (op) 3002 while (op)
3184 { 3003 {
3185 dx = rv.distance_x + op->arch->x; 3004 dx = rv.distance_x + op->arch->x;
3186 dy = rv.distance_y + op->arch->y; 3005 dy = rv.distance_y + op->arch->y;
3187 3006
3188 /* only the viewable area the player sees is updated by LOS
3189 * code, so we need to restrict ourselves to that range of values
3190 * for any meaningful values.
3191 */
3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3193 return 1; 3008 return 1;
3194 3009
3195 op = op->more; 3010 op = op->more;
3196 }
3197
3198 return 0;
3199}
3200
3201/* routine for both players and monsters. We call this when
3202 * there is a possibility for our action distrubing our hiding
3203 * place or invisiblity spell. Artefact invisiblity causes
3204 * "noise" instead. If we arent invisible to begin with, we
3205 * return 0.
3206 */
3207int
3208action_makes_visible (object *op)
3209{
3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3211 {
3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3219 return 0;
3220 }
3221
3222 if (op->contr && op->contr->tmp_invis == 0)
3223 return 0;
3224
3225 /* If monsters, they should become visible */
3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3227 {
3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3229 return 1;
3230 }
3231 } 3011 }
3232 3012
3233 return 0; 3013 return 0;
3234} 3014}
3235 3015
3250 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3251 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3252 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3253 for (object *tmp = op->below; tmp; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3254 { 3034 {
3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3256 { 3036 {
3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3037 if (tmp->flag [FLAG_NO_PICK]
3258 && tmp->type == BATTLEGROUND 3038 && tmp->type == BATTLEGROUND
3259 && tmp->name == shstr_battleground 3039 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp)) 3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3261 { 3041 {
3262 /* before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3263 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))
3264 {
3265 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)
3266 { 3046 {
3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3268 {
3269 if (x && y) 3047 if (x && y)
3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271 3049
3272 return 1; 3050 return 1;
3273 }
3274 } 3051 }
3275 }
3276 3052
3277 if (x && y) 3053 if (x && y)
3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279 3055
3280 return 1; 3056 return 1;
3418 else 3194 else
3419 j = 1; 3195 j = 1;
3420 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3421 } 3197 }
3422 } 3198 }
3199
3423 strcat (buf, "."); 3200 strcat (buf, ".");
3424 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3425 } 3202 }
3426 3203
3427 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3428 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3429 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3430 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3431 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3432 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3433 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3434 3211
3435 /* print message if there is one */ 3212 /* print message if there is one */
3436 if (item->msg != NULL) 3213 if (item->msg != NULL)
3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3438 } 3215 }
3439 else 3216 else
3440 { 3217 {
3441 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3442 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3443 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));
3444 who->insert (tmp); 3221 who->insert (tmp);
3445 } 3222 }
3446} 3223}
3447 3224
3448/** 3225//-GPL
3449 * Unready an object for a player. This function does nothing if the object was
3450 * not readied.
3451 */
3452void
3453player_unready_range_ob (player *pl, object *ob)
3454{
3455 if (pl->ob->current_weapon == ob)
3456 pl->ob->current_weapon = 0;
3457
3458 if (pl->combat_ob == ob)
3459 pl->combat_ob = 0;
3460
3461 if (pl->ranged_ob == ob)
3462 pl->ranged_ob = 0;
3463}
3464 3226
3465sint8 3227sint8
3466player::darkness_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3467{ 3229{
3468 if (!ns) 3230 if (!ns)
3495{ 3257{
3496 play_sound (sound_find ("generic_failure")); 3258 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color); 3259 statusmsg (msg, color);
3498} 3260}
3499 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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