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Comparing deliantra/server/server/player.C (file contents):
Revision 1.203 by root, Sun Sep 7 21:31:23 2008 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
210 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
211 95
212 ns->update_look = 0; 96 ns->update_look = 0;
213 ns->look_position = 0; 97 ns->look_position = 0;
214 98
215 clear_los (this); 99 clear_los ();
216 100
217 ns->reset_stats (); 101 ns->reset_stats ();
218 102
219 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_player_skills (ob); 108 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 109
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;
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 multiple treasurelists specifying the same skills.
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 ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
696 continue;
697 } 550 }
698 551
699 if (op->nrof > 1) 552 if (op->nrof > 1)
700 op->nrof = 1; 553 op->nrof = 1;
701 } 554 }
702 555
703 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
705 558
706 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 561 * merged properly.
709 */ 562 */
710 if (need_identify (op)) 563 if (op->need_identify ())
711 { 564 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
715 } 568 }
716 569
717 if (op->type == SPELL) 570 if (op->type == SPELL)
718 { 571 {
719 op->destroy (); 572 op->destroy ();
720 continue; 573 continue;
721 } 574 }
722 else if (op->type == SKILL) 575 else if (op->type == SKILL)
723 { 576 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0; 578 op->stats.exp = 0;
726 op->level = 1; 579 op->level = 1;
727 } 580 }
728 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
731 584
732 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
733 link_player_skills (pl); 586 pl->contr->link_skills ();
734} 587}
735 588
736void 589void
737get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
738{ 591{
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 602}
750 603
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 605static int
753roll_stat (void) 606roll_stat ()
754{ 607{
755 int a[4], i, j, k; 608 int a[4], i, j, k;
756 609
757 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
759 612
760 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 614 if (a[i] < k)
762 k = a[i], j = i; 615 k = a[i], j = i;
763 616
855player::chargen_race_done () 708player::chargen_race_done ()
856{ 709{
857 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 711 esrv_new_player (ob->contr);
859 712
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 714 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
863 716
864 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr);
866 718
867 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
868 720
869 if (ob->msg) 721 if (ob->msg)
870 ob->msg = 0; 722 ob->msg = 0;
871 723
872 start_info (ob); 724 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
875 link_player_skills (ob);
876 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
877 ob->update_stats (); 728 ob->update_stats ();
878 729
879 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
880 * is one for this race 731 * is one for this race
881 */ 732 */
882 if (*first_map_ext_path) 733 if (*first_map_ext_path)
883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
884 else 735 else
885 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
886} 756}
887 757
888void 758void
889player::chargen_race_next () 759player::chargen_race_next ()
890{ 760{
919 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
920 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
921 ob->stats.grace = 0; 791 ob->stats.grace = 0;
922} 792}
923 793
924void 794static void
925flee_player (object *op) 795flee_player (object *op)
926{ 796{
927 int dir, diff; 797 int dir, diff;
928 rv_vector rv; 798 rv_vector rv;
929 799
930 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
931 { 801 {
932 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
933 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
934 return; 804 return;
935 } 805 }
936 806
937 if (op->enemy == NULL) 807 if (!op->enemy)
938 { 808 {
939 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
940 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
941 return; 811 return;
942 } 812 }
943 813
944 /* Seen some crashes here. Since we don't store an 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
945 * op->enemy_count, it is possible that something destroys the
946 * actual enemy, and the object is recycled.
947 */
948 if (op->enemy->map == NULL)
949 { 815 {
950 CLEAR_FLAG (op, FLAG_SCARED);
951 op->enemy = NULL; 816 op->enemy = NULL;
952 return; 817 op->clr_flag (FLAG_SCARED);
953 }
954
955 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
956 {
957 op->enemy = NULL;
958 CLEAR_FLAG (op, FLAG_SCARED);
959 return; 818 return;
960 } 819 }
961 820
962 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
963 822
964 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
965 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
966 { 825 {
967 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
968 827
969 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
970 return; 829 return;
971 } 830 }
972 831
973 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
974 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
975 op->enemy = NULL; 834 op->enemy = NULL;
976} 835}
977 836
978/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
979 * It returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
983check_pick (object *op) 842check_pick (object *op)
984{ 843{
985 object *tmp, *next; 844 object *tmp, *next;
986 int stop = 0; 845 int stop = 0;
987 int wvratio; 846 int wvratio;
988 char putstring[128];
989 847
990 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
991 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
992 return 1; 850 return 1;
993 851
994 next = op->below; 852 next = op->below;
995 853
996 int cnt = MAX_ITEM_PER_DROP; 854 int cnt = MAX_ITEM_PER_ACTION;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998 856
999 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1000 * destroyed */ 858 * destroyed */
1001 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1017 875
1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1019 { 877 {
1020 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1021 CHK_PICK_PICKUP; 879 CHK_PICK_PICKUP;
880
1022 continue; 881 continue;
1023 } 882 }
1024 883
1025 /* high not bit set? We're using the old autopickup model */ 884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
1026 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1027 { 946 {
1028 switch (op->contr->mode) 947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1029 { 1010 {
1030 case 0:
1031 return 1; /* don't pick up */
1032 case 1:
1033 CHK_PICK_PICKUP; 1011 CHK_PICK_PICKUP;
1034 return 1; 1012 continue;
1035 case 2:
1036 CHK_PICK_PICKUP;
1037 return 0;
1038 case 3:
1039 return 0; /* stop before pickup */
1040 case 4:
1041 CHK_PICK_PICKUP;
1042 break;
1043 case 5:
1044 CHK_PICK_PICKUP;
1045 stop = 1;
1046 break;
1047 case 6:
1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1051 break;
1052
1053 case 7:
1054 if (tmp->type == MONEY || tmp->type == GEM)
1055 CHK_PICK_PICKUP;
1056 break;
1057
1058 default:
1059 /* use value density */
1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1062 CHK_PICK_PICKUP;
1063 } 1013 }
1064 } 1014 }
1065 else 1015
1066 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1067 /* NEW pickup handling */
1068 if (op->contr->mode & PU_DEBUG) 1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1069 { 1022 {
1070 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1071 if (tmp->name != NULL)
1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1074 else
1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1077
1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1079 }
1080
1081 /* philosophy:
1082 * It's easy to grab an item type from a pile, as long as it's
1083 * generic. This takes no game-time. For more detailed pickups
1084 * and selections, select-items should be used. This is a
1085 * grab-as-you-run type mode that's really useful for arrows for
1086 * example.
1087 * The drawback: right now it has no frontend, so you need to
1088 * stick the bits you want into a calculator in hex mode and then
1089 * convert to decimal and then 'pickup <#>
1090 */
1091
1092 /* the first two modes are exclusive: if NOTHING we return, if
1093 * STOP then we stop. All the rest are applied sequentially,
1094 * meaning if any test passes, the item gets picked up. */
1095
1096 /* if mode is set to pick nothing up, return */
1097
1098 if (op->contr->mode & PU_NOTHING)
1099 return 1;
1100
1101 /* if mode is set to stop when encountering objects, return */
1102 /* take STOP before INHIBIT since it doesn't actually pick
1103 * anything up */
1104
1105 if (op->contr->mode & PU_STOP)
1106 return 0;
1107
1108 /* useful for going into stores and not losing your settings... */
1109 /* and for battles wher you don't want to get loaded down while
1110 * fighting */
1111 if (op->contr->mode & PU_INHIBIT)
1112 return 1;
1113
1114 /* prevent us from turning into auto-thieves :) */
1115 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1116 continue; 1024 continue;
1025 }
1117 1026
1118 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1119 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1120 continue; 1032 continue;
1033 }
1121 1034
1122 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1123 /* question: don't pick up known-poisonous stuff? */ 1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1124 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1125 if (tmp->type == FOOD) 1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1126 { 1106 {
1127 CHK_PICK_PICKUP; 1107 CHK_PICK_PICKUP;
1128 continue; 1108 continue;
1129 } 1109 }
1110 }
1130 1111
1112 /* misc stuff that's useful */
1131 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1133 { 1115 {
1134 CHK_PICK_PICKUP; 1116 CHK_PICK_PICKUP;
1135 continue; 1117 continue;
1136 } 1118 }
1137 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1138 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1139 if (tmp->type == POTION) 1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1140 { 1127 */
1141 CHK_PICK_PICKUP;
1142 continue;
1143 }
1144
1145 /* spellbooks, skillscrolls and normal books/scrolls */
1146 if (op->contr->mode & PU_SPELLBOOK)
1147 if (tmp->type == SPELLBOOK)
1148 {
1149 CHK_PICK_PICKUP;
1150 continue;
1151 }
1152
1153 if (op->contr->mode & PU_SKILLSCROLL)
1154 if (tmp->type == SKILLSCROLL)
1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_READABLES)
1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 /* wands/staves/rods/horns */
1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1175 /* pick up all magical items */
1176 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1178 {
1179 CHK_PICK_PICKUP;
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_VALUABLES)
1184 { 1130 {
1185 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1186 { 1134 {
1187 CHK_PICK_PICKUP; 1135 fprintf (stderr, "%s", tmp->name);
1188 continue;
1189 } 1136 }
1190 }
1191
1192 /* rings & amulets - talismans seems to be typed AMULET */
1193 if (op->contr->mode & PU_JEWELS)
1194 if (tmp->type == RING || tmp->type == AMULET)
1195 {
1196 CHK_PICK_PICKUP;
1197 continue;
1198 }
1199
1200 /* we don't forget dragon food */
1201 if (op->contr->mode & PU_FLESH)
1202 if (tmp->type == FLESH)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 /* bows and arrows. Bows are good for selling! */
1209 if (op->contr->mode & PU_BOW)
1210 if (tmp->type == BOW)
1211 {
1212 CHK_PICK_PICKUP;
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_ARROW)
1217 if (tmp->type == ARROW)
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* all kinds of armor etc. */
1224 if (op->contr->mode & PU_ARMOUR)
1225 if (tmp->type == ARMOUR)
1226 {
1227 CHK_PICK_PICKUP;
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_HELMET)
1232 if (tmp->type == HELMET)
1233 {
1234 CHK_PICK_PICKUP;
1235 continue;
1236 }
1237
1238 if (op->contr->mode & PU_SHIELD)
1239 if (tmp->type == SHIELD)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_BOOTS)
1246 if (tmp->type == BOOTS)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_GLOVES)
1253 if (tmp->type == GLOVES)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_CLOAK)
1260 if (tmp->type == CLOAK)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 /* hoping to catch throwing daggers here */
1267 if (op->contr->mode & PU_MISSILEWEAPON)
1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1269 {
1270 CHK_PICK_PICKUP;
1271 continue;
1272 }
1273
1274 /* careful: chairs and tables are weapons! */
1275 if (op->contr->mode & PU_ALLWEAPON)
1276 {
1277 if (tmp->type == WEAPON && tmp->name != NULL)
1278 {
1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285 }
1286
1287 if (tmp->type == WEAPON && tmp->name == NULL)
1288 {
1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1290 {
1291 CHK_PICK_PICKUP;
1292 continue;
1293 }
1294 }
1295 }
1296
1297 /* misc stuff that's useful */
1298 if (op->contr->mode & PU_KEY)
1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1300 {
1301 CHK_PICK_PICKUP;
1302 continue;
1303 }
1304
1305 /* any of the last 4 bits set means we use the ratio for value
1306 * pickups */
1307 if (op->contr->mode & PU_RATIO)
1308 {
1309 /* use value density to decide what else to grab */
1310 /* >=7 was >= op->contr->mode */
1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1312 */
1313 wvratio = op->contr->mode & PU_RATIO;
1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1315 {
1316 CHK_PICK_PICKUP;
1317#if 0
1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1319 if (tmp->name != NULL)
1320 {
1321 fprintf (stderr, "%s", tmp->name);
1322 }
1323 else 1137 else
1324 fprintf (stderr, "%s", tmp->arch->archname); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1325 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1327#endif 1141#endif
1142 CHK_PICK_PICKUP;
1328 continue; 1143 continue;
1329 }
1330 } 1144 }
1331 } /* the new pickup model */ 1145 } /* the new pickup model */
1332 } 1146 }
1333 1147
1334 return !stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1335} 1184}
1336 1185
1337/* 1186/*
1338 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1339 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1340 * found object is returned. 1189 * found object is returned.
1341 */ 1190 */
1342object * 1191static object *
1343find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1344{ 1193{
1345 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp); 1196 return splay (tmp);
1348 1197
1349 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1351 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1352 { 1201 {
1353 splay (tmp); 1202 splay (tmp);
1354 return arrow; 1203 return arrow;
1355 } 1204 }
1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1362 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1363 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1364 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1365 */ 1214 */
1366object * 1215static object *
1367find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1368{ 1217{
1369 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1370 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1371 1220
1372 if (!type) 1221 if (!type)
1373 return NULL; 1222 return NULL;
1374 1223
1375 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1376 { 1225 {
1377 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1378 { 1227 {
1379 i = 0; 1228 i = 0;
1380 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1381 if (i > betterby) 1231 if (i > betterby)
1382 { 1232 {
1383 tmp = ntmp; 1233 tmp = ntmp;
1384 betterby = i; 1234 betterby = i;
1385 } 1235 }
1386 } 1236 }
1387 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1388 { 1238 {
1389 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1391 { 1241 {
1392 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1393 { 1243 {
1394 *better = 100; 1244 *better = 100;
1395 return arrow; 1245 return arrow;
1410 { 1260 {
1411 tmp = arrow; 1261 tmp = arrow;
1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1413 } 1263 }
1414 } 1264 }
1265
1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1416 { 1267 {
1417 tmp = arrow; 1268 tmp = arrow;
1418 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1419 } 1270 }
1271
1420 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1421 { 1273 {
1422 tmp = arrow; 1274 tmp = arrow;
1423 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1424 } 1276 }
1437 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1438 * op = the shooter 1290 * op = the shooter
1439 * type = bow->race 1291 * type = bow->race
1440 * dir = fire direction 1292 * dir = fire direction
1441 */ 1293 */
1442object * 1294static object *
1443pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1444{ 1296{
1445 object *tmp = NULL; 1297 object *tmp = NULL;
1446 maptile *m; 1298 maptile *m;
1447 int i, mflags, found, number; 1299 int i, mflags, found, number;
1448 sint16 x, y; 1300 sint16 x, y;
1463 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1464 { 1316 {
1465 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1466 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1467 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 { 1322 {
1470 tmp = NULL; 1323 tmp = 0;
1471 break; 1324 break;
1472 } 1325 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 { 1327 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1477 */ 1330 */
1478 tmp = NULL; 1331 tmp = 0;
1479 break; 1332 break;
1480 } 1333 }
1334
1481 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1490 break; 1338 break;
1491 }
1492 } 1339 }
1493 if (tmp == NULL) 1340
1341 if (!tmp)
1494 return find_arrow (op, type); 1342 return find_arrow (op, type);
1495 1343
1496 if (tmp->head) 1344 if (tmp->head)
1497 tmp = tmp->head; 1345 tmp = tmp->head;
1498 1346
1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1539 return 0; 1387 return 0;
1540 } 1388 }
1541 1389
1542 // optimisation: move object to top so we will find it quickly again 1390 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below) 1391 splay (bow);
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1549 } 1392 }
1550 1393
1551 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1552 { 1395 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1560 { 1403 {
1561 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1564 else 1407 else
1565 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1566 1409
1567 return 0; 1410 return 0;
1568 } 1411 }
1569 } 1412 }
1570 1413
1579 } 1422 }
1580 1423
1581 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1582 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1583 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (); 1428 arrow->destroy ();
1585 return 0; 1429 return 0;
1586 } 1430 }
1587 1431
1588 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1598 arrow->direction = dir; 1442 arrow->direction = dir;
1599 1443
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1603 1447 arrow->custom_name = arrow->slaying;
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606 1448
1607#if 0 1449#if 0
1608 if (player *pl = op->contr) 1450 if (player *pl = op->contr)
1609 { 1451 {
1610 float speed = pl->weapon_sp; 1452 float speed = pl->weapon_sp;
1620#endif 1462#endif
1621 1463
1622 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1623 1465
1624 /* update the speed */ 1466 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627 1467
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1630 1473
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632 1475
1633 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1634 { 1477 {
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656 1499
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1658 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1660 1504
1661 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1663 1507
1664 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1672 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1673 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1674 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1675 * hence the function name. 1519 * hence the function name.
1676 */ 1520 */
1677int 1521static int
1678player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1679{ 1523{
1680 int ret = 0, wcmod = 0; 1524 int ret;
1681 1525
1682 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1683 { 1527 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 } 1529 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 { 1531 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1689 wcmod = -1;
1690
1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 } 1534 }
1693 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1694 { 1536 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 } 1540 }
1699 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1700 { 1542 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1544 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 } 1546 }
1705 else 1547 else
1706 { 1548 {
1712} 1554}
1713 1555
1714/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1715 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1716 */ 1558 */
1717void 1559static void
1718fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1719{ 1561{
1720 object *item = op->contr->ranged_ob; 1562 object *item = op->contr->ranged_ob;
1721 1563
1722 if (!item) 1564 if (!item)
1729 { 1571 {
1730 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1731 return; 1573 return;
1732 } 1574 }
1733 1575
1734 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1735 return; 1577 return;
1736 1578
1737 if (item->type == WAND) 1579 if (item->type == WAND)
1738 { 1580 {
1739 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1744 return; 1586 return;
1745 } 1587 }
1746 } 1588 }
1747 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1748 { 1590 {
1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1750 1592
1751 // using the maximum of the rods charge allows at least one spell cast 1593 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods. 1594 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1754 { 1596 {
1755 op->contr->play_sound (sound_find ("wand_poof")); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1756 1598
1757 if (item->type == ROD) 1599 if (item->type == ROD)
1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1763 } 1605 }
1764 } 1606 }
1765 1607
1766 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1767 { 1609 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
1769 if (item->type == WAND) 1612 if (item->type == WAND)
1770 { 1613 {
1771 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1772 { 1615 {
1773 object *tmp;
1774
1775 if (item->arch) 1616 if (item->arch)
1776 { 1617 {
1777 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1778 item->face = item->arch->face; 1619 item->face = item->arch->face;
1779 item->set_speed (0); 1620 item->set_speed (0);
1780 } 1621 }
1781 1622
1782 if (object *pl = item->visible_to ()) 1623 if (object *pl = item->visible_to ())
1789} 1630}
1790 1631
1791/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1792 */ 1633 */
1793bool 1634bool
1794fire (object *op, int dir) 1635fire (object *who, int dir)
1795{ 1636{
1796 int spellcost = 0; 1637 int spellcost = 0;
1797 1638
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr; 1639 player *pl = who->contr;
1803 1640
1804 if (pl->golem) 1641 if (pl->golem)
1805 { 1642 {
1806 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1807 return false; 1644 return false;
1808 } 1645 }
1809 1646
1810 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1811 1648
1812 if (!ob) 1649 if (!ob)
1813 return false; 1650 return false;
1814 1651
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1819 --op->speed_left; 1653 --who->speed_left;
1820 else 1654 else
1821 return false; 1655 return false;
1822 1656
1657 if (!who->apply (ob))
1658 return false;
1659
1660 /* check for loss of invisiblity/hide */
1661 if (action_makes_visible (who))
1662 make_visible (who);
1663
1823 switch (ob->type) 1664 switch (ob->type)
1824 { 1665 {
1825 case BOW: 1666 case BOW:
1826 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1827 break; 1668 break;
1828 1669
1829 case SPELL: 1670 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1831 break; 1672 break;
1832 1673
1833 case BUILDER: 1674 case BUILDER:
1834 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1835 break; 1676 break;
1836 1677
1837 case SKILL: 1678 case SKILL:
1838 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1839 break; 1680 break;
1840 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1841 default: 1686 default:
1842 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1843 break; 1688 break;
1844 } 1689 }
1845 1690
1846 return true; 1691 return true;
1847} 1692}
1848 1693
1849/* find_key 1694static object *
1850 * We try to find a key for the door as passed. If we find a key
1851 * and successfully use it, we return the key, otherwise NULL
1852 * This function merges both normal and locked door, since the logic
1853 * for both is the same - just the specific key is different.
1854 * pl is the player,
1855 * inv is the objects inventory to searched
1856 * door is the door we are trying to match against.
1857 * This function can be called recursively to search containers.
1858 */
1859object *
1860find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1861{ 1696{
1862 object *tmp, *key; 1697 object *tmp, *key;
1863 1698
1864 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1865 if (!container->inv) 1700 if (!container->inv)
1868 /* First, lets try to find a key in the top level inventory */ 1703 /* First, lets try to find a key in the top level inventory */
1869 for (tmp = container->inv; tmp; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 { 1705 {
1871 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1872 break; 1707 break;
1708
1873 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1875 */ 1711 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break; 1713 break;
1883 * a key, return 1719 * a key, return
1884 */ 1720 */
1885 if (!tmp) 1721 if (!tmp)
1886 { 1722 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door))) 1726 if ((key = find_key_ (pl, tmp, door)))
1893 return key; 1727 return key;
1894 }
1895 }
1896 1728
1897 if (!tmp) 1729 if (!tmp)
1898 return NULL; 1730 return 0;
1899 } 1731 }
1900 1732
1901 /* We get down here if we have found a key. Now if its in a container, 1733 /* We get down here if we have found a key. Now if its in a container,
1902 * see if we actually want to use it 1734 * see if we actually want to use it
1903 */ 1735 */
1904 if (pl != container) 1736 if (pl != container)
1905 { 1737 {
1906 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1907 if (!pl->contr) 1739 if (!pl->contr)
1908 return NULL; 1740 return 0;
1741
1909 /* cases where this fails: 1742 /* cases where this fails:
1910 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1911 * are not in the players inventory. 1744 * are not in the players inventory.
1912 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1913 * containers can be used. 1746 * containers can be used.
1917 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1918 * 1751 *
1919 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1920 * all the others. 1753 * all the others.
1921 */ 1754 */
1922 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1923 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1925 { 1758 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL; 1761 return NULL;
1929 } 1762 }
1930 } 1763 }
1931 1764
1932 return tmp; 1765 return tmp;
1766}
1767
1768/* find_key
1769 * We try to find a key for the door as passed. If we find a key
1770 * and successfully use it, we return the key, otherwise NULL
1771 * This function merges both normal and locked door, since the logic
1772 * for both is the same - just the specific key is different.
1773 * pl is the player,
1774 * inv is the objects inventory to searched
1775 * door is the door we are trying to match against.
1776 * This function can be called recursively to search containers.
1777 */
1778object *
1779find_key (object *pl, object *container, object *door)
1780{
1781 if (door->slaying && is_match_expr (door->slaying))
1782 {
1783 // for match expressions, we try to find the key by applying the match
1784 // to the op itself, which is supposed to find the "key", instead
1785 // of searching through containers ourselves.
1786
1787 return match_one (door->slaying, container, door, pl, pl);
1788 }
1789 else
1790 return find_key_ (pl, container, door);
1933} 1791}
1934 1792
1935/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1936 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1937 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1987 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
1988 */ 1846 */
1989bool 1847bool
1990move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
1991{ 1849{
1992 int on_battleground; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1851 {
1852 --op->speed_left;
1853 return true;
1854 }
1993 1855
1994 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
1996 1858
1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny)) 1859 if (out_of_map (op->map, nx, ny))
2000 return false; 1860 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2007 1861
2008 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
2009 * map, attack it. Note order of if statement is important - don't 1863 * map, attack it. Note order of if statement is important - don't
2010 * want to be calling move_ob if braced, because move_ob will move the 1864 * want to be calling move_ob if braced, because move_ob will move the
2011 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2029 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op) 1884 && mon != op)
2031 break; 1885 break;
2032 } 1886 }
2033 1887
2034 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
2035 return false; /* into a wall */ 1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
1893 {
1894 if (ob->move_block == MOVE_ALL)
1895 move_into_wall (op, ob);
1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
2036 1914
2037 mon = mon->head_ (); 1915 mon = mon->head_ ();
2038 1916
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
2058 */ 1936 */
2059 if (op->type == PLAYER 1937 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op) 1940 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2064 { 1942 {
2065 /* If we're braced, we don't want to switch places with it */ 1943 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced) 1944 if (op->contr->braced)
2067 return false; 1945 return false;
2068 1946
2071 --op->speed_left; 1949 --op->speed_left;
2072 1950
2073 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2075 1953
2076 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2077 make_visible (op); 1955 make_visible (op);
2078 1956
2079 return true; 1957 return true;
2080 } 1958 }
2081 else 1959 else
2082 return false; 1960 return false;
2083 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2084 1964
2085 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2087 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2088 * attack them either. 1968 * attack them either.
2089 */ 1969 */
2090 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2092 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
2093 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2094 && !on_battleground)) 1974 && !on_battleground))
2095 { 1975 {
2096 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
2103 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2104 } 1984 }
2105 else 1985 else
2106 op->statusmsg ("You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2107 1987
2108 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2109 make_visible (op); 1989 make_visible (op);
2110 1990
2111 return true; 1991 return true;
2112 } 1992 }
2113 } 1993 }
2114 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2115 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2116 */ 1996 */
2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2118 { 1998 {
2119 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
2120 { 2000 {
2121 --op->speed_left; 2001 --op->speed_left;
2122 2002
2131 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2132 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2133 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2134 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2135 */ 2015 */
2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2138 { 2018 {
2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2140 { 2020 {
2141 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
2153} 2033}
2154 2034
2155bool 2035bool
2156move_player (object *op, int dir) 2036move_player (object *op, int dir)
2157{ 2037{
2158 int pick;
2159
2160 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2161 return 0; 2039 return 0;
2162 2040
2163 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2165 { 2043 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0; 2045 return 0;
2168 } 2046 }
2169 2047
2170 /* peterm: added following line */ 2048 /* peterm: added following line */
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173 2051
2174 op->facing = dir; 2052 op->facing = dir;
2175 2053
2176 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2177 do_hidden_move (op); 2055 do_hidden_move (op);
2178 2056
2179 bool retval; 2057 bool retval;
2058 int pick = 0;
2180 2059
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2184 retval = fire (op, dir); 2063 retval = fire (op, dir);
2215 * players. 2094 * players.
2216 */ 2095 */
2217bool 2096bool
2218handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2219{ 2098{
2220 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2221 { 2100 {
2222 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2223 { 2102 {
2224 --op->speed_left; 2103 --op->speed_left;
2225 flee_player (op); 2104 flee_player (op);
2241 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2242 2121
2243 return false; 2122 return false;
2244} 2123}
2245 2124
2246int 2125static int
2247save_life (object *op) 2126save_life (object *op)
2248{ 2127{
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2250 return 0; 2129 return 0;
2251 2130
2252 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2254 { 2133 {
2255 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2257 2136
2258 tmp->destroy (); 2137 tmp->destroy ();
2259 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2260 2139
2261 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2263 2142
2264 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2265 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2266 2145
2267 op->update_stats (); 2146 op->update_stats ();
2268 return 1; 2147 return 1;
2269 } 2148 }
2270 2149
2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2272 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2273 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2274 return 0; 2153 return 0;
2275} 2154}
2276 2155
2277/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2284{ 2163{
2285 while (op) 2164 while (op)
2286 { 2165 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288 2167
2289 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2290 op->insert_at (env); 2169 op->insert_at (env);
2291 else if (op->inv) 2170 else if (op->inv)
2292 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2293 2172
2294 op = next; 2173 op = next;
2300{ 2179{
2301 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2303} 2182}
2304 2183
2305/*
2306 * Returns pointer a static string containing gravestone text
2307 * Moved from apply.c to player.c - player.c is what
2308 * actually uses this function. player.c may not be quite the
2309 * best, a misc file for object actions is probably better,
2310 * but there isn't one in the server directory.
2311 */
2312const char *
2313gravestone_text (object *op)
2314{
2315 static dynbuf_text buf;
2316
2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2320 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title;
2322
2323 buf << "\n\n";
2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2329 if (op->type == PLAYER)
2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2331
2332 {
2333 static char buf2[128];
2334 time_t now = time (NULL);
2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2336 buf << buf2;
2337 }
2338
2339 return buf;
2340}
2341
2342void 2184void
2343do_some_living (object *op) 2185do_some_living (object *op)
2344{ 2186{
2345 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2346 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2347 int over_hp, over_sp, over_grace;
2348 int i;
2349 int rate_hp = 1200; 2189 int rate_hp = 1200;
2350 int rate_sp = 2500; 2190 int rate_sp = 2500;
2351 int rate_grace = 2000; 2191 int rate_grace = 2000;
2352 const int max_hp = 1; 2192 const int max_hp = 1;
2353 const int max_sp = 1; 2193 const int max_sp = 1;
2354 const int max_grace = 1; 2194 const int max_grace = 1;
2355 2195
2196#if 0
2356 if (op->contr->hidden) 2197 if (op->contr->hidden)
2357 { 2198 {
2358 op->invisible = 1000; 2199 op->invisible = 1000;
2359 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2360 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2362 */ 2203 */
2363 if (pticks & 2) 2204 if (server_tick & 2)
2364 op->invisible--; 2205 op->invisible--;
2365 } 2206 }
2207 else
2208#endif
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2367 { 2210 {
2368 if (!op->invisible--) 2211 if (!op->invisible--)
2369 { 2212 {
2370 make_visible (op); 2213 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2405 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2406 { 2249 {
2407 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2408 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2409 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2410 if (max_grace > 1) 2255 if (max_grace > 1)
2411 { 2256 {
2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2413 if (over_grace > 0) 2259 if (over_grace > 0)
2414 { 2260 {
2415 op->stats.sp += over_grace 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2416 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2417 op->last_grace = 0; 2262 op->last_grace = 0;
2418 } 2263 }
2419 else 2264 else
2420 { 2265 op->last_grace = rate_grace / temp;
2421 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422 }
2423 } 2266 }
2424 else 2267 else
2425 { 2268 op->last_grace = rate_grace / temp;
2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2427 }
2428 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2429 } 2271 }
2430 2272
2431 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2432 { 2274 {
2438 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2439 { 2281 {
2440 op->stats.sp++; 2282 op->stats.sp++;
2441 2283
2442 /* dms do not consume food */ 2284 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2444 { 2286 {
2445 op->stats.food--; 2287 op->stats.food--;
2446 2288
2447 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2448 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2451 } 2293 }
2452 } 2294 }
2453 2295
2454 if (max_sp > 1) 2296 if (max_sp > 1)
2455 { 2297 {
2456 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0) 2299 if (over_sp > 0)
2458 { 2300 {
2459 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2460 { 2302 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2483 { 2325 {
2484 op->stats.hp++; 2326 op->stats.hp++;
2485 2327
2486 /* dms do not consume food */ 2328 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2488 { 2330 {
2489 op->stats.food--; 2331 op->stats.food--;
2490 2332
2491 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food; 2336 op->stats.food = last_food;
2495 } 2337 }
2496 } 2338 }
2497 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2498 if (max_hp > 1) 2342 if (max_hp > 1)
2499 { 2343 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2501 2345
2502 if (over_hp > 0) 2346 if (over_hp > 0)
2503 { 2347 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0; 2349 op->last_heal = 0;
2506 } 2350 }
2507 else 2351 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2509 } 2353 }
2510 else 2354 else
2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2512 } 2356 }
2513 } 2357 }
2514 2358
2515 /* Digestion */ 2359 /* Digestion */
2516 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2519 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2520 2364
2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522 2366
2523 /* dms do not consume food */ 2367 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2525 op->stats.food--; 2369 op->stats.food--;
2526 } 2370 }
2527 2371
2528 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2529 { 2373 {
2530 object *flesh = 0; 2374 object *flesh = 0;
2531 2375
2532 for_inv_removable (op, tmp) 2376 for_inv_removable (op, tmp)
2533 { 2377 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2535 continue; 2379 continue;
2536 2380
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 { 2382 {
2539 op->statusmsg ("You blindly grab for a bite of food. " 2383 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.>"); 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2542 2386
2543 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break; 2388 break;
2545 } 2389 }
2546 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2552 */ 2396 */
2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2554 { 2398 {
2555 op->statusmsg ("You blindly grab for a bite of food. " 2399 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2558 } 2402 }
2559 2403
2560 // If player is still starving, alert him! 2404 // If player is still starving, alert him!
2561 if (op->stats.food < 0) 2405 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! " 2406 op->failmsg ("You are starving! "
2574 op->contr->killer->destroy (); 2418 op->contr->killer->destroy ();
2575 } 2419 }
2576 } 2420 }
2577 2421
2578 /* killer should be set here already */ 2422 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2580 kill_player (op); 2424 kill_player (op);
2581 } 2425 }
2582} 2426}
2583 2427
2584/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2588 */ 2432 */
2589void 2433void
2590kill_player (object *op) 2434kill_player (object *op)
2591{ 2435{
2592 int x, y; 2436 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2595 int will_kill_again; 2438 int will_kill_again;
2596 archetype *at; 2439 archetype *at;
2597 object *tmp; 2440 object *tmp;
2598 2441
2599 if (save_life (op)) 2442 if (save_life (op))
2600 return; 2443 return;
2444
2445 dynbuf_text deathtab;
2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2601 2480
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2603 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2605 */ 2484 */
2606 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2607 { 2486 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2610
2611 /* restore player */
2612 at = archetype::find ("poisoning");
2613 if (object *tmp = present_arch_in_ob (at, op))
2614 {
2615 tmp->destroy ();
2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2624 }
2625
2626 cure_disease (op, 0, 0); /* remove any disease */
2627 op->stats.hp = op->stats.maxhp;
2628 if (op->stats.food <= 0)
2629 op->stats.food = 999;
2630 2488
2631 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2633 { 2491
2634 tmp->name = format ("%s's finger" , &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format ( 2494 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title, 2496 &op->name, op->contr->title,
2639 (int)op->level, 2497 (int)op->level,
2640 op->contr->killer_name () 2498 op->contr->killer_name ()
2641 ); 2499 );
2642 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics"; 2501 tmp->material = name_to_material (shstr_organic);
2644 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2645 }
2646 2503
2647 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2650 return; 2509 return;
2651 } 2510 }
2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2652 2514
2653 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2654 2516
2655 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2656 2518
2690 2552
2691 lost_a_stat = 0; 2553 lost_a_stat = 0;
2692 2554
2693 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2694 { 2556 {
2695 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2696 2558
2697 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2698 { 2560 {
2699 /* Pick a random stat and take a point off it. Tell the player 2561 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2562 * what he lost.
2707 lost_a_stat = 1; 2569 lost_a_stat = 1;
2708 } 2570 }
2709 else 2571 else
2710 { 2572 {
2711 /* deplete a stat */ 2573 /* deplete a stat */
2712 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2713 object *dep; 2575 object *dep;
2714 2576
2715 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2716 if (!dep) 2578 if (!dep)
2717 { 2579 {
2718 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2719 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2720 } 2582 }
2721 lose_this_stat = 1; 2583 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2723 { 2585 {
2751 } 2613 }
2752 } 2614 }
2753 2615
2754 if (lose_this_stat) 2616 if (lose_this_stat)
2755 { 2617 {
2756 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2757 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a 2622 * and should be roughly the same, so it shouldn't make a
2761 * difference. 2623 * difference.
2762 */ 2624 */
2763 if (this_stat >= -50) 2625 if (this_stat >= -50)
2764 { 2626 {
2765 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats (); 2630 op->update_stats ();
2769 lost_a_stat = 1; 2631 lost_a_stat = 1;
2770 } 2632 }
2771 } 2633 }
2775 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat) 2638 if (!lost_a_stat)
2777 { 2639 {
2778 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2780 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2781 2643
2782 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2784 else 2646 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2786 } 2648 }
2787#else 2649#else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2789#endif 2651#endif
2790 2652
2791 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone. 2654 * exp loss on the stone.
2793 */ 2655 */
2794 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2795 tmp->name = format ("%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name); 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2797 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2660 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2663
2801 /**************************************/ 2664 /**************************************/
2802 /* */ 2665 /* */
2803 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2667 /* */
2807 /**************************************/ 2668 /**************************************/
2808 2669
2809 /* remove any poisoning and confusion the character may be suffering. */
2810 /* restore player */
2811 at = archetype::find ("poisoning");
2812 tmp = present_arch_in_ob (at, op);
2813
2814 if (tmp)
2815 {
2816 tmp->destroy ();
2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2818 }
2819
2820 at = archetype::find ("confusion");
2821 tmp = present_arch_in_ob (at, op);
2822 if (tmp)
2823 {
2824 tmp->destroy ();
2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2826 }
2827
2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2848 op->stats.hp = op->stats.maxhp;
2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2851 2672
2852 /* 2673 /*
2853 * Check to see if the player has any unpaid items. If so, remove them 2674 * Check to see if the player has any unpaid items. If so, remove them
2854 * and put them back in the map. 2675 * and put them back in the map.
2855 */ 2676 */
2879 if (will_kill_again) 2700 if (will_kill_again)
2880 { 2701 {
2881 object *force; 2702 object *force;
2882 int at; 2703 int at;
2883 2704
2884 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2885 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2886 force->speed = 0.1f;
2887 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2888 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2889 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2890 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100; 2713 force->resist[at] = 100;
2892 2714
2893 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2716 op->update_stats ();
2895
2896 } 2717 }
2897 2718
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2899} 2720}
2900 2721
2901void 2722static void
2902loot_object (object *op) 2723loot_object (object *op)
2903{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2905 2726
2906 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2907 2728
2908 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2909 { 2730 {
2916 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2917 2738
2918 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2919 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2920 2741
2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2922 { 2743 {
2923 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2924 { 2745 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2937 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2938 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
2939 * was changed. 2760 * was changed.
2940 */ 2761 */
2941void 2762void
2942fix_weight (void) 2763fix_weight ()
2943{ 2764{
2944 for_all_players (pl) 2765 for_all_players (pl)
2945 { 2766 {
2946 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2947 2768
2948 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2949 2770
2950 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2951 { 2772 {
2954 } 2775 }
2955 } 2776 }
2956} 2777}
2957 2778
2958void 2779void
2959fix_luck (void) 2780fix_luck ()
2960{ 2781{
2961 for_all_players (pl) 2782 for_all_players (pl)
2962 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
2963 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
2964} 2785}
3001} 2822}
3002 2823
3003void 2824void
3004make_visible (object *op) 2825make_visible (object *op)
3005{ 2826{
3006 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3007 op->invisible = 0; 2828 op->invisible = 0;
3008 2829
3009 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3010 { 2831 {
3011 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3016} 2837}
3017 2838
3018int 2839int
3019is_true_undead (object *op) 2840is_true_undead (object *op)
3020{ 2841{
3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
3022 return 1; 2843 return 1;
3023 2844
3024 return 0; 2845 return 0;
3025} 2846}
3026 2847
3036 2857
3037 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3038 return 0; 2859 return 0;
3039 2860
3040 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3042 2863
3043 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3047 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3048 2869
3049 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y; 2871 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1; 2872 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3124 2945
3125 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3126 player = 1; 2947 player = 1;
3127 2948
3128 else 2949 else
3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3130 2951
3131 /* search adjacent squares */ 2952 /* search adjacent squares */
3132 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3133 { 2954 {
3134 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3144 continue; 2965 continue;
3145 2966
3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 { 2968 {
3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3149 return 1; 2970 return 1;
3150 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3151 {
3152 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3154 return 1; 2972 return 1;
3155 }
3156 } 2973 }
3157 } 2974 }
3158 return 0; 2975 return 0;
3159} 2976}
3160 2977
3161/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3162 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3163 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3164 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3165 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3166 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3167 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3168 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3169 * imply the way your head, or body is facing? It's possible 2986 * imply the way your head, or body is facing? It's possible
3170 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3171 * -b.t. 2988 * -b.t.
3172 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3173 */ 2990 */
3174int 2991int
3175player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3176{ 2993{
3199 while (op) 3016 while (op)
3200 { 3017 {
3201 dx = rv.distance_x + op->arch->x; 3018 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y; 3019 dy = rv.distance_y + op->arch->y;
3203 3020
3204 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3205 * code, so we need to restrict ourselves to that range of values
3206 * for any meaningful values.
3207 */
3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 return 1; 3022 return 1;
3212 3023
3213 op = op->more; 3024 op = op->more;
3214 }
3215
3216 return 0;
3217}
3218
3219/* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not
3222 * effected by this. If we arent invisible to begin with, we
3223 * return 0.
3224 */
3225int
3226action_makes_visible (object *op)
3227{
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231 return 0;
3232
3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3235
3236 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3240 return 1;
3241 }
3242 } 3025 }
3243 3026
3244 return 0; 3027 return 0;
3245} 3028}
3246 3029
3261 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3262 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3263 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3264 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 { 3048 {
3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3267 { 3050 {
3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3269 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 { 3055 {
3273 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3275 {
3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3277 { 3060 {
3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 {
3280 if (x && y) 3061 if (x && y)
3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 3063
3283 return 1; 3064 return 1;
3284 }
3285 } 3065 }
3286 }
3287 3066
3288 if (x && y) 3067 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290 3069
3291 return 1; 3070 return 1;
3429 else 3208 else
3430 j = 1; 3209 j = 1;
3431 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3432 } 3211 }
3433 } 3212 }
3213
3434 strcat (buf, "."); 3214 strcat (buf, ".");
3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3216 }
3437 3217
3438 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3439 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3440 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3441 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3442 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3444 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3445 3225
3446 /* print message if there is one */ 3226 /* print message if there is one */
3447 if (item->msg != NULL) 3227 if (item->msg != NULL)
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 } 3229 }
3450 else 3230 else
3451 { 3231 {
3452 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3453 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3455 who->insert (tmp); 3235 who->insert (tmp);
3456 } 3236 }
3457} 3237}
3458 3238
3459/** 3239//-GPL
3460 * Unready an object for a player. This function does nothing if the object was
3461 * not readied.
3462 */
3463void
3464player_unready_range_ob (player *pl, object *ob)
3465{
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3468
3469 if (pl->combat_ob == ob)
3470 pl->combat_ob = 0;
3471
3472 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0;
3474}
3475 3240
3476sint8 3241sint8
3477player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3478{ 3243{
3479 if (!ns) 3244 if (!ns)
3480 return 0; 3245 return LOS_BLOCKED;
3481 3246
3482 int dx, dy; 3247 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0; 3249 return LOS_BLOCKED;
3485 3250
3486 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3487 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3488 3253
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3493} 3255}
3494 3256
3495void 3257void
3496player::infobox (const char *title, const char *msg, int color) 3258player::infobox (const char *title, const char *msg, int color)
3497{ 3259{
3509{ 3271{
3510 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color); 3273 statusmsg (msg, color);
3512} 3274}
3513 3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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