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Comparing deliantra/server/server/player.C (file contents):
Revision 1.238 by root, Thu Nov 5 16:09:51 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 24
25//+GPL 25//+GPL
26
27#include <algorithm>
28#include <functional>
26 29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
107 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
108 106
109 ob->update_weight (); 107 ob->update_weight ();
110 link_skills (); 108 link_skills ();
111 109
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
115 111
116 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
118 { 114 {
119 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
120 116
121 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
130 126
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132 128
133 esrv_new_player (this); 129 esrv_new_player (this);
134 130
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
135 ob->update_stats (); 136 ob->update_stats ();
136 137
137 ns->floorbox_update (); 138 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
180player::set_object (object *op) 181player::set_object (object *op)
181{ 182{
182 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
184 185
185 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
186 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
187 188
188 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
216} 190}
217 191
218void 192void
219player::set_observe (object *op) 193player::set_observe (object *op)
220{ 194{
259 disconnect (); 233 disconnect ();
260 234
261 attachable::do_destroy (); 235 attachable::do_destroy ();
262 236
263 if (ob) 237 if (ob)
264 {
265 ob->destroy_inv (false);
266 ob->destroy (); 238 ob->destroy ();
267 }
268 239
269 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
270} 241}
271 242
272player::~player () 243player::~player ()
273{ 244{
274 /* Clear item stack */ 245 /* Clear item stack */
275 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 }
276} 275}
277 276
278/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
279 * 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
280 * mode. 279 * mode.
282player * 281player *
283player::create () 282player::create ()
284{ 283{
285 player *pl = new player; 284 player *pl = new player;
286 285
287 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
288 287
289 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
292 291
293 set_first_map (pl->ob); 292 set_first_map (pl->ob);
294 293
295 return pl; 294 return pl;
296}
297
298/*
299 * get_player_archetype() return next player archetype from archetype
300 * list. Not very efficient routine, but used only creating new players.
301 * Note: there MUST be at least one player archetype!
302 */
303archetype *
304get_player_archetype (archetype *at)
305{
306 // archetypes could have been reloaded
307 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
308
309 if (!nat)
310 return at;
311
312 archvec::iterator i = archetypes.find (nat);
313
314 for (;;)
315 {
316 if (++i == archetypes.end ())
317 i = archetypes.begin ();
318 else if (*i == at)
319 cleanup ("not a single player archetype found");
320
321 if ((*i)->type == PLAYER)
322 return *i;
323 }
324} 295}
325 296
326object * 297object *
327get_nearest_player (object *mon) 298get_nearest_player (object *mon)
328{ 299{
402 */ 373 */
403int 374int
404path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
405{ 376{
406 rv_vector rv; 377 rv_vector rv;
407 sint16 x, y;
408 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;
409 maptile *m, *lastmap;
410 379
411 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
412 381
413 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
414 return 0; 383 return 0;
415 384
416 x = mon->x; 385 mapxy pos (mon);
417 y = mon->y;
418 m = mon->map;
419 dir = rv.direction; 386 dir = rv.direction;
420 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 */
421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422 389
423 /* 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. */
424 if (diff > max) 391 if (diff > max)
425 return 0; 392 return 0;
426 393
427 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
428 { 395 {
429 lastx = x; 396 mapxy lastpos = pos;
430 lasty = y;
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434 397
435 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
437 399
438 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
440 && (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)))
441 { 404 {
442 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
444 */ 407 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
446 if (rv.direction != dir) 409 if (rv.direction != dir)
447 { 410 {
448 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
449 * the values so it will try again. 412 * the values so it will try again.
450 */ 413 */
451 x = lastx;
452 y = lasty;
453 m = lastmap; 414 pos = lastpos;
454 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
455 } 416 }
456 else 417 else
457 { 418 {
458 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
465 */ 426 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 { 428 {
468 if (i == 0) 429 if (i == 0)
469 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
470 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in 433 * since the direction that the creature should move in
472 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
476 * 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
477 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully 440 * the last direction the creature has successfully
479 * moved. 441 * moved.
480 */ 442 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap; 443 pos = lastpos;
485 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
486 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
487 continue; 447 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
490 continue; 452 continue;
491 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
492 continue; 455 continue;
493 456
494 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
495 break; 458 break;
496 } 459 }
460
497 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
499 */ 463 */
500 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
501 return 0; 465 return 0;
466
502 diff--; 467 diff--;
503 lastdir = dir; 468 lastdir = dir;
504 max--; 469 max--;
505 if (!firstdir) 470 if (!firstdir)
506 firstdir = dir + i; 471 firstdir = dir + i;
510 { 475 {
511 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
512 diff--; 477 diff--;
513 max--; 478 max--;
514 lastdir = dir; 479 lastdir = dir;
480
515 if (!firstdir) 481 if (!firstdir)
516 firstdir = dir; 482 firstdir = dir;
517 } 483 }
518 484
519 if (diff <= 1) 485 if (diff <= 1)
520 { 486 {
521 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance. 488 * headed toward player for entire distance.
523 */ 489 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 } 492 }
527 493
528 if (diff > max) 494 if (diff > max)
529 return 0; 495 return 0;
547 next = op->below; 513 next = op->below;
548 514
549 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
550 * 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
551 */ 517 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
553 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
554 520
555 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions 522 * by this player due to race restrictions
557 */ 523 */
558 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
559 { 525 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
561 && 527 &&
562 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
567 { 533 {
568 op->destroy (); 534 op->destroy ();
569 continue; 535 continue;
570 } 536 }
571 } 537 }
572 538
573 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
574 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
575 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
576 */ 542 */
577 if (op->type == SKILL) 543 if (op->type == SKILL)
578 { 544 {
579 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
580 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
581 { 547 {
582 op->destroy (); 548 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
585 break; 549 break;
586 } 550 }
587 551
588 if (op->nrof > 1) 552 if (op->nrof > 1)
589 op->nrof = 1; 553 op->nrof = 1;
590 } 554 }
591 555
592 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
594 558
595 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
596 * 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
597 * merged properly. 561 * merged properly.
598 */ 562 */
599 if (need_identify (op)) 563 if (op->need_identify ())
600 { 564 {
601 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
604 } 568 }
605 569
606 if (op->type == SPELL) 570 if (op->type == SPELL)
607 { 571 {
608 op->destroy (); 572 op->destroy ();
609 continue; 573 continue;
610 } 574 }
611 else if (op->type == SKILL) 575 else if (op->type == SKILL)
612 { 576 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0; 578 op->stats.exp = 0;
615 op->level = 1; 579 op->level = 1;
616 } 580 }
617 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
620 584
621 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
622 pl->contr->link_skills (); 586 pl->contr->link_skills ();
623} 587}
637 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:");
638} 602}
639 603
640/* 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. */
641static int 605static int
642roll_stat (void) 606roll_stat ()
643{ 607{
644 int a[4], i, j, k; 608 int a[4], i, j, k;
645 609
646 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
648 612
649 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
650 if (a[i] < k) 614 if (a[i] < k)
651 k = a[i], j = i; 615 k = a[i], j = i;
652 616
744player::chargen_race_done () 708player::chargen_race_done ()
745{ 709{
746 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
747 esrv_new_player (ob->contr); 711 esrv_new_player (ob->contr);
748 712
749 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 714 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
752 716
753 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr);
755 718
756 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
757 720
758 if (ob->msg) 721 if (ob->msg)
759 ob->msg = 0; 722 ob->msg = 0;
760 723
761 start_info (ob); 724 start_info (ob);
762 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
763 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
764 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
765 ob->update_stats (); 728 ob->update_stats ();
766 729
767 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
769 */ 732 */
770 if (*first_map_ext_path) 733 if (*first_map_ext_path)
771 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);
772 else 735 else
773 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;
774} 756}
775 757
776void 758void
777player::chargen_race_next () 759player::chargen_race_next ()
778{ 760{
807 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
808 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
809 ob->stats.grace = 0; 791 ob->stats.grace = 0;
810} 792}
811 793
812void 794static void
813flee_player (object *op) 795flee_player (object *op)
814{ 796{
815 int dir, diff; 797 int dir, diff;
816 rv_vector rv; 798 rv_vector rv;
817 799
818 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
819 { 801 {
820 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
821 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
822 return; 804 return;
823 } 805 }
824 806
825 if (!op->enemy) 807 if (!op->enemy)
826 { 808 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
829 return; 811 return;
830 } 812 }
831 813
832 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))
833 { 815 {
834 op->enemy = NULL; 816 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
836 return; 818 return;
837 } 819 }
838 820
839 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
840 822
841 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
843 { 825 {
844 int m = 1 - rndm (2) * 2; 826 int m = 1 - rndm (2) * 2;
845 827
846 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))))
847 return; 829 return;
848 } 830 }
849 831
850 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
852 op->enemy = NULL; 834 op->enemy = NULL;
853} 835}
854 836
855/* 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.
856 * 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
861{ 843{
862 object *tmp, *next; 844 object *tmp, *next;
863 int stop = 0; 845 int stop = 0;
864 int wvratio; 846 int wvratio;
865 847
866 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
868 return 1; 850 return 1;
869 851
870 next = op->below; 852 next = op->below;
871 853
872 int cnt = MAX_ITEM_PER_DROP; 854 int cnt = MAX_ITEM_PER_ACTION;
873#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)
874 856
875 /* 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
876 * destroyed */ 858 * destroyed */
877 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
903 if (op->contr->mode & PU_DEBUG) 885 if (op->contr->mode & PU_DEBUG)
904 { 886 {
905 /* some debugging code to figure out item information */ 887 /* some debugging code to figure out item information */
906 const char *str = tmp->name 888 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d", 889 ? format ("item name: %s item type: %d weight/value: %d",
908 &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))))
909 : format ("item name: %s item type: %d weight/value: %d", 891 : format ("item name: %s item type: %d weight/value: %d",
910 &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))));
911 893
912 new_draw_info (NDI_UNIQUE, 0, op, str); 894 new_draw_info (NDI_UNIQUE, 0, op, str);
913 } 895 }
914 896
915 if (op->contr->mode & PU_INHIBIT) 897 if (op->contr->mode & PU_INHIBIT)
948 * fighting */ 930 * fighting */
949 if (op->contr->mode & PU_INHIBIT) 931 if (op->contr->mode & PU_INHIBIT)
950 return 1; 932 return 1;
951 933
952 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 935 if (tmp->flag [FLAG_UNPAID])
954 continue; 936 continue;
955 937
956 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
957 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)
958 continue; 940 continue;
959 941
960 /* all food and drink if desired */ 942 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
962 if (op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
965 CHK_PICK_PICKUP; 947 CHK_PICK_PICKUP;
966 continue; 948 continue;
967 } 949 }
968 950
969 if (op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
970 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]))
971 { 953 {
972 CHK_PICK_PICKUP; 954 CHK_PICK_PICKUP;
973 continue; 955 continue;
974 } 956 }
975 957
1002 continue; 984 continue;
1003 } 985 }
1004 986
1005 /* wands/staves/rods/horns */ 987 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 988 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 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)
1008 { 993 {
1009 CHK_PICK_PICKUP; 994 CHK_PICK_PICKUP;
1010 continue; 995 continue;
1011 } 996 }
1012 997
1013 /* pick up all magical items */ 998 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1015 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])
1016 { 1002 {
1017 CHK_PICK_PICKUP; 1003 CHK_PICK_PICKUP;
1018 continue; 1004 continue;
1019 } 1005 }
1020 1006
1027 } 1013 }
1028 } 1014 }
1029 1015
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1017 if (op->contr->mode & PU_JEWELS)
1032 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)
1033 { 1022 {
1034 CHK_PICK_PICKUP; 1023 CHK_PICK_PICKUP;
1035 continue; 1024 continue;
1036 } 1025 }
1037 1026
1086 CHK_PICK_PICKUP; 1075 CHK_PICK_PICKUP;
1087 continue; 1076 continue;
1088 } 1077 }
1089 1078
1090 if (op->contr->mode & PU_GLOVES) 1079 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1081 {
1093 CHK_PICK_PICKUP; 1082 CHK_PICK_PICKUP;
1094 continue; 1083 continue;
1095 } 1084 }
1096 1085
1101 continue; 1090 continue;
1102 } 1091 }
1103 1092
1104 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1107 { 1096 {
1108 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1109 continue; 1098 continue;
1110 } 1099 }
1111 1100
1146 fprintf (stderr, "%s", tmp->name); 1135 fprintf (stderr, "%s", tmp->name);
1147 } 1136 }
1148 else 1137 else
1149 fprintf (stderr, "%s", tmp->arch->archname); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1150 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1151 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))));
1152#endif 1141#endif
1153 CHK_PICK_PICKUP; 1142 CHK_PICK_PICKUP;
1154 continue; 1143 continue;
1155 } 1144 }
1156 } /* the new pickup model */ 1145 } /* the new pickup model */
1157 } 1146 }
1158 1147
1159 return !stop; 1148 return !stop;
1160} 1149}
1161 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
1162/* 1186/*
1163 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1164 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1165 * found object is returned. 1189 * found object is returned.
1166 */ 1190 */
1167object * 1191static object *
1168find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1169{ 1193{
1170 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1171 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1172 return splay (tmp); 1196 return splay (tmp);
1173 1197
1174 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 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))
1176 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1177 { 1201 {
1178 splay (tmp); 1202 splay (tmp);
1179 return arrow; 1203 return arrow;
1180 } 1204 }
1186 * 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
1187 * 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
1188 * 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
1189 * 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.
1190 */ 1214 */
1191object * 1215static object *
1192find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1193{ 1217{
1194 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1195 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1196 1220
1197 if (!type) 1221 if (!type)
1198 return NULL; 1222 return NULL;
1199 1223
1200 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1201 { 1225 {
1202 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1203 { 1227 {
1204 i = 0; 1228 i = 0;
1205 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1206 1230
1207 if (i > betterby) 1231 if (i > betterby)
1265 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1266 * op = the shooter 1290 * op = the shooter
1267 * type = bow->race 1291 * type = bow->race
1268 * dir = fire direction 1292 * dir = fire direction
1269 */ 1293 */
1270object * 1294static object *
1271pick_arrow_target (object *op, shstr_cmp type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1272{ 1296{
1273 object *tmp = NULL; 1297 object *tmp = NULL;
1274 maptile *m; 1298 maptile *m;
1275 int i, mflags, found, number; 1299 int i, mflags, found, number;
1308 break; 1332 break;
1309 } 1333 }
1310 1334
1311 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1312 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)
1313 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1314 break; 1338 break;
1315 } 1339 }
1316 1340
1317 if (!tmp) 1341 if (!tmp)
1318 return find_arrow (op, type); 1342 return find_arrow (op, type);
1379 { 1403 {
1380 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1381 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);
1382 /* 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 */
1383 else 1407 else
1384 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1385 1409
1386 return 0; 1410 return 0;
1387 } 1411 }
1388 } 1412 }
1389 1413
1438#endif 1462#endif
1439 1463
1440 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1441 1465
1442 /* update the speed */ 1466 /* update the speed */
1443 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1444 + bow->stats.dam / 7.f;
1445 1467
1446 arrow->set_speed (max (arrow->speed, 2.f));
1447 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 ));
1448 1473
1449 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;
1450 1475
1451 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1452 { 1477 {
1473 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);
1474 1499
1475 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1476 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1477 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1478 1504
1479 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1480 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1481 1507
1482 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1490 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1491 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1492 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1493 * hence the function name. 1519 * hence the function name.
1494 */ 1520 */
1495int 1521static int
1496player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1497{ 1523{
1498 int ret; 1524 int ret;
1499 1525
1500 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1528} 1554}
1529 1555
1530/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1531 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1532 */ 1558 */
1533void 1559static void
1534fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1535{ 1561{
1536 object *item = op->contr->ranged_ob; 1562 object *item = op->contr->ranged_ob;
1537 1563
1538 if (!item) 1564 if (!item)
1545 { 1571 {
1546 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1547 return; 1573 return;
1548 } 1574 }
1549 1575
1550 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1551 return; 1577 return;
1552 1578
1553 if (item->type == WAND) 1579 if (item->type == WAND)
1554 { 1580 {
1555 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1560 return; 1586 return;
1561 } 1587 }
1562 } 1588 }
1563 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1564 { 1590 {
1565 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);
1566 1592
1567 // 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
1568 // for a rod or horn, this fixes some broken rods. 1594 // for a rod or horn, this fixes some broken rods.
1569 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1570 { 1596 {
1571 op->contr->play_sound (sound_find ("wand_poof")); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1572 1598
1573 if (item->type == ROD) 1599 if (item->type == ROD)
1574 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));
1585 1611
1586 if (item->type == WAND) 1612 if (item->type == WAND)
1587 { 1613 {
1588 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1589 { 1615 {
1590 object *tmp;
1591
1592 if (item->arch) 1616 if (item->arch)
1593 { 1617 {
1594 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1595 item->face = item->arch->face; 1619 item->face = item->arch->face;
1596 item->set_speed (0); 1620 item->set_speed (0);
1597 } 1621 }
1598 1622
1599 if (object *pl = item->visible_to ()) 1623 if (object *pl = item->visible_to ())
1606} 1630}
1607 1631
1608/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1609 */ 1633 */
1610bool 1634bool
1611fire (object *op, int dir) 1635fire (object *who, int dir)
1612{ 1636{
1613 int spellcost = 0; 1637 int spellcost = 0;
1614 1638
1615 player *pl = op->contr; 1639 player *pl = who->contr;
1616 1640
1617 if (pl->golem) 1641 if (pl->golem)
1618 { 1642 {
1619 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1620 return false; 1644 return false;
1621 } 1645 }
1622 1646
1623 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1624 1648
1625 if (!ob) 1649 if (!ob)
1626 return false; 1650 return false;
1627 1651
1628 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1629 --op->speed_left; 1653 --who->speed_left;
1630 else 1654 else
1631 return false; 1655 return false;
1632 1656
1633 if (!op->change_weapon (ob)) 1657 if (!who->apply (ob))
1634 return false; 1658 return false;
1635 1659
1636 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1637 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1638 make_visible (op); 1662 make_visible (who);
1639 1663
1640 switch (ob->type) 1664 switch (ob->type)
1641 { 1665 {
1642 case BOW: 1666 case BOW:
1643 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1644 break; 1668 break;
1645 1669
1646 case SPELL: 1670 case SPELL:
1647 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);
1648 break; 1672 break;
1649 1673
1650 case BUILDER: 1674 case BUILDER:
1651 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1652 break; 1676 break;
1653 1677
1654 case SKILL: 1678 case SKILL:
1655 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1656 break; 1680 break;
1657 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1658 default: 1686 default:
1659 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1660 break; 1688 break;
1661 } 1689 }
1662 1690
1663 return true; 1691 return true;
1664} 1692}
1723 * 1751 *
1724 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1725 * all the others. 1753 * all the others.
1726 */ 1754 */
1727 if (pl->contr->usekeys == key_inventory 1755 if (pl->contr->usekeys == key_inventory
1728 || !QUERY_FLAG (container, FLAG_APPLIED) 1756 || !container->flag [FLAG_APPLIED]
1729 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1730 { 1758 {
1731 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1732 "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));
1733 return NULL; 1761 return NULL;
1817 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
1818 */ 1846 */
1819bool 1847bool
1820move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
1821{ 1849{
1822 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))
1823 { 1851 {
1824 --op->speed_left; 1852 --op->speed_left;
1825 return true; 1853 return true;
1826 } 1854 }
1827 1855
1828 int on_battleground;
1829
1830 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
1831 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
1832
1833 on_battleground = op_on_battleground (op, 0, 0);
1834 1858
1835 if (out_of_map (op->map, nx, ny)) 1859 if (out_of_map (op->map, nx, ny))
1836 return false; 1860 return false;
1837 1861
1838 /* 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
1859 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
1860 && mon != op) 1884 && mon != op)
1861 break; 1885 break;
1862 } 1886 }
1863 1887
1864 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
1865 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 }
1866 1914
1867 mon = mon->head_ (); 1915 mon = mon->head_ ();
1868 1916
1869 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))
1870 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
1888 */ 1936 */
1889 if (op->type == PLAYER 1937 if (op->type == PLAYER
1890 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
1891 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
1892 || mon->owner == op) 1940 || mon->owner == op)
1893 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1894 { 1942 {
1895 /* 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 */
1896 if (op->contr->braced) 1944 if (op->contr->braced)
1897 return false; 1945 return false;
1898 1946
1909 return true; 1957 return true;
1910 } 1958 }
1911 else 1959 else
1912 return false; 1960 return false;
1913 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1914 1964
1915 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1916 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1917 * 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
1918 * attack them either. 1968 * attack them either.
1919 */ 1969 */
1920 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
1921 && (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])
1922 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
1923 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
1924 && !on_battleground)) 1974 && !on_battleground))
1925 { 1975 {
1926 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
1942 } 1992 }
1943 } 1993 }
1944 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
1945 * 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.
1946 */ 1996 */
1947 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1948 { 1998 {
1949 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
1950 { 2000 {
1951 --op->speed_left; 2001 --op->speed_left;
1952 2002
1961 * 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
1962 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
1963 * 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
1964 * 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.
1965 */ 2015 */
1966 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1967 ((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)))
1968 { 2018 {
1969 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])
1970 { 2020 {
1971 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
1983} 2033}
1984 2034
1985bool 2035bool
1986move_player (object *op, int dir) 2036move_player (object *op, int dir)
1987{ 2037{
1988 int pick;
1989
1990 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
1991 return 0; 2039 return 0;
1992 2040
1993 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
1994 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
1995 { 2043 {
1996 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
1997 return 0; 2045 return 0;
1998 } 2046 }
1999 2047
2000 /* peterm: added following line */ 2048 /* peterm: added following line */
2001 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2002 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2003 2051
2004 op->facing = dir; 2052 op->facing = dir;
2005 2053
2006 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
2007 do_hidden_move (op); 2055 do_hidden_move (op);
2008 2056
2009 bool retval; 2057 bool retval;
2058 int pick = 0;
2010 2059
2011 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2012 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2013 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2014 retval = fire (op, dir); 2063 retval = fire (op, dir);
2045 * players. 2094 * players.
2046 */ 2095 */
2047bool 2096bool
2048handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2049{ 2098{
2050 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2051 { 2100 {
2052 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2053 { 2102 {
2054 --op->speed_left; 2103 --op->speed_left;
2055 flee_player (op); 2104 flee_player (op);
2071 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2072 2121
2073 return false; 2122 return false;
2074} 2123}
2075 2124
2076int 2125static int
2077save_life (object *op) 2126save_life (object *op)
2078{ 2127{
2079 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2080 return 0; 2129 return 0;
2081 2130
2082 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2083 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2084 { 2133 {
2085 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2086 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));
2087 2136
2088 tmp->destroy (); 2137 tmp->destroy ();
2089 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2090 2139
2091 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2092 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2093 2142
2094 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2095 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2096 2145
2097 op->update_stats (); 2146 op->update_stats ();
2098 return 1; 2147 return 1;
2099 } 2148 }
2100 2149
2101 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2102 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2103 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2104 return 0; 2153 return 0;
2105} 2154}
2106 2155
2107/* 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
2114{ 2163{
2115 while (op) 2164 while (op)
2116 { 2165 {
2117 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' */
2118 2167
2119 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2120 op->insert_at (env); 2169 op->insert_at (env);
2121 else if (op->inv) 2170 else if (op->inv)
2122 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2123 2172
2124 op = next; 2173 op = next;
2130{ 2179{
2131 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2132 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2133} 2182}
2134 2183
2135/*
2136 * Returns pointer a static string containing gravestone text
2137 * Moved from apply.c to player.c - player.c is what
2138 * actually uses this function. player.c may not be quite the
2139 * best, a misc file for object actions is probably better,
2140 * but there isn't one in the server directory.
2141 */
2142const char *
2143gravestone_text (object *op)
2144{
2145 static dynbuf_text buf;
2146
2147 buf << "---- R.I.P. ----\n\n"
2148 << op->name;
2149
2150 if (op->type == PLAYER)
2151 buf << " the " << op->contr->title;
2152
2153 buf << "\n\n";
2154
2155 buf << "who was level ";
2156 buf << (sint32)op->level << "\n\n" // OO breakdown
2157 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2158
2159 if (op->type == PLAYER)
2160 buf << "by " << op->contr->killer_name () << ".\n\n";
2161
2162 {
2163 static char buf2[128];
2164 time_t now = time (NULL);
2165 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2166 buf << buf2;
2167 }
2168
2169 return buf;
2170}
2171
2172void 2184void
2173do_some_living (object *op) 2185do_some_living (object *op)
2174{ 2186{
2175 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2176 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2177 int over_hp, over_sp, over_grace;
2178 int i;
2179 int rate_hp = 1200; 2189 int rate_hp = 1200;
2180 int rate_sp = 2500; 2190 int rate_sp = 2500;
2181 int rate_grace = 2000; 2191 int rate_grace = 2000;
2182 const int max_hp = 1; 2192 const int max_hp = 1;
2183 const int max_sp = 1; 2193 const int max_sp = 1;
2184 const int max_grace = 1; 2194 const int max_grace = 1;
2185 2195
2196#if 0
2186 if (op->contr->hidden) 2197 if (op->contr->hidden)
2187 { 2198 {
2188 op->invisible = 1000; 2199 op->invisible = 1000;
2189 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2190 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2191 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2192 */ 2203 */
2193 if (pticks & 2) 2204 if (server_tick & 2)
2194 op->invisible--; 2205 op->invisible--;
2195 } 2206 }
2207 else
2208#endif
2196 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2197 { 2210 {
2198 if (!op->invisible--) 2211 if (!op->invisible--)
2199 { 2212 {
2200 make_visible (op); 2213 make_visible (op);
2201 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.");
2235 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2236 { 2249 {
2237 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2238 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2239 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2240 if (max_grace > 1) 2255 if (max_grace > 1)
2241 { 2256 {
2242 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2243 if (over_grace > 0) 2259 if (over_grace > 0)
2244 { 2260 {
2245 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;
2246 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2247 op->last_grace = 0; 2262 op->last_grace = 0;
2248 } 2263 }
2249 else 2264 else
2250 { 2265 op->last_grace = rate_grace / temp;
2251 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2252 }
2253 } 2266 }
2254 else 2267 else
2255 { 2268 op->last_grace = rate_grace / temp;
2256 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2257 }
2258 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2259 } 2271 }
2260 2272
2261 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2262 { 2274 {
2268 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2269 { 2281 {
2270 op->stats.sp++; 2282 op->stats.sp++;
2271 2283
2272 /* dms do not consume food */ 2284 /* dms do not consume food */
2273 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2274 { 2286 {
2275 op->stats.food--; 2287 op->stats.food--;
2276 2288
2277 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2278 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2281 } 2293 }
2282 } 2294 }
2283 2295
2284 if (max_sp > 1) 2296 if (max_sp > 1)
2285 { 2297 {
2286 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2287 if (over_sp > 0) 2299 if (over_sp > 0)
2288 { 2300 {
2289 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2290 { 2302 {
2291 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2312 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2313 { 2325 {
2314 op->stats.hp++; 2326 op->stats.hp++;
2315 2327
2316 /* dms do not consume food */ 2328 /* dms do not consume food */
2317 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2318 { 2330 {
2319 op->stats.food--; 2331 op->stats.food--;
2320 2332
2321 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2322 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2323 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))
2324 op->stats.food = last_food; 2336 op->stats.food = last_food;
2325 } 2337 }
2326 } 2338 }
2327 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2328 if (max_hp > 1) 2342 if (max_hp > 1)
2329 { 2343 {
2330 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2331 2345
2332 if (over_hp > 0) 2346 if (over_hp > 0)
2333 { 2347 {
2334 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;
2335 op->last_heal = 0; 2349 op->last_heal = 0;
2336 } 2350 }
2337 else 2351 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2339 } 2353 }
2340 else 2354 else
2341 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2342 } 2356 }
2343 } 2357 }
2344 2358
2345 /* Digestion */ 2359 /* Digestion */
2346 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2349 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2350 2364
2351 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);
2352 2366
2353 /* dms do not consume food */ 2367 /* dms do not consume food */
2354 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2355 op->stats.food--; 2369 op->stats.food--;
2356 } 2370 }
2357 2371
2358 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2359 { 2373 {
2360 object *flesh = 0; 2374 object *flesh = 0;
2361 2375
2362 for_inv_removable (op, tmp) 2376 for_inv_removable (op, tmp)
2363 { 2377 {
2364 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2365 continue; 2379 continue;
2366 2380
2367 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2368 { 2382 {
2369 op->statusmsg ("You blindly grab for a bite of food. " 2383 op->statusmsg ("You blindly grab for a bite of food. "
2370 "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.>");
2371 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2372 2386
2373 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2374 break; 2388 break;
2375 } 2389 }
2376 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2382 */ 2396 */
2383 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2384 { 2398 {
2385 op->statusmsg ("You blindly grab for a bite of food. " 2399 op->statusmsg ("You blindly grab for a bite of food. "
2386 "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.>");
2387 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2388 } 2402 }
2389 2403
2390 // If player is still starving, alert him! 2404 // If player is still starving, alert him!
2391 if (op->stats.food < 0) 2405 if (op->stats.food < 0)
2392 op->failmsg ("You are starving! " 2406 op->failmsg ("You are starving! "
2404 op->contr->killer->destroy (); 2418 op->contr->killer->destroy ();
2405 } 2419 }
2406 } 2420 }
2407 2421
2408 /* killer should be set here already */ 2422 /* killer should be set here already */
2409 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2410 kill_player (op); 2424 kill_player (op);
2411 } 2425 }
2412} 2426}
2413 2427
2414/* 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.
2429 return; 2443 return;
2430 2444
2431 dynbuf_text deathtab; 2445 dynbuf_text deathtab;
2432 2446
2433 /* restore player */ 2447 /* restore player */
2434 at = archetype::find ("poisoning"); 2448 at = archetype::find (shstr_poisoning);
2435 if (object *tmp = present_arch_in_ob (at, op)) 2449 if (object *tmp = present_arch_in_ob (at, op))
2436 { 2450 {
2437 tmp->destroy (); 2451 tmp->destroy ();
2438 deathtab << "Your body feels cleansed...\r"; 2452 deathtab << "Your body feels cleansed...\r";
2439 } 2453 }
2440 2454
2441 at = archetype::find ("confusion"); 2455 at = archetype::find (shstr_confusion);
2442 if (object *tmp = present_arch_in_ob (at, op)) 2456 if (object *tmp = present_arch_in_ob (at, op))
2443 { 2457 {
2444 tmp->destroy (); 2458 tmp->destroy ();
2445 deathtab << "Your mind feels clearer...\r"; 2459 deathtab << "Your mind feels clearer...\r";
2446 } 2460 }
2448 cure_disease (op, 0, 0); /* remove any disease */ 2462 cure_disease (op, 0, 0); /* remove any disease */
2449 2463
2450 max_it (op->stats.hp , op->stats.maxhp); 2464 max_it (op->stats.hp , op->stats.maxhp);
2451 max_it (op->stats.sp , op->stats.maxsp); 2465 max_it (op->stats.sp , op->stats.maxsp);
2452 max_it (op->stats.grace, op->stats.maxgrace); 2466 max_it (op->stats.grace, op->stats.maxgrace);
2453
2454 if (op->stats.food <= 0) 2467 max_it (op->stats.food , 200);
2455 op->stats.food = 999;
2456 2468
2457 // remove all spell effects that are active 2469 // remove all spell effects that are active
2458 // to avoid long-term effects such as word-of-recall 2470 // to avoid long-term effects such as word-of-recall
2459 for (object *item = op->inv; item; ) 2471 for (object *item = op->inv; item; )
2460 { 2472 {
2473 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2474 { 2486 {
2475 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";
2476 2488
2477 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2478 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2479 { 2491
2480 tmp->name = format ("%s's finger" , &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2481 tmp->name_pl = format ("%s's fingers", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2482 tmp->msg = format ( 2494 tmp->msg = format (
2483 "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",
2484 &op->name, op->contr->title, 2496 &op->name, op->contr->title,
2485 (int)op->level, 2497 (int)op->level,
2486 op->contr->killer_name () 2498 op->contr->killer_name ()
2487 ); 2499 );
2488 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2489 tmp->materialname = "organics"; 2501 tmp->material = name_to_material (shstr_organic);
2490 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2491 }
2492 2503
2493 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2494 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2495 op->contr->braced = 0; 2506 op->contr->braced = 0;
2496 2507
2558 lost_a_stat = 1; 2569 lost_a_stat = 1;
2559 } 2570 }
2560 else 2571 else
2561 { 2572 {
2562 /* deplete a stat */ 2573 /* deplete a stat */
2563 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2564 object *dep; 2575 object *dep;
2565 2576
2566 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2567 if (!dep) 2578 if (!dep)
2568 { 2579 {
2569 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2570 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2571 } 2582 }
2572 lose_this_stat = 1; 2583 lose_this_stat = 1;
2573 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2574 { 2585 {
2612 * difference. 2623 * difference.
2613 */ 2624 */
2614 if (this_stat >= -50) 2625 if (this_stat >= -50)
2615 { 2626 {
2616 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2617 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats (); 2630 op->update_stats ();
2620 lost_a_stat = 1; 2631 lost_a_stat = 1;
2621 } 2632 }
2622 } 2633 }
2640#endif 2651#endif
2641 2652
2642 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2643 * exp loss on the stone. 2654 * exp loss on the stone.
2644 */ 2655 */
2645 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2646 tmp->name = format ("%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2647 tmp->name_pl = format ("%s's gravestones", &op->name); 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2648 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",
2649 &op->name, op->contr->title, op->contr->killer_name ()); 2660 &op->name, op->contr->title, op->contr->killer_name ());
2650 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2689 if (will_kill_again) 2700 if (will_kill_again)
2690 { 2701 {
2691 object *force; 2702 object *force;
2692 int at; 2703 int at;
2693 2704
2694 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2695 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2696 force->speed = 0.1f;
2697 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2698 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2699 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2700 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2701 force->resist[at] = 100; 2713 force->resist[at] = 100;
2702 2714
2703 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2705 } 2717 }
2706 2718
2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2708} 2720}
2709 2721
2710void 2722static void
2711loot_object (object *op) 2723loot_object (object *op)
2712{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2713 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2714 2726
2715 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2716 2728
2717 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2718 { 2730 {
2725 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2726 2738
2727 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2728 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2729 2741
2730 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))))
2731 { 2743 {
2732 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2733 { 2745 {
2734 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2735 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2746 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2747 * 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
2748 * was changed. 2760 * was changed.
2749 */ 2761 */
2750void 2762void
2751fix_weight (void) 2763fix_weight ()
2752{ 2764{
2753 for_all_players (pl) 2765 for_all_players (pl)
2754 { 2766 {
2755 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2756 2768
2757 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2758 2770
2759 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2760 { 2772 {
2763 } 2775 }
2764 } 2776 }
2765} 2777}
2766 2778
2767void 2779void
2768fix_luck (void) 2780fix_luck ()
2769{ 2781{
2770 for_all_players (pl) 2782 for_all_players (pl)
2771 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
2772 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
2773} 2785}
2825} 2837}
2826 2838
2827int 2839int
2828is_true_undead (object *op) 2840is_true_undead (object *op)
2829{ 2841{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
2831 return 1; 2843 return 1;
2832 2844
2833 return 0; 2845 return 0;
2834} 2846}
2835 2847
2933 2945
2934 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
2935 player = 1; 2947 player = 1;
2936 2948
2937 else 2949 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
2939 2951
2940 /* search adjacent squares */ 2952 /* search adjacent squares */
2941 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
2942 { 2954 {
2943 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
2952 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)))
2953 continue; 2965 continue;
2954 2966
2955 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)
2956 { 2968 {
2957 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])
2958 return 1; 2970 return 1;
2959 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
2960 {
2961 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2963 return 1; 2972 return 1;
2964 }
2965 } 2973 }
2966 } 2974 }
2967 return 0; 2975 return 0;
2968} 2976}
2969 2977
2970/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
2971 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
2972 * 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
2973 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
2974 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
2975 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
2976 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
2977 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
2978 * 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
2979 * 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.
2980 * -b.t. 2988 * -b.t.
2981 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
2982 */ 2990 */
2983int 2991int
2984player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
2985{ 2993{
3012 3020
3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3014 return 1; 3022 return 1;
3015 3023
3016 op = op->more; 3024 op = op->more;
3017 }
3018
3019 return 0;
3020}
3021
3022/* routine for both players and monsters. We call this when
3023 * there is a possibility for our action distrubing our hiding
3024 * place or invisiblity spell. Artefact invisiblity causes
3025 * "noise" instead. If we arent invisible to begin with, we
3026 * return 0.
3027 */
3028int
3029action_makes_visible (object *op)
3030{
3031 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3032 {
3033 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3034 {
3035 // artefact invisibility is permanent, but we still make noise
3036 // this is important for game-balance.
3037 if (op->contr)
3038 op->make_noise ();
3039
3040 return 0;
3041 }
3042
3043 if (op->contr && op->contr->tmp_invis == 0)
3044 return 0;
3045
3046 /* If monsters, they should become visible */
3047 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3048 {
3049 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3050 return 1;
3051 }
3052 } 3025 }
3053 3026
3054 return 0; 3027 return 0;
3055} 3028}
3056 3029
3071 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3072 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3073 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3074 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3075 { 3048 {
3076 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3077 { 3050 {
3078 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3079 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3080 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3082 { 3055 {
3083 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3084 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))
3085 {
3086 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)
3087 { 3060 {
3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3089 {
3090 if (x && y) 3061 if (x && y)
3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092 3063
3093 return 1; 3064 return 1;
3094 }
3095 } 3065 }
3096 }
3097 3066
3098 if (x && y) 3067 if (x && y)
3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100 3069
3101 return 1; 3070 return 1;
3239 else 3208 else
3240 j = 1; 3209 j = 1;
3241 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3242 } 3211 }
3243 } 3212 }
3213
3244 strcat (buf, "."); 3214 strcat (buf, ".");
3245 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3246 } 3216 }
3247 3217
3248 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3249 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3250 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3251 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3252 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3253 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3254 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3255 3225
3256 /* print message if there is one */ 3226 /* print message if there is one */
3257 if (item->msg != NULL) 3227 if (item->msg != NULL)
3258 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3259 } 3229 }
3260 else 3230 else
3261 { 3231 {
3262 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3263 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3264 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));
3265 who->insert (tmp); 3235 who->insert (tmp);
3266 } 3236 }
3267}
3268
3269/**
3270 * Unready an object for a player. This function does nothing if the object was
3271 * not readied.
3272 */
3273void
3274player_unready_range_ob (player *pl, object *ob)
3275{
3276 if (pl->ob->current_weapon == ob)
3277 pl->ob->current_weapon = 0;
3278
3279 if (pl->combat_ob == ob)
3280 pl->combat_ob = 0;
3281
3282 if (pl->ranged_ob == ob)
3283 pl->ranged_ob = 0;
3284} 3237}
3285 3238
3286//-GPL 3239//-GPL
3287 3240
3288sint8 3241sint8
3318{ 3271{
3319 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3320 statusmsg (msg, color); 3273 statusmsg (msg, color);
3321} 3274}
3322 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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