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Comparing deliantra/server/server/player.C (file contents):
Revision 1.236 by root, Thu Nov 5 14:56:06 2009 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 (©) 2005,2006,2007,2008,2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
24 29
25#include <global.h> 30#include <global.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm>
34#include <functional>
35
36playervec players; 38playervec players;
37 39
38/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
39static void 41static void
40set_first_map (object *op) 42set_first_map (object *op)
52 54
53 players.insert (this); 55 players.insert (this);
54 ob->remove (); 56 ob->remove ();
55 ob->map = 0; 57 ob->map = 0;
56 ob->activate_recursive (); 58 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
58 add_friendly_object (ob); 60 add_friendly_object (ob);
59} 61}
60 62
61void 63void
62player::deactivate () 64player::deactivate ()
74 ob->remove (); 76 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0; 78 ob->map = 0;
77 party = 0; 79 party = 0;
78 80
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this); 81 players.erase (this);
82} 82}
83 83
84// connect the player with a specific client 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
105 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
106 106
107 ob->update_weight (); 107 ob->update_weight ();
108 link_skills (); 108 link_skills ();
109 109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
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
133 ob->update_stats (); 136 ob->update_stats ();
134 137
135 ns->floorbox_update (); 138 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
167 // when ns = 0 170 // when ns = 0
168 observe = viewpoint = ob; 171 observe = viewpoint = ob;
169 172
170 deactivate (); 173 deactivate ();
171} 174}
175
176//-GPL
172 177
173// the need for this function can be explained 178// the need for this function can be explained
174// by load_object not returning the object 179// by load_object not returning the object
175void 180void
176player::set_object (object *op) 181player::set_object (object *op)
177{ 182{
178 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
180 185
181 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
182 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
183 188
184 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212} 190}
213 191
214void 192void
215player::set_observe (object *op) 193player::set_observe (object *op)
216{ 194{
222player::set_viewpoint (object *op) 200player::set_viewpoint (object *op)
223{ 201{
224 viewpoint = op ? op : (object *)observe; 202 viewpoint = op ? op : (object *)observe;
225 do_los = 1; 203 do_los = 1;
226} 204}
205
206//+GPL
227 207
228player::player () 208player::player ()
229{ 209{
230 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point. 211 * we deal with that below this point.
253 disconnect (); 233 disconnect ();
254 234
255 attachable::do_destroy (); 235 attachable::do_destroy ();
256 236
257 if (ob) 237 if (ob)
258 {
259 ob->destroy_inv (false);
260 ob->destroy (); 238 ob->destroy ();
261 }
262 239
263 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
264} 241}
265 242
266player::~player () 243player::~player ()
267{ 244{
268 /* Clear item stack */ 245 /* Clear item stack */
269 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 }
270} 275}
271 276
272/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
273 * 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
274 * mode. 279 * mode.
276player * 281player *
277player::create () 282player::create ()
278{ 283{
279 player *pl = new player; 284 player *pl = new player;
280 285
281 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
282 287
283 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
284 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
286 291
287 set_first_map (pl->ob); 292 set_first_map (pl->ob);
288 293
289 return pl; 294 return pl;
290}
291
292/*
293 * get_player_archetype() return next player archetype from archetype
294 * list. Not very efficient routine, but used only creating new players.
295 * Note: there MUST be at least one player archetype!
296 */
297archetype *
298get_player_archetype (archetype *at)
299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
307
308 for (;;)
309 {
310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318} 295}
319 296
320object * 297object *
321get_nearest_player (object *mon) 298get_nearest_player (object *mon)
322{ 299{
396 */ 373 */
397int 374int
398path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
399{ 376{
400 rv_vector rv; 377 rv_vector rv;
401 sint16 x, y;
402 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;
403 maptile *m, *lastmap;
404 379
405 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
406 381
407 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
408 return 0; 383 return 0;
409 384
410 x = mon->x; 385 mapxy pos (mon);
411 y = mon->y;
412 m = mon->map;
413 dir = rv.direction; 386 dir = rv.direction;
414 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 */
415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416 389
417 /* 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. */
418 if (diff > max) 391 if (diff > max)
419 return 0; 392 return 0;
420 393
421 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
422 { 395 {
423 lastx = x; 396 mapxy lastpos = pos;
424 lasty = y;
425 lastmap = m;
426 x = lastx + freearr_x[dir];
427 y = lasty + freearr_y[dir];
428 397
429 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
430 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
431 399
432 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
433 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
434 && (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)))
435 { 404 {
436 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
437 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
438 */ 407 */
439 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
440 if (rv.direction != dir) 409 if (rv.direction != dir)
441 { 410 {
442 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
443 * the values so it will try again. 412 * the values so it will try again.
444 */ 413 */
445 x = lastx;
446 y = lasty;
447 m = lastmap; 414 pos = lastpos;
448 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
449 } 416 }
450 else 417 else
451 { 418 {
452 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
459 */ 426 */
460 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
461 { 428 {
462 if (i == 0) 429 if (i == 0)
463 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
464 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
465 * since the direction that the creature should move in 433 * since the direction that the creature should move in
466 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
467 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
468 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
470 * 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
471 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
472 * the last direction the creature has successfully 440 * the last direction the creature has successfully
473 * moved. 441 * moved.
474 */ 442 */
475
476 x = lastx + freearr_x[absdir (lastdir + i)];
477 y = lasty + freearr_y[absdir (lastdir + i)];
478 m = lastmap; 443 pos = lastpos;
479 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
480 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
481 continue; 447 continue;
482 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
483 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
484 continue; 452 continue;
485 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
486 continue; 455 continue;
487 456
488 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
489 break; 458 break;
490 } 459 }
460
491 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
492 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
493 */ 463 */
494 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
495 return 0; 465 return 0;
466
496 diff--; 467 diff--;
497 lastdir = dir; 468 lastdir = dir;
498 max--; 469 max--;
499 if (!firstdir) 470 if (!firstdir)
500 firstdir = dir + i; 471 firstdir = dir + i;
504 { 475 {
505 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
506 diff--; 477 diff--;
507 max--; 478 max--;
508 lastdir = dir; 479 lastdir = dir;
480
509 if (!firstdir) 481 if (!firstdir)
510 firstdir = dir; 482 firstdir = dir;
511 } 483 }
512 484
513 if (diff <= 1) 485 if (diff <= 1)
514 { 486 {
515 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
516 * headed toward player for entire distance. 488 * headed toward player for entire distance.
517 */ 489 */
518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
520 } 492 }
521 493
522 if (diff > max) 494 if (diff > max)
523 return 0; 495 return 0;
541 next = op->below; 513 next = op->below;
542 514
543 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
544 * 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
545 */ 517 */
546 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
547 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
548 520
549 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
550 * by this player due to race restrictions 522 * by this player due to race restrictions
551 */ 523 */
552 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
553 { 525 {
554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
555 && 527 &&
556 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
557 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
558 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
561 { 533 {
562 op->destroy (); 534 op->destroy ();
563 continue; 535 continue;
564 } 536 }
565 } 537 }
566 538
567 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
568 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
569 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
570 */ 542 */
571 if (op->type == SKILL) 543 if (op->type == SKILL)
572 { 544 {
573 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
574 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
575 { 547 {
576 op->destroy (); 548 op->destroy ();
577 LOG (llevError,
578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
579 break; 549 break;
580 } 550 }
581 551
582 if (op->nrof > 1) 552 if (op->nrof > 1)
583 op->nrof = 1; 553 op->nrof = 1;
584 } 554 }
585 555
586 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
588 558
589 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
590 * 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
591 * merged properly. 561 * merged properly.
592 */ 562 */
593 if (need_identify (op)) 563 if (op->need_identify ())
594 { 564 {
595 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
596 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
597 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
598 } 568 }
599 569
600 if (op->type == SPELL) 570 if (op->type == SPELL)
601 { 571 {
602 op->destroy (); 572 op->destroy ();
603 continue; 573 continue;
604 } 574 }
605 else if (op->type == SKILL) 575 else if (op->type == SKILL)
606 { 576 {
607 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
608 op->stats.exp = 0; 578 op->stats.exp = 0;
609 op->level = 1; 579 op->level = 1;
610 } 580 }
611 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
612 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
613 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
614 584
615 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
616 pl->contr->link_skills (); 586 pl->contr->link_skills ();
617} 587}
631 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:");
632} 602}
633 603
634/* 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. */
635static int 605static int
636roll_stat (void) 606roll_stat ()
637{ 607{
638 int a[4], i, j, k; 608 int a[4], i, j, k;
639 609
640 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
641 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
642 612
643 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
644 if (a[i] < k) 614 if (a[i] < k)
645 k = a[i], j = i; 615 k = a[i], j = i;
646 616
738player::chargen_race_done () 708player::chargen_race_done ()
739{ 709{
740 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
741 esrv_new_player (ob->contr); 711 esrv_new_player (ob->contr);
742 712
743 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
744 if (tl) 714 if (tl)
745 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
746 716
747 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
748 INVOKE_PLAYER (LOGIN, ob->contr);
749 718
750 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
751 720
752 if (ob->msg) 721 if (ob->msg)
753 ob->msg = 0; 722 ob->msg = 0;
754 723
755 start_info (ob); 724 start_info (ob);
756 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
757 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
758 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
759 ob->update_stats (); 728 ob->update_stats ();
760 729
761 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
763 */ 732 */
764 if (*first_map_ext_path) 733 if (*first_map_ext_path)
765 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);
766 else 735 else
767 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;
768} 756}
769 757
770void 758void
771player::chargen_race_next () 759player::chargen_race_next ()
772{ 760{
801 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
802 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
803 ob->stats.grace = 0; 791 ob->stats.grace = 0;
804} 792}
805 793
806void 794static void
807flee_player (object *op) 795flee_player (object *op)
808{ 796{
809 int dir, diff; 797 int dir, diff;
810 rv_vector rv; 798 rv_vector rv;
811 799
812 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
813 { 801 {
814 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
815 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
816 return; 804 return;
817 } 805 }
818 806
819 if (!op->enemy) 807 if (!op->enemy)
820 { 808 {
821 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
822 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
823 return; 811 return;
824 } 812 }
825 813
826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
827 { 815 {
828 op->enemy = NULL; 816 op->enemy = NULL;
829 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
830 return; 818 return;
831 } 819 }
832 820
833 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
834 822
835 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
836 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
837 { 825 {
838 int m = 1 - rndm (2) * 2; 826 int m = 1 - rndm (2) * 2;
839 827
840 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))))
841 return; 829 return;
842 } 830 }
843 831
844 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
845 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
846 op->enemy = NULL; 834 op->enemy = NULL;
847} 835}
848 836
849/* 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.
850 * 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
855{ 843{
856 object *tmp, *next; 844 object *tmp, *next;
857 int stop = 0; 845 int stop = 0;
858 int wvratio; 846 int wvratio;
859 847
860 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
861 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
862 return 1; 850 return 1;
863 851
864 next = op->below; 852 next = op->below;
865 853
866 int cnt = MAX_ITEM_PER_DROP; 854 int cnt = MAX_ITEM_PER_ACTION;
867#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)
868 856
869 /* 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
870 * destroyed */ 858 * destroyed */
871 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
897 if (op->contr->mode & PU_DEBUG) 885 if (op->contr->mode & PU_DEBUG)
898 { 886 {
899 /* some debugging code to figure out item information */ 887 /* some debugging code to figure out item information */
900 const char *str = tmp->name 888 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d", 889 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d", 891 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
905 893
906 new_draw_info (NDI_UNIQUE, 0, op, str); 894 new_draw_info (NDI_UNIQUE, 0, op, str);
907 } 895 }
908 896
909 if (op->contr->mode & PU_INHIBIT) 897 if (op->contr->mode & PU_INHIBIT)
942 * fighting */ 930 * fighting */
943 if (op->contr->mode & PU_INHIBIT) 931 if (op->contr->mode & PU_INHIBIT)
944 return 1; 932 return 1;
945 933
946 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 935 if (tmp->flag [FLAG_UNPAID])
948 continue; 936 continue;
949 937
950 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
952 continue; 940 continue;
953 941
954 /* all food and drink if desired */ 942 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
956 if (op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
959 CHK_PICK_PICKUP; 947 CHK_PICK_PICKUP;
960 continue; 948 continue;
961 } 949 }
962 950
963 if (op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
965 { 953 {
966 CHK_PICK_PICKUP; 954 CHK_PICK_PICKUP;
967 continue; 955 continue;
968 } 956 }
969 957
996 continue; 984 continue;
997 } 985 }
998 986
999 /* wands/staves/rods/horns */ 987 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE) 988 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
1002 { 993 {
1003 CHK_PICK_PICKUP; 994 CHK_PICK_PICKUP;
1004 continue; 995 continue;
1005 } 996 }
1006 997
1007 /* pick up all magical items */ 998 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1010 { 1002 {
1011 CHK_PICK_PICKUP; 1003 CHK_PICK_PICKUP;
1012 continue; 1004 continue;
1013 } 1005 }
1014 1006
1021 } 1013 }
1022 } 1014 }
1023 1015
1024 /* rings & amulets - talismans seems to be typed AMULET */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1025 if (op->contr->mode & PU_JEWELS) 1017 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET) 1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1027 { 1022 {
1028 CHK_PICK_PICKUP; 1023 CHK_PICK_PICKUP;
1029 continue; 1024 continue;
1030 } 1025 }
1031 1026
1080 CHK_PICK_PICKUP; 1075 CHK_PICK_PICKUP;
1081 continue; 1076 continue;
1082 } 1077 }
1083 1078
1084 if (op->contr->mode & PU_GLOVES) 1079 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES) 1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 { 1081 {
1087 CHK_PICK_PICKUP; 1082 CHK_PICK_PICKUP;
1088 continue; 1083 continue;
1089 } 1084 }
1090 1085
1095 continue; 1090 continue;
1096 } 1091 }
1097 1092
1098 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 { 1096 {
1102 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1103 continue; 1098 continue;
1104 } 1099 }
1105 1100
1140 fprintf (stderr, "%s", tmp->name); 1135 fprintf (stderr, "%s", tmp->name);
1141 } 1136 }
1142 else 1137 else
1143 fprintf (stderr, "%s", tmp->arch->archname); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1144 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1145 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))));
1146#endif 1141#endif
1147 CHK_PICK_PICKUP; 1142 CHK_PICK_PICKUP;
1148 continue; 1143 continue;
1149 } 1144 }
1150 } /* the new pickup model */ 1145 } /* the new pickup model */
1151 } 1146 }
1152 1147
1153 return !stop; 1148 return !stop;
1154} 1149}
1155 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;
1184}
1185
1156/* 1186/*
1157 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1158 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1159 * found object is returned. 1189 * found object is returned.
1160 */ 1190 */
1161object * 1191static object *
1162find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1163{ 1193{
1164 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp); 1196 return splay (tmp);
1167 1197
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 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))
1170 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1171 { 1201 {
1172 splay (tmp); 1202 splay (tmp);
1173 return arrow; 1203 return arrow;
1174 } 1204 }
1180 * 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
1181 * 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
1182 * 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
1183 * 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.
1184 */ 1214 */
1185object * 1215static object *
1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1187{ 1217{
1188 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1189 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1190 1220
1191 if (!type) 1221 if (!type)
1192 return NULL; 1222 return NULL;
1193 1223
1194 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1195 { 1225 {
1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1197 { 1227 {
1198 i = 0; 1228 i = 0;
1199 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1200 1230
1201 if (i > betterby) 1231 if (i > betterby)
1259 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1260 * op = the shooter 1290 * op = the shooter
1261 * type = bow->race 1291 * type = bow->race
1262 * dir = fire direction 1292 * dir = fire direction
1263 */ 1293 */
1264object * 1294static object *
1265pick_arrow_target (object *op, shstr_cmp type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1266{ 1296{
1267 object *tmp = NULL; 1297 object *tmp = NULL;
1268 maptile *m; 1298 maptile *m;
1269 int i, mflags, found, number; 1299 int i, mflags, found, number;
1302 break; 1332 break;
1303 } 1333 }
1304 1334
1305 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1306 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)
1307 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1308 break; 1338 break;
1309 } 1339 }
1310 1340
1311 if (!tmp) 1341 if (!tmp)
1312 return find_arrow (op, type); 1342 return find_arrow (op, type);
1373 { 1403 {
1374 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1375 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);
1376 /* 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 */
1377 else 1407 else
1378 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1379 1409
1380 return 0; 1410 return 0;
1381 } 1411 }
1382 } 1412 }
1383 1413
1432#endif 1462#endif
1433 1463
1434 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1435 1465
1436 /* update the speed */ 1466 /* update the speed */
1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1438 + bow->stats.dam / 7.f;
1439 1467
1440 arrow->set_speed (max (arrow->speed, 2.f));
1441 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 ));
1442 1473
1443 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;
1444 1475
1445 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1446 { 1477 {
1467 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);
1468 1499
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1472 1504
1473 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1474 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1475 1507
1476 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1484 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1485 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1486 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1487 * hence the function name. 1519 * hence the function name.
1488 */ 1520 */
1489int 1521static int
1490player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1491{ 1523{
1492 int ret; 1524 int ret;
1493 1525
1494 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1522} 1554}
1523 1555
1524/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1525 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1526 */ 1558 */
1527void 1559static void
1528fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1529{ 1561{
1530 object *item = op->contr->ranged_ob; 1562 object *item = op->contr->ranged_ob;
1531 1563
1532 if (!item) 1564 if (!item)
1539 { 1571 {
1540 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1541 return; 1573 return;
1542 } 1574 }
1543 1575
1544 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1545 return; 1577 return;
1546 1578
1547 if (item->type == WAND) 1579 if (item->type == WAND)
1548 { 1580 {
1549 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1554 return; 1586 return;
1555 } 1587 }
1556 } 1588 }
1557 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1558 { 1590 {
1559 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);
1560 1592
1561 // 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
1562 // for a rod or horn, this fixes some broken rods. 1594 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1564 { 1596 {
1565 op->contr->play_sound (sound_find ("wand_poof")); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1566 1598
1567 if (item->type == ROD) 1599 if (item->type == ROD)
1568 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));
1579 1611
1580 if (item->type == WAND) 1612 if (item->type == WAND)
1581 { 1613 {
1582 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1583 { 1615 {
1584 object *tmp;
1585
1586 if (item->arch) 1616 if (item->arch)
1587 { 1617 {
1588 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1589 item->face = item->arch->face; 1619 item->face = item->arch->face;
1590 item->set_speed (0); 1620 item->set_speed (0);
1591 } 1621 }
1592 1622
1593 if (object *pl = item->visible_to ()) 1623 if (object *pl = item->visible_to ())
1600} 1630}
1601 1631
1602/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1603 */ 1633 */
1604bool 1634bool
1605fire (object *op, int dir) 1635fire (object *who, int dir)
1606{ 1636{
1607 int spellcost = 0; 1637 int spellcost = 0;
1608 1638
1609 player *pl = op->contr; 1639 player *pl = who->contr;
1610 1640
1611 if (pl->golem) 1641 if (pl->golem)
1612 { 1642 {
1613 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1614 return false; 1644 return false;
1615 } 1645 }
1616 1646
1617 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1618 1648
1619 if (!ob) 1649 if (!ob)
1620 return false; 1650 return false;
1621 1651
1622 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1623 --op->speed_left; 1653 --who->speed_left;
1624 else 1654 else
1625 return false; 1655 return false;
1626 1656
1627 if (!op->change_weapon (ob)) 1657 if (!who->apply (ob))
1628 return false; 1658 return false;
1629 1659
1630 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1632 make_visible (op); 1662 make_visible (who);
1633 1663
1634 switch (ob->type) 1664 switch (ob->type)
1635 { 1665 {
1636 case BOW: 1666 case BOW:
1637 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1638 break; 1668 break;
1639 1669
1640 case SPELL: 1670 case SPELL:
1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1642 break; 1672 break;
1643 1673
1644 case BUILDER: 1674 case BUILDER:
1645 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1646 break; 1676 break;
1647 1677
1648 case SKILL: 1678 case SKILL:
1649 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1650 break; 1680 break;
1651 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1652 default: 1686 default:
1653 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1654 break; 1688 break;
1655 } 1689 }
1656 1690
1657 return true; 1691 return true;
1658} 1692}
1659 1693
1660/* find_key 1694static object *
1661 * We try to find a key for the door as passed. If we find a key
1662 * and successfully use it, we return the key, otherwise NULL
1663 * This function merges both normal and locked door, since the logic
1664 * for both is the same - just the specific key is different.
1665 * pl is the player,
1666 * inv is the objects inventory to searched
1667 * door is the door we are trying to match against.
1668 * This function can be called recursively to search containers.
1669 */
1670object *
1671find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1672{ 1696{
1673 object *tmp, *key; 1697 object *tmp, *key;
1674 1698
1675 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1676 if (!container->inv) 1700 if (!container->inv)
1697 if (!tmp) 1721 if (!tmp)
1698 { 1722 {
1699 for (tmp = container->inv; tmp; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1700 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1701 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1702 if ((key = find_key (pl, tmp, door))) 1726 if ((key = find_key_ (pl, tmp, door)))
1703 return key; 1727 return key;
1704 1728
1705 if (!tmp) 1729 if (!tmp)
1706 return 0; 1730 return 0;
1707 } 1731 }
1727 * 1751 *
1728 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1729 * all the others. 1753 * all the others.
1730 */ 1754 */
1731 if (pl->contr->usekeys == key_inventory 1755 if (pl->contr->usekeys == key_inventory
1732 || !QUERY_FLAG (container, FLAG_APPLIED) 1756 || !container->flag [FLAG_APPLIED]
1733 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1734 { 1758 {
1735 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1736 "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));
1737 return NULL; 1761 return NULL;
1738 } 1762 }
1739 } 1763 }
1740 1764
1741 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);
1742} 1791}
1743 1792
1744/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1745 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1746 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1751{ 1800{
1752 /* If its a door, try to find a key. If we do destroy the door, 1801 /* If its a door, try to find a key. If we do destroy the door,
1753 * might as well return immediately as there is nothing more to do - 1802 * might as well return immediately as there is nothing more to do -
1754 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
1755 */ 1804 */
1756 object *key;
1757
1758 if (door->slaying && is_match_expr (door->slaying))
1759 {
1760 // for match expressions, we try to find the key by applying the match
1761 // to the op itself, which is supposed to find the "key", instead
1762 // of searching through containers ourselves.
1763
1764 key = match_one (door->slaying, op, door, op, op);
1765 }
1766 else
1767 key = find_key (op, op, door); 1805 object *key = find_key (op, op, door);
1768 1806
1769 /* If we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
1770 if (key) 1808 if (key)
1771 { 1809 {
1772 object *container = key->env; 1810 object *container = key->env;
1807 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
1808 */ 1846 */
1809bool 1847bool
1810move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
1811{ 1849{
1812 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1813 { 1851 {
1814 --op->speed_left; 1852 --op->speed_left;
1815 return true; 1853 return true;
1816 } 1854 }
1817 1855
1818 int on_battleground;
1819
1820 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
1821 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
1822
1823 on_battleground = op_on_battleground (op, 0, 0);
1824 1858
1825 if (out_of_map (op->map, nx, ny)) 1859 if (out_of_map (op->map, nx, ny))
1826 return false; 1860 return false;
1827 1861
1828 /* 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
1849 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
1850 && mon != op) 1884 && mon != op)
1851 break; 1885 break;
1852 } 1886 }
1853 1887
1854 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
1855 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 }
1856 1914
1857 mon = mon->head_ (); 1915 mon = mon->head_ ();
1858 1916
1859 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))
1860 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
1878 */ 1936 */
1879 if (op->type == PLAYER 1937 if (op->type == PLAYER
1880 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
1881 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
1882 || mon->owner == op) 1940 || mon->owner == op)
1883 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1884 { 1942 {
1885 /* 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 */
1886 if (op->contr->braced) 1944 if (op->contr->braced)
1887 return false; 1945 return false;
1888 1946
1899 return true; 1957 return true;
1900 } 1958 }
1901 else 1959 else
1902 return false; 1960 return false;
1903 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1904 1964
1905 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1906 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1907 * 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
1908 * attack them either. 1968 * attack them either.
1909 */ 1969 */
1910 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
1911 && (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])
1912 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
1913 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
1914 && !on_battleground)) 1974 && !on_battleground))
1915 { 1975 {
1916 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
1932 } 1992 }
1933 } 1993 }
1934 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
1935 * 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.
1936 */ 1996 */
1937 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1938 { 1998 {
1939 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
1940 { 2000 {
1941 --op->speed_left; 2001 --op->speed_left;
1942 2002
1951 * 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
1952 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
1953 * 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
1954 * 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.
1955 */ 2015 */
1956 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1957 ((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)))
1958 { 2018 {
1959 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])
1960 { 2020 {
1961 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
1973} 2033}
1974 2034
1975bool 2035bool
1976move_player (object *op, int dir) 2036move_player (object *op, int dir)
1977{ 2037{
1978 int pick;
1979
1980 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
1981 return 0; 2039 return 0;
1982 2040
1983 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
1984 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
1985 { 2043 {
1986 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
1987 return 0; 2045 return 0;
1988 } 2046 }
1989 2047
1990 /* peterm: added following line */ 2048 /* peterm: added following line */
1991 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
1992 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1993 2051
1994 op->facing = dir; 2052 op->facing = dir;
1995 2053
1996 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
1997 do_hidden_move (op); 2055 do_hidden_move (op);
1998 2056
1999 bool retval; 2057 bool retval;
2058 int pick = 0;
2000 2059
2001 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2002 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2003 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2004 retval = fire (op, dir); 2063 retval = fire (op, dir);
2035 * players. 2094 * players.
2036 */ 2095 */
2037bool 2096bool
2038handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2039{ 2098{
2040 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2041 { 2100 {
2042 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2043 { 2102 {
2044 --op->speed_left; 2103 --op->speed_left;
2045 flee_player (op); 2104 flee_player (op);
2061 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2062 2121
2063 return false; 2122 return false;
2064} 2123}
2065 2124
2066int 2125static int
2067save_life (object *op) 2126save_life (object *op)
2068{ 2127{
2069 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2070 return 0; 2129 return 0;
2071 2130
2072 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2073 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2074 { 2133 {
2075 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2076 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));
2077 2136
2078 tmp->destroy (); 2137 tmp->destroy ();
2079 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2080 2139
2081 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2082 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2083 2142
2084 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2085 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2086 2145
2087 op->update_stats (); 2146 op->update_stats ();
2088 return 1; 2147 return 1;
2089 } 2148 }
2090 2149
2091 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2092 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2093 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2094 return 0; 2153 return 0;
2095} 2154}
2096 2155
2097/* 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
2104{ 2163{
2105 while (op) 2164 while (op)
2106 { 2165 {
2107 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' */
2108 2167
2109 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2110 op->insert_at (env); 2169 op->insert_at (env);
2111 else if (op->inv) 2170 else if (op->inv)
2112 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2113 2172
2114 op = next; 2173 op = next;
2120{ 2179{
2121 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2122 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2123} 2182}
2124 2183
2125/*
2126 * Returns pointer a static string containing gravestone text
2127 * Moved from apply.c to player.c - player.c is what
2128 * actually uses this function. player.c may not be quite the
2129 * best, a misc file for object actions is probably better,
2130 * but there isn't one in the server directory.
2131 */
2132const char *
2133gravestone_text (object *op)
2134{
2135 static dynbuf_text buf;
2136
2137 buf << "---- R.I.P. ----\n\n"
2138 << op->name;
2139
2140 if (op->type == PLAYER)
2141 buf << " the " << op->contr->title;
2142
2143 buf << "\n\n";
2144
2145 buf << "who was level ";
2146 buf << (sint32)op->level << "\n\n" // OO breakdown
2147 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2148
2149 if (op->type == PLAYER)
2150 buf << "by " << op->contr->killer_name () << ".\n\n";
2151
2152 {
2153 static char buf2[128];
2154 time_t now = time (NULL);
2155 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2156 buf << buf2;
2157 }
2158
2159 return buf;
2160}
2161
2162void 2184void
2163do_some_living (object *op) 2185do_some_living (object *op)
2164{ 2186{
2165 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2166 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2167 int over_hp, over_sp, over_grace;
2168 int i;
2169 int rate_hp = 1200; 2189 int rate_hp = 1200;
2170 int rate_sp = 2500; 2190 int rate_sp = 2500;
2171 int rate_grace = 2000; 2191 int rate_grace = 2000;
2172 const int max_hp = 1; 2192 const int max_hp = 1;
2173 const int max_sp = 1; 2193 const int max_sp = 1;
2174 const int max_grace = 1; 2194 const int max_grace = 1;
2175 2195
2196#if 0
2176 if (op->contr->hidden) 2197 if (op->contr->hidden)
2177 { 2198 {
2178 op->invisible = 1000; 2199 op->invisible = 1000;
2179 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2180 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2181 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2182 */ 2203 */
2183 if (pticks & 2) 2204 if (server_tick & 2)
2184 op->invisible--; 2205 op->invisible--;
2185 } 2206 }
2207 else
2208#endif
2186 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2187 { 2210 {
2188 if (!op->invisible--) 2211 if (!op->invisible--)
2189 { 2212 {
2190 make_visible (op); 2213 make_visible (op);
2191 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.");
2225 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2226 { 2249 {
2227 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2228 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2229 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2230 if (max_grace > 1) 2255 if (max_grace > 1)
2231 { 2256 {
2232 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2233 if (over_grace > 0) 2259 if (over_grace > 0)
2234 { 2260 {
2235 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;
2236 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2237 op->last_grace = 0; 2262 op->last_grace = 0;
2238 } 2263 }
2239 else 2264 else
2240 { 2265 op->last_grace = rate_grace / temp;
2241 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2242 }
2243 } 2266 }
2244 else 2267 else
2245 { 2268 op->last_grace = rate_grace / temp;
2246 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2247 }
2248 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2249 } 2271 }
2250 2272
2251 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2252 { 2274 {
2258 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2259 { 2281 {
2260 op->stats.sp++; 2282 op->stats.sp++;
2261 2283
2262 /* dms do not consume food */ 2284 /* dms do not consume food */
2263 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2264 { 2286 {
2265 op->stats.food--; 2287 op->stats.food--;
2266 2288
2267 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2268 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2271 } 2293 }
2272 } 2294 }
2273 2295
2274 if (max_sp > 1) 2296 if (max_sp > 1)
2275 { 2297 {
2276 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2277 if (over_sp > 0) 2299 if (over_sp > 0)
2278 { 2300 {
2279 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2280 { 2302 {
2281 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2302 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2303 { 2325 {
2304 op->stats.hp++; 2326 op->stats.hp++;
2305 2327
2306 /* dms do not consume food */ 2328 /* dms do not consume food */
2307 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2308 { 2330 {
2309 op->stats.food--; 2331 op->stats.food--;
2310 2332
2311 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2312 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2313 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))
2314 op->stats.food = last_food; 2336 op->stats.food = last_food;
2315 } 2337 }
2316 } 2338 }
2317 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2318 if (max_hp > 1) 2342 if (max_hp > 1)
2319 { 2343 {
2320 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2321 2345
2322 if (over_hp > 0) 2346 if (over_hp > 0)
2323 { 2347 {
2324 op->stats.sp += over_hp + (rndm (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;
2325 op->last_heal = 0; 2349 op->last_heal = 0;
2326 } 2350 }
2327 else 2351 else
2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2329 } 2353 }
2330 else 2354 else
2331 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2332 } 2356 }
2333 } 2357 }
2334 2358
2335 /* Digestion */ 2359 /* Digestion */
2336 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2339 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2340 2364
2341 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);
2342 2366
2343 /* dms do not consume food */ 2367 /* dms do not consume food */
2344 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2345 op->stats.food--; 2369 op->stats.food--;
2346 } 2370 }
2347 2371
2348 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2349 { 2373 {
2350 object *flesh = 0; 2374 object *flesh = 0;
2351 2375
2352 for_inv_removable (op, tmp) 2376 for_inv_removable (op, tmp)
2353 { 2377 {
2354 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2355 continue; 2379 continue;
2356 2380
2357 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2358 { 2382 {
2359 op->statusmsg ("You blindly grab for a bite of food. " 2383 op->statusmsg ("You blindly grab for a bite of food. "
2360 "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.>");
2361 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2362 2386
2363 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2364 break; 2388 break;
2365 } 2389 }
2366 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2372 */ 2396 */
2373 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2374 { 2398 {
2375 op->statusmsg ("You blindly grab for a bite of food. " 2399 op->statusmsg ("You blindly grab for a bite of food. "
2376 "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.>");
2377 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2378 } 2402 }
2379 2403
2380 // If player is still starving, alert him! 2404 // If player is still starving, alert him!
2381 if (op->stats.food < 0) 2405 if (op->stats.food < 0)
2382 op->failmsg ("You are starving! " 2406 op->failmsg ("You are starving! "
2394 op->contr->killer->destroy (); 2418 op->contr->killer->destroy ();
2395 } 2419 }
2396 } 2420 }
2397 2421
2398 /* killer should be set here already */ 2422 /* killer should be set here already */
2399 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2400 kill_player (op); 2424 kill_player (op);
2401 } 2425 }
2402} 2426}
2403 2427
2404/* 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.
2419 return; 2443 return;
2420 2444
2421 dynbuf_text deathtab; 2445 dynbuf_text deathtab;
2422 2446
2423 /* restore player */ 2447 /* restore player */
2424 at = archetype::find ("poisoning"); 2448 at = archetype::find (shstr_poisoning);
2425 if (object *tmp = present_arch_in_ob (at, op)) 2449 if (object *tmp = present_arch_in_ob (at, op))
2426 { 2450 {
2427 tmp->destroy (); 2451 tmp->destroy ();
2428 deathtab << "Your body feels cleansed...\r"; 2452 deathtab << "Your body feels cleansed...\r";
2429 } 2453 }
2430 2454
2431 at = archetype::find ("confusion"); 2455 at = archetype::find (shstr_confusion);
2432 if (object *tmp = present_arch_in_ob (at, op)) 2456 if (object *tmp = present_arch_in_ob (at, op))
2433 { 2457 {
2434 tmp->destroy (); 2458 tmp->destroy ();
2435 deathtab << "Your mind feels clearer...\r"; 2459 deathtab << "Your mind feels clearer...\r";
2436 } 2460 }
2438 cure_disease (op, 0, 0); /* remove any disease */ 2462 cure_disease (op, 0, 0); /* remove any disease */
2439 2463
2440 max_it (op->stats.hp , op->stats.maxhp); 2464 max_it (op->stats.hp , op->stats.maxhp);
2441 max_it (op->stats.sp , op->stats.maxsp); 2465 max_it (op->stats.sp , op->stats.maxsp);
2442 max_it (op->stats.grace, op->stats.maxgrace); 2466 max_it (op->stats.grace, op->stats.maxgrace);
2443
2444 if (op->stats.food <= 0) 2467 max_it (op->stats.food , 200);
2445 op->stats.food = 999;
2446 2468
2447 // remove all spell effects that are active 2469 // remove all spell effects that are active
2448 // to avoid long-term effects such as word-of-recall 2470 // to avoid long-term effects such as word-of-recall
2449 for (object *item = op->inv; item; ) 2471 for (object *item = op->inv; item; )
2450 { 2472 {
2463 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2464 { 2486 {
2465 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2466 2488
2467 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2468 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2469 { 2491
2470 tmp->name = format ("%s's finger" , &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2471 tmp->name_pl = format ("%s's fingers", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2472 tmp->msg = format ( 2494 tmp->msg = format (
2473 "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",
2474 &op->name, op->contr->title, 2496 &op->name, op->contr->title,
2475 (int)op->level, 2497 (int)op->level,
2476 op->contr->killer_name () 2498 op->contr->killer_name ()
2477 ); 2499 );
2478 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2479 tmp->materialname = "organics"; 2501 tmp->material = name_to_material (shstr_organic);
2480 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2481 }
2482 2503
2483 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2484 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2485 op->contr->braced = 0; 2506 op->contr->braced = 0;
2486 2507
2548 lost_a_stat = 1; 2569 lost_a_stat = 1;
2549 } 2570 }
2550 else 2571 else
2551 { 2572 {
2552 /* deplete a stat */ 2573 /* deplete a stat */
2553 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2554 object *dep; 2575 object *dep;
2555 2576
2556 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2557 if (!dep) 2578 if (!dep)
2558 { 2579 {
2559 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2560 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2561 } 2582 }
2562 lose_this_stat = 1; 2583 lose_this_stat = 1;
2563 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2564 { 2585 {
2602 * difference. 2623 * difference.
2603 */ 2624 */
2604 if (this_stat >= -50) 2625 if (this_stat >= -50)
2605 { 2626 {
2606 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2607 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2608 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2609 op->update_stats (); 2630 op->update_stats ();
2610 lost_a_stat = 1; 2631 lost_a_stat = 1;
2611 } 2632 }
2612 } 2633 }
2630#endif 2651#endif
2631 2652
2632 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2633 * exp loss on the stone. 2654 * exp loss on the stone.
2634 */ 2655 */
2635 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2636 tmp->name = format ("%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2637 tmp->name_pl = format ("%s's gravestones", &op->name); 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2638 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2639 &op->name, op->contr->title, op->contr->killer_name ()); 2660 &op->name, op->contr->title, op->contr->killer_name ());
2640 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2679 if (will_kill_again) 2700 if (will_kill_again)
2680 { 2701 {
2681 object *force; 2702 object *force;
2682 int at; 2703 int at;
2683 2704
2684 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2685 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2686 force->speed = 0.1f;
2687 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2688 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2689 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2690 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2691 force->resist[at] = 100; 2713 force->resist[at] = 100;
2692 2714
2693 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2695 } 2717 }
2696 2718
2697 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2698} 2720}
2699 2721
2700void 2722static void
2701loot_object (object *op) 2723loot_object (object *op)
2702{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2703 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2704 2726
2705 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2706 2728
2707 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2708 { 2730 {
2715 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2716 2738
2717 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2718 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2719 2741
2720 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))))
2721 { 2743 {
2722 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2723 { 2745 {
2724 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2725 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2736 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2737 * 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
2738 * was changed. 2760 * was changed.
2739 */ 2761 */
2740void 2762void
2741fix_weight (void) 2763fix_weight ()
2742{ 2764{
2743 for_all_players (pl) 2765 for_all_players (pl)
2744 { 2766 {
2745 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2746 2768
2747 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2748 2770
2749 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2750 { 2772 {
2753 } 2775 }
2754 } 2776 }
2755} 2777}
2756 2778
2757void 2779void
2758fix_luck (void) 2780fix_luck ()
2759{ 2781{
2760 for_all_players (pl) 2782 for_all_players (pl)
2761 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
2762 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
2763} 2785}
2815} 2837}
2816 2838
2817int 2839int
2818is_true_undead (object *op) 2840is_true_undead (object *op)
2819{ 2841{
2820 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
2821 return 1; 2843 return 1;
2822 2844
2823 return 0; 2845 return 0;
2824} 2846}
2825 2847
2923 2945
2924 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
2925 player = 1; 2947 player = 1;
2926 2948
2927 else 2949 else
2928 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
2929 2951
2930 /* search adjacent squares */ 2952 /* search adjacent squares */
2931 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
2932 { 2954 {
2933 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
2942 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)))
2943 continue; 2965 continue;
2944 2966
2945 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)
2946 { 2968 {
2947 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])
2948 return 1; 2970 return 1;
2949 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
2950 {
2951 /*don't let a hidden DM prevent you from hiding */
2952 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2953 return 1; 2972 return 1;
2954 }
2955 } 2973 }
2956 } 2974 }
2957 return 0; 2975 return 0;
2958} 2976}
2959 2977
2960/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
2961 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
2962 * 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
2963 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
2964 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
2965 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
2966 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
2967 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
2968 * 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
2969 * 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.
2970 * -b.t. 2988 * -b.t.
2971 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
2972 */ 2990 */
2973int 2991int
2974player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
2975{ 2993{
3002 3020
3003 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3004 return 1; 3022 return 1;
3005 3023
3006 op = op->more; 3024 op = op->more;
3007 }
3008
3009 return 0;
3010}
3011
3012/* routine for both players and monsters. We call this when
3013 * there is a possibility for our action distrubing our hiding
3014 * place or invisiblity spell. Artefact invisiblity causes
3015 * "noise" instead. If we arent invisible to begin with, we
3016 * return 0.
3017 */
3018int
3019action_makes_visible (object *op)
3020{
3021 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3022 {
3023 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3024 {
3025 // artefact invisibility is permanent, but we still make noise
3026 // this is important for game-balance.
3027 if (op->contr)
3028 op->make_noise ();
3029
3030 return 0;
3031 }
3032
3033 if (op->contr && op->contr->tmp_invis == 0)
3034 return 0;
3035
3036 /* If monsters, they should become visible */
3037 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3038 {
3039 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3040 return 1;
3041 }
3042 } 3025 }
3043 3026
3044 return 0; 3027 return 0;
3045} 3028}
3046 3029
3061 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3062 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3063 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3064 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3065 { 3048 {
3066 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3067 { 3050 {
3068 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3069 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3070 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3071 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3072 { 3055 {
3073 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3074 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))
3075 {
3076 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)
3077 { 3060 {
3078 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3079 {
3080 if (x && y) 3061 if (x && y)
3081 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3082 3063
3083 return 1; 3064 return 1;
3084 }
3085 } 3065 }
3086 }
3087 3066
3088 if (x && y) 3067 if (x && y)
3089 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3090 3069
3091 return 1; 3070 return 1;
3229 else 3208 else
3230 j = 1; 3209 j = 1;
3231 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3232 } 3211 }
3233 } 3212 }
3213
3234 strcat (buf, "."); 3214 strcat (buf, ".");
3235 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3236 } 3216 }
3237 3217
3238 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3239 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3240 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3241 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3242 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3243 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3244 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3245 3225
3246 /* print message if there is one */ 3226 /* print message if there is one */
3247 if (item->msg != NULL) 3227 if (item->msg != NULL)
3248 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3249 } 3229 }
3250 else 3230 else
3251 { 3231 {
3252 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3253 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3254 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));
3255 who->insert (tmp); 3235 who->insert (tmp);
3256 } 3236 }
3257} 3237}
3258 3238
3259/** 3239//-GPL
3260 * Unready an object for a player. This function does nothing if the object was
3261 * not readied.
3262 */
3263void
3264player_unready_range_ob (player *pl, object *ob)
3265{
3266 if (pl->ob->current_weapon == ob)
3267 pl->ob->current_weapon = 0;
3268
3269 if (pl->combat_ob == ob)
3270 pl->combat_ob = 0;
3271
3272 if (pl->ranged_ob == ob)
3273 pl->ranged_ob = 0;
3274}
3275 3240
3276sint8 3241sint8
3277player::darkness_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3278{ 3243{
3279 if (!ns) 3244 if (!ns)
3306{ 3271{
3307 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3308 statusmsg (msg, color); 3273 statusmsg (msg, color);
3309} 3274}
3310 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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