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Comparing deliantra/server/server/player.C (file contents):
Revision 1.201 by root, Sun Aug 17 01:26:35 2008 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153 39
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
168 54
169 players.insert (this); 55 players.insert (this);
170 ob->remove (); 56 ob->remove ();
171 ob->map = 0; 57 ob->map = 0;
172 ob->activate_recursive (); 58 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
174 add_friendly_object (ob); 60 add_friendly_object (ob);
175} 61}
176 62
177void 63void
178player::deactivate () 64player::deactivate ()
190 ob->remove (); 76 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0; 78 ob->map = 0;
193 party = 0; 79 party = 0;
194 80
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this); 81 players.erase (this);
198} 82}
199 83
200// connect the player with a specific client 84// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
211 95
212 ns->update_look = 0; 96 ns->update_look = 0;
213 ns->look_position = 0; 97 ns->look_position = 0;
214 98
215 clear_los (this); 99 clear_los ();
216 100
217 ns->reset_stats (); 101 ns->reset_stats ();
218 102
219 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_player_skills (ob); 108 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 109
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this); 129 esrv_new_player (this);
248 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
249 ob->update_stats (); 136 ob->update_stats ();
250 137
251 ns->floorbox_update (); 138 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
254 141
255 activate (); 142 activate ();
256 143
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
263} 146}
264 147
265void 148void
281 ns->reset_stats (); 164 ns->reset_stats ();
282 ns->pl = 0; 165 ns->pl = 0;
283 ns = 0; 166 ns = 0;
284 } 167 }
285 168
286 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
287 172
288 deactivate (); 173 deactivate ();
289} 174}
175
176//-GPL
290 177
291// the need for this function can be explained 178// the need for this function can be explained
292// by load_object not returning the object 179// by load_object not returning the object
293void 180void
294player::set_object (object *op) 181player::set_object (object *op)
295{ 182{
296 ob = observe = op; 183 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
298 185
299 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
300 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
301 188
302 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 190}
331 191
332void 192void
333player::set_observe (object *op) 193player::set_observe (object *op)
334{ 194{
335 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
336 do_los = 1; 196 do_los = 1;
337} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
338 207
339player::player () 208player::player ()
340{ 209{
341 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 211 * we deal with that below this point.
348 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
349 218
350 gen_sp_armour = 10; 219 gen_sp_armour = 10;
351 bowtype = bow_normal; 220 bowtype = bow_normal;
352 petmode = pet_normal; 221 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 222 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
356 do_los = 1; 224 do_los = 1;
357 225
358 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
366 234
367 attachable::do_destroy (); 235 attachable::do_destroy ();
368 236
369 if (ob) 237 if (ob)
370 { 238 {
371 ob->destroy_inv (false); 239 ob->contr = 0;
372 ob->destroy (); 240 ob->destroy ();
373 } 241 }
374 242
375 ob = observe = 0; 243 ob = observe = viewpoint = 0;
376} 244}
377 245
378player::~player () 246player::~player ()
379{ 247{
380 /* Clear item stack */ 248 /* Clear item stack */
381 free (stack_items); 249 free (stack_items);
250}
251
252/*
253 * get_player_archetype() return next player archetype from archetype
254 * list. Not very efficient routine, but used only creating new players.
255 * Note: there MUST be at least one player archetype!
256 */
257static archetype *
258get_player_archetype (archetype *at)
259{
260 // archetypes could have been reloaded
261 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
262
263 if (!nat)
264 return at;
265
266 archvec::iterator i = archetypes.find (nat);
267
268 for (;;)
269 {
270 if (++i == archetypes.end ())
271 i = archetypes.begin ();
272 else if (*i == at)
273 cleanup ("not a single player archetype found");
274
275 if ((*i)->type == PLAYER)
276 return *i;
277 }
382} 278}
383 279
384/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
385 * All we can really get in this is some settings like host and display 281 * All we can really get in this is some settings like host and display
386 * mode. 282 * mode.
388player * 284player *
389player::create () 285player::create ()
390{ 286{
391 player *pl = new player; 287 player *pl = new player;
392 288
393 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
394 290
395 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
398 294
399 set_first_map (pl->ob); 295 set_first_map (pl->ob);
400 296
401 return pl; 297 return pl;
402}
403
404/*
405 * get_player_archetype() return next player archetype from archetype
406 * list. Not very efficient routine, but used only creating new players.
407 * Note: there MUST be at least one player archetype!
408 */
409archetype *
410get_player_archetype (archetype *at)
411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
419
420 for (;;)
421 {
422 if (++i == archetypes.end ())
423 i = archetypes.begin ();
424 else if (*i == at)
425 cleanup ("not a single player archetype found");
426
427 if ((*i)->type == PLAYER)
428 return *i;
429 }
430} 298}
431 299
432object * 300object *
433get_nearest_player (object *mon) 301get_nearest_player (object *mon)
434{ 302{
462#endif 330#endif
463 return op; 331 return op;
464} 332}
465 333
466/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
467 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
468 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
469 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
470 * the deviation is 338 * the deviation is
471 */ 339 */
472#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
508 */ 376 */
509int 377int
510path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
511{ 379{
512 rv_vector rv; 380 rv_vector rv;
513 sint16 x, y;
514 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
515 maptile *m, *lastmap;
516 382
517 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
518 384
519 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
520 return 0; 386 return 0;
521 387
522 x = mon->x; 388 mapxy pos (mon);
523 y = mon->y;
524 m = mon->map;
525 dir = rv.direction; 389 dir = rv.direction;
526 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
527 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
528 392
529 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
530 if (diff > max) 394 if (diff > max)
531 return 0; 395 return 0;
532 396
533 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
534 { 398 {
535 lastx = x; 399 mapxy lastpos = pos;
536 lasty = y;
537 lastmap = m;
538 x = lastx + freearr_x[dir];
539 y = lasty + freearr_y[dir];
540 400
541 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
542 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
543 402
544 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
545 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
546 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
547 { 407 {
548 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
549 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
550 */ 410 */
551 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
552 if (rv.direction != dir) 412 if (rv.direction != dir)
553 { 413 {
554 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
555 * the values so it will try again. 415 * the values so it will try again.
556 */ 416 */
557 x = lastx;
558 y = lasty;
559 m = lastmap; 417 pos = lastpos;
560 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
561 } 419 }
562 else 420 else
563 { 421 {
564 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
565 * either the left or right. 423 * either the left or right.
566 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
567 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
568 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
569 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
570 * stepping back and forth 428 * stepping back and forth
571 */ 429 */
572 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
573 { 431 {
574 if (i == 0) 432 if (i == 0)
575 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
576 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
577 * since the direction that the creature should move in 436 * since the direction that the creature should move in
578 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
579 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
580 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
582 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
583 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
584 * the last direction the creature has successfully 443 * the last direction the creature has successfully
585 * moved. 444 * moved.
586 */ 445 */
587
588 x = lastx + freearr_x[absdir (lastdir + i)];
589 y = lasty + freearr_y[absdir (lastdir + i)];
590 m = lastmap; 446 pos = lastpos;
591 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
592 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
593 continue; 450 continue;
594 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
595 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
596 continue; 455 continue;
597 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
598 continue; 458 continue;
599 459
600 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
601 break; 461 break;
602 } 462 }
463
603 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
604 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
605 */ 466 */
606 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
607 return 0; 468 return 0;
469
608 diff--; 470 diff--;
609 lastdir = dir; 471 lastdir = dir;
610 max--; 472 max--;
611 if (!firstdir) 473 if (!firstdir)
612 firstdir = dir + i; 474 firstdir = dir + i;
616 { 478 {
617 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
618 diff--; 480 diff--;
619 max--; 481 max--;
620 lastdir = dir; 482 lastdir = dir;
483
621 if (!firstdir) 484 if (!firstdir)
622 firstdir = dir; 485 firstdir = dir;
623 } 486 }
624 487
625 if (diff <= 1) 488 if (diff <= 1)
626 { 489 {
627 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
628 * headed toward player for entire distance. 491 * headed toward player for entire distance.
629 */ 492 */
630 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
631 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
632 } 495 }
633 496
634 if (diff > max) 497 if (diff > max)
635 return 0; 498 return 0;
651 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
652 { 515 {
653 next = op->below; 516 next = op->below;
654 517
655 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
656 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
657 */ 520 */
658 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
659 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
660 523
661 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
662 * by this player due to race restrictions 525 * by this player due to race restrictions
663 */ 526 */
664 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
665 { 528 {
666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 529 if ((!pl->flag [FLAG_USE_ARMOUR]
667 && 530 &&
668 (op->type == ARMOUR || op->type == BOOTS 531 (op->type == ARMOUR || op->type == BOOTS
669 || op->type == CLOAK || op->type == HELMET 532 || op->type == CLOAK || op->type == HELMET
670 || op->type == SHIELD || op->type == GLOVES 533 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE)) 534 || op->type == BRACERS || op->type == GIRDLE))
672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
673 { 536 {
674 op->destroy (); 537 op->destroy ();
675 continue; 538 continue;
676 } 539 }
677 } 540 }
678 541
679 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 545 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
686 { 547 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 550 {
695 op->destroy (); 551 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
697 continue;
698 } 553 }
699 554
700 if (op->nrof > 1) 555 if (op->nrof > 1)
701 op->nrof = 1; 556 op->nrof = 1;
702 } 557 }
703 558
704 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
706 561
707 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
708 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
709 * merged properly. 564 * merged properly.
710 */ 565 */
711 if (need_identify (op)) 566 if (op->need_identify ())
712 { 567 {
713 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
714 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
715 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
716 } 571 }
717 572
718 if (op->type == SPELL) 573 if (op->type == SPELL)
719 { 574 {
720 op->destroy (); 575 op->destroy ();
721 continue; 576 continue;
722 } 577 }
723 else if (op->type == SKILL) 578 else if (op->type == SKILL)
724 { 579 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 581 op->stats.exp = 0;
727 op->level = 1; 582 op->level = 1;
728 } 583 }
729 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
730 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
731 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
732 587
733 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
734 link_player_skills (pl); 589 pl->contr->link_skills ();
735} 590}
736 591
737void 592void
738get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
739{ 594{
749 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
750} 605}
751 606
752/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
753static int 608static int
754roll_stat (void) 609roll_stat ()
755{ 610{
756 int a[4], i, j, k; 611 int a[4], i, j, k;
757 612
758 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
759 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
760 615
761 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
762 if (a[i] < k) 617 if (a[i] < k)
763 k = a[i], j = i; 618 k = a[i], j = i;
764 619
856player::chargen_race_done () 711player::chargen_race_done ()
857{ 712{
858 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
859 esrv_new_player (ob->contr); 714 esrv_new_player (ob->contr);
860 715
861 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
862 if (tl) 717 if (tl)
863 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
864 719
865 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
866 INVOKE_PLAYER (LOGIN, ob->contr);
867 721
868 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
869 723
870 if (ob->msg) 724 if (ob->msg)
871 ob->msg = 0; 725 ob->msg = 0;
872 726
873 start_info (ob); 727 start_info (ob);
874 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
875 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
876 link_player_skills (ob);
877 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
878 ob->update_stats (); 731 ob->update_stats ();
879 732
880 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
881 * is one for this race 734 * is one for this race
882 */ 735 */
883 if (*first_map_ext_path) 736 if (*first_map_ext_path)
884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
885 else 738 else
886 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
887} 759}
888 760
889void 761void
890player::chargen_race_next () 762player::chargen_race_next ()
891{ 763{
920 ob->stats.hp = ob->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
921 ob->stats.sp = ob->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
922 ob->stats.grace = 0; 794 ob->stats.grace = 0;
923} 795}
924 796
925void 797static void
926flee_player (object *op) 798flee_player (object *op)
927{ 799{
928 int dir, diff; 800 int dir, diff;
929 rv_vector rv; 801 rv_vector rv;
930 802
931 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
932 { 804 {
933 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
934 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
935 return; 807 return;
936 } 808 }
937 809
938 if (op->enemy == NULL) 810 if (!op->enemy)
939 { 811 {
940 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
941 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
942 return; 814 return;
943 } 815 }
944 816
945 /* Seen some crashes here. Since we don't store an 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
946 * op->enemy_count, it is possible that something destroys the
947 * actual enemy, and the object is recycled.
948 */
949 if (op->enemy->map == NULL)
950 { 818 {
951 CLEAR_FLAG (op, FLAG_SCARED);
952 op->enemy = NULL; 819 op->enemy = NULL;
953 return; 820 op->clr_flag (FLAG_SCARED);
954 }
955
956 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
957 {
958 op->enemy = NULL;
959 CLEAR_FLAG (op, FLAG_SCARED);
960 return; 821 return;
961 } 822 }
962 823
963 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
964 825
965 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
966 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
967 { 828 {
968 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
969 830
970 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
971 return; 832 return;
972 } 833 }
973 834
974 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
975 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
976 op->enemy = NULL; 837 op->enemy = NULL;
977} 838}
978 839
979/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
980 * It returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
984check_pick (object *op) 845check_pick (object *op)
985{ 846{
986 object *tmp, *next; 847 object *tmp, *next;
987 int stop = 0; 848 int stop = 0;
988 int wvratio; 849 int wvratio;
989 char putstring[128];
990 850
991 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
992 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
993 return 1; 853 return 1;
994 854
995 next = op->below; 855 next = op->below;
996 856
997 int cnt = MAX_ITEM_PER_DROP; 857 int cnt = MAX_ITEM_PER_ACTION;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999 859
1000 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1001 * destroyed */ 861 * destroyed */
1002 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1018 878
1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1020 { 880 {
1021 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1022 CHK_PICK_PICKUP; 882 CHK_PICK_PICKUP;
883
1023 continue; 884 continue;
1024 } 885 }
1025 886
1026 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (tmp->flag [FLAG_UNPAID])
939 continue;
940
941 /* ignore known cursed objects */
942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1027 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1028 { 949 {
1029 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND
993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
996 {
997 CHK_PICK_PICKUP;
998 continue;
999 }
1000
1001 /* pick up all magical items */
1002 if (op->contr->mode & PU_MAGICAL)
1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 if (op->contr->mode & PU_VALUABLES)
1011 {
1012 if (tmp->type == MONEY || tmp->type == GEM)
1030 { 1013 {
1031 case 0:
1032 return 1; /* don't pick up */
1033 case 1:
1034 CHK_PICK_PICKUP; 1014 CHK_PICK_PICKUP;
1035 return 1; 1015 continue;
1036 case 2:
1037 CHK_PICK_PICKUP;
1038 return 0;
1039 case 3:
1040 return 0; /* stop before pickup */
1041 case 4:
1042 CHK_PICK_PICKUP;
1043 break;
1044 case 5:
1045 CHK_PICK_PICKUP;
1046 stop = 1;
1047 break;
1048 case 6:
1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1052 break;
1053
1054 case 7:
1055 if (tmp->type == MONEY || tmp->type == GEM)
1056 CHK_PICK_PICKUP;
1057 break;
1058
1059 default:
1060 /* use value density */
1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1063 CHK_PICK_PICKUP;
1064 } 1016 }
1065 } 1017 }
1066 else 1018
1067 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1068 /* NEW pickup handling */
1069 if (op->contr->mode & PU_DEBUG) 1020 if (op->contr->mode & PU_JEWELS)
1021 if (tmp->type == RING
1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1070 { 1025 {
1071 /* some debugging code to figure out item information */ 1026 CHK_PICK_PICKUP;
1072 if (tmp->name != NULL)
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075 else
1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1078
1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1080 }
1081
1082 /* philosophy:
1083 * It's easy to grab an item type from a pile, as long as it's
1084 * generic. This takes no game-time. For more detailed pickups
1085 * and selections, select-items should be used. This is a
1086 * grab-as-you-run type mode that's really useful for arrows for
1087 * example.
1088 * The drawback: right now it has no frontend, so you need to
1089 * stick the bits you want into a calculator in hex mode and then
1090 * convert to decimal and then 'pickup <#>
1091 */
1092
1093 /* the first two modes are exclusive: if NOTHING we return, if
1094 * STOP then we stop. All the rest are applied sequentially,
1095 * meaning if any test passes, the item gets picked up. */
1096
1097 /* if mode is set to pick nothing up, return */
1098
1099 if (op->contr->mode & PU_NOTHING)
1100 return 1;
1101
1102 /* if mode is set to stop when encountering objects, return */
1103 /* take STOP before INHIBIT since it doesn't actually pick
1104 * anything up */
1105
1106 if (op->contr->mode & PU_STOP)
1107 return 0;
1108
1109 /* useful for going into stores and not losing your settings... */
1110 /* and for battles wher you don't want to get loaded down while
1111 * fighting */
1112 if (op->contr->mode & PU_INHIBIT)
1113 return 1;
1114
1115 /* prevent us from turning into auto-thieves :) */
1116 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1117 continue; 1027 continue;
1028 }
1118 1029
1119 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1031 if (op->contr->mode & PU_FLESH)
1032 if (tmp->type == FLESH)
1033 {
1034 CHK_PICK_PICKUP;
1121 continue; 1035 continue;
1036 }
1122 1037
1123 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1124 /* question: don't pick up known-poisonous stuff? */ 1039 if (op->contr->mode & PU_BOW)
1040 if (tmp->type == BOW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_ARROW)
1047 if (tmp->type == ARROW)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 /* all kinds of armor etc. */
1054 if (op->contr->mode & PU_ARMOUR)
1055 if (tmp->type == ARMOUR)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_HELMET)
1062 if (tmp->type == HELMET)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1068 if (op->contr->mode & PU_SHIELD)
1069 if (tmp->type == SHIELD)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1125 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1126 if (tmp->type == FOOD) 1076 if (tmp->type == BOOTS)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_GLOVES)
1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_CLOAK)
1090 if (tmp->type == CLOAK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* hoping to catch throwing daggers here */
1097 if (op->contr->mode & PU_MISSILEWEAPON)
1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* careful: chairs and tables are weapons! */
1105 if (op->contr->mode & PU_ALLWEAPON)
1106 {
1107 if (tmp->type == WEAPON)
1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1127 { 1109 {
1128 CHK_PICK_PICKUP; 1110 CHK_PICK_PICKUP;
1129 continue; 1111 continue;
1130 } 1112 }
1113 }
1131 1114
1115 /* misc stuff that's useful */
1132 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1134 { 1118 {
1135 CHK_PICK_PICKUP; 1119 CHK_PICK_PICKUP;
1136 continue; 1120 continue;
1137 } 1121 }
1138 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1139 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1140 if (tmp->type == POTION) 1126 {
1127 /* use value density to decide what else to grab */
1128 /* >=7 was >= op->contr->mode */
1129 /* >=7 is the old standard setting. Now we take the last 4 bits
1141 { 1130 */
1142 CHK_PICK_PICKUP;
1143 continue;
1144 }
1145
1146 /* spellbooks, skillscrolls and normal books/scrolls */
1147 if (op->contr->mode & PU_SPELLBOOK)
1148 if (tmp->type == SPELLBOOK)
1149 {
1150 CHK_PICK_PICKUP;
1151 continue;
1152 }
1153
1154 if (op->contr->mode & PU_SKILLSCROLL)
1155 if (tmp->type == SKILLSCROLL)
1156 {
1157 CHK_PICK_PICKUP;
1158 continue;
1159 }
1160
1161 if (op->contr->mode & PU_READABLES)
1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1163 {
1164 CHK_PICK_PICKUP;
1165 continue;
1166 }
1167
1168 /* wands/staves/rods/horns */
1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1171 {
1172 CHK_PICK_PICKUP;
1173 continue;
1174 }
1175
1176 /* pick up all magical items */
1177 if (op->contr->mode & PU_MAGICAL) 1131 wvratio = op->contr->mode & PU_RATIO;
1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1132 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1179 {
1180 CHK_PICK_PICKUP;
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_VALUABLES)
1185 { 1133 {
1186 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1187 { 1137 {
1188 CHK_PICK_PICKUP; 1138 fprintf (stderr, "%s", tmp->name);
1189 continue;
1190 } 1139 }
1191 }
1192
1193 /* rings & amulets - talismans seems to be typed AMULET */
1194 if (op->contr->mode & PU_JEWELS)
1195 if (tmp->type == RING || tmp->type == AMULET)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 /* we don't forget dragon food */
1202 if (op->contr->mode & PU_FLESH)
1203 if (tmp->type == FLESH)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* bows and arrows. Bows are good for selling! */
1210 if (op->contr->mode & PU_BOW)
1211 if (tmp->type == BOW)
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_ARROW)
1218 if (tmp->type == ARROW)
1219 {
1220 CHK_PICK_PICKUP;
1221 continue;
1222 }
1223
1224 /* all kinds of armor etc. */
1225 if (op->contr->mode & PU_ARMOUR)
1226 if (tmp->type == ARMOUR)
1227 {
1228 CHK_PICK_PICKUP;
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_HELMET)
1233 if (tmp->type == HELMET)
1234 {
1235 CHK_PICK_PICKUP;
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SHIELD)
1240 if (tmp->type == SHIELD)
1241 {
1242 CHK_PICK_PICKUP;
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_BOOTS)
1247 if (tmp->type == BOOTS)
1248 {
1249 CHK_PICK_PICKUP;
1250 continue;
1251 }
1252
1253 if (op->contr->mode & PU_GLOVES)
1254 if (tmp->type == GLOVES)
1255 {
1256 CHK_PICK_PICKUP;
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_CLOAK)
1261 if (tmp->type == CLOAK)
1262 {
1263 CHK_PICK_PICKUP;
1264 continue;
1265 }
1266
1267 /* hoping to catch throwing daggers here */
1268 if (op->contr->mode & PU_MISSILEWEAPON)
1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274
1275 /* careful: chairs and tables are weapons! */
1276 if (op->contr->mode & PU_ALLWEAPON)
1277 {
1278 if (tmp->type == WEAPON && tmp->name != NULL)
1279 {
1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1282 {
1283 CHK_PICK_PICKUP;
1284 continue;
1285 }
1286 }
1287
1288 if (tmp->type == WEAPON && tmp->name == NULL)
1289 {
1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1291 {
1292 CHK_PICK_PICKUP;
1293 continue;
1294 }
1295 }
1296 }
1297
1298 /* misc stuff that's useful */
1299 if (op->contr->mode & PU_KEY)
1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305
1306 /* any of the last 4 bits set means we use the ratio for value
1307 * pickups */
1308 if (op->contr->mode & PU_RATIO)
1309 {
1310 /* use value density to decide what else to grab */
1311 /* >=7 was >= op->contr->mode */
1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1313 */
1314 wvratio = op->contr->mode & PU_RATIO;
1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1316 {
1317 CHK_PICK_PICKUP;
1318#if 0
1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1320 if (tmp->name != NULL)
1321 {
1322 fprintf (stderr, "%s", tmp->name);
1323 }
1324 else 1140 else
1325 fprintf (stderr, "%s", tmp->arch->archname); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1326 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1143 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1328#endif 1144#endif
1145 CHK_PICK_PICKUP;
1329 continue; 1146 continue;
1330 }
1331 } 1147 }
1332 } /* the new pickup model */ 1148 } /* the new pickup model */
1333 } 1149 }
1334 1150
1335 return !stop; 1151 return !stop;
1336} 1152}
1337 1153
1154/* routine for both players and monsters. We call this when
1155 * there is a possibility for our action distrubing our hiding
1156 * place or invisiblity spell. Artefact invisiblity causes
1157 * "noise" instead. If we arent invisible to begin with, we
1158 * return 0.
1159 */
1160static int
1161action_makes_visible (object *op)
1162{
1163 if (op->invisible && op->flag [FLAG_ALIVE])
1164 {
1165 if (op->flag [FLAG_MAKE_INVIS])
1166 {
1167 // artefact invisibility is permanent, but we still make noise
1168 // this is important for game-balance.
1169 if (op->contr)
1170 op->make_noise ();
1171
1172 return 0;
1173 }
1174
1175 if (op->contr && op->contr->tmp_invis == 0)
1176 return 0;
1177
1178 /* If monsters, they should become visible */
1179 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1180 {
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1182 return 1;
1183 }
1184 }
1185
1186 return 0;
1187}
1188
1338/* 1189/*
1339 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1340 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1341 * found object is returned. 1192 * found object is returned.
1342 */ 1193 */
1343object * 1194static object *
1344find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1345{ 1196{
1346 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp); 1199 return splay (tmp);
1349 1200
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type)) 1203 if (object *arrow = find_arrow (tmp, type))
1353 { 1204 {
1354 splay (tmp); 1205 splay (tmp);
1355 return arrow; 1206 return arrow;
1356 } 1207 }
1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1213 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363 * against the target. A full test is not performed, simply a basic test 1214 * against the target. A full test is not performed, simply a basic test
1364 * of resistances. The archer is making a quick guess at what he sees down 1215 * of resistances. The archer is making a quick guess at what he sees down
1365 * the hall. Failing that it does it's best to pick the highest plus arrow. 1216 * the hall. Failing that it does it's best to pick the highest plus arrow.
1366 */ 1217 */
1367object * 1218static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1220{
1370 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1372 1223
1373 if (!type) 1224 if (!type)
1374 return NULL; 1225 return NULL;
1375 1226
1376 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1377 { 1228 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1379 { 1230 {
1380 i = 0; 1231 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1382 if (i > betterby) 1234 if (i > betterby)
1383 { 1235 {
1384 tmp = ntmp; 1236 tmp = ntmp;
1385 betterby = i; 1237 betterby = i;
1386 } 1238 }
1387 } 1239 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1241 {
1390 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1392 { 1244 {
1393 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1394 { 1246 {
1395 *better = 100; 1247 *better = 100;
1396 return arrow; 1248 return arrow;
1411 { 1263 {
1412 tmp = arrow; 1264 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1266 }
1415 } 1267 }
1268
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1270 {
1418 tmp = arrow; 1271 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1273 }
1274
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1276 {
1423 tmp = arrow; 1277 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1279 }
1438 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1293 * op = the shooter
1440 * type = bow->race 1294 * type = bow->race
1441 * dir = fire direction 1295 * dir = fire direction
1442 */ 1296 */
1443object * 1297static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1299{
1446 object *tmp = NULL; 1300 object *tmp = NULL;
1447 maptile *m; 1301 maptile *m;
1448 int i, mflags, found, number; 1302 int i, mflags, found, number;
1449 sint16 x, y; 1303 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1465 { 1319 {
1466 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1325 {
1471 tmp = NULL; 1326 tmp = 0;
1472 break; 1327 break;
1473 } 1328 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1329 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 { 1330 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1478 */ 1333 */
1479 tmp = NULL; 1334 tmp = 0;
1480 break; 1335 break;
1481 } 1336 }
1337
1482 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1341 break;
1492 }
1493 } 1342 }
1494 if (tmp == NULL) 1343
1344 if (!tmp)
1495 return find_arrow (op, type); 1345 return find_arrow (op, type);
1496 1346
1497 if (tmp->head) 1347 if (tmp->head)
1498 tmp = tmp->head; 1348 tmp = tmp->head;
1499 1349
1500 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1501} 1351}
1502 1352
1503/* 1353/*
1504 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1505 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1506 * op is the object firing the bow. 1356 * op is the object firing the bow.
1507 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1508 * dir is the direction of fire. 1358 * dir is the direction of fire.
1509 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1390 return 0;
1541 } 1391 }
1542 1392
1543 // optimisation: move object to top so we will find it quickly again 1393 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below) 1394 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1395 }
1551 1396
1552 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1553 { 1398 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1399 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1561 { 1406 {
1562 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1565 else 1410 else
1566 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1567 1412
1568 return 0; 1413 return 0;
1569 } 1414 }
1570 } 1415 }
1571 1416
1580 } 1425 }
1581 1426
1582 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1584 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1431 arrow->destroy ();
1586 return 0; 1432 return 0;
1587 } 1433 }
1588 1434
1589 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1599 arrow->direction = dir; 1445 arrow->direction = dir;
1600 1446
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1447 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1604 1450 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1451
1608#if 0 1452#if 0
1609 if (player *pl = op->contr) 1453 if (player *pl = op->contr)
1610 { 1454 {
1611 float speed = pl->weapon_sp; 1455 float speed = pl->weapon_sp;
1621#endif 1465#endif
1622 1466
1623 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1624 1468
1625 /* update the speed */ 1469 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628 1470
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1631 1476
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633 1478
1634 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1635 { 1480 {
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657 1502
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1659 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1661 1507
1662 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1664 1510
1665 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1673 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1674 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1675 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1676 * hence the function name. 1522 * hence the function name.
1677 */ 1523 */
1678int 1524static int
1679player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1680{ 1526{
1681 int ret = 0, wcmod = 0; 1527 int ret;
1682 1528
1683 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1684 { 1530 {
1685 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1686 } 1532 }
1687 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1533 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1688 { 1534 {
1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1690 wcmod = -1;
1691
1692 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1693 } 1537 }
1694 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1695 { 1539 {
1696 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1541 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1698 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1542 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1699 } 1543 }
1700 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1701 { 1545 {
1702 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1703 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1547 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1704 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1548 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1705 } 1549 }
1706 else 1550 else
1707 { 1551 {
1713} 1557}
1714 1558
1715/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1716 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1717 */ 1561 */
1718void 1562static void
1719fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1720{ 1564{
1721 object *item = op->contr->ranged_ob; 1565 object *item = op->contr->ranged_ob;
1722 1566
1723 if (!item) 1567 if (!item)
1730 { 1574 {
1731 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1732 return; 1576 return;
1733 } 1577 }
1734 1578
1735 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1736 return; 1580 return;
1737 1581
1738 if (item->type == WAND) 1582 if (item->type == WAND)
1739 { 1583 {
1740 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1745 return; 1589 return;
1746 } 1590 }
1747 } 1591 }
1748 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1749 { 1593 {
1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1594 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1751 1595
1752 // using the maximum of the rods charge allows at least one spell cast 1596 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods. 1597 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1755 { 1599 {
1756 op->contr->play_sound (sound_find ("wand_poof")); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1757 1601
1758 if (item->type == ROD) 1602 if (item->type == ROD)
1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1764 } 1608 }
1765 } 1609 }
1766 1610
1767 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1768 { 1612 {
1769 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1613 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1614
1770 if (item->type == WAND) 1615 if (item->type == WAND)
1771 { 1616 {
1772 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1773 { 1618 {
1774 object *tmp;
1775
1776 if (item->arch) 1619 if (item->arch)
1777 { 1620 {
1778 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1779 item->face = item->arch->face; 1622 item->face = item->arch->face;
1780 item->set_speed (0); 1623 item->set_speed (0);
1781 } 1624 }
1782 1625
1783 if (object *pl = item->visible_to ()) 1626 if (object *pl = item->visible_to ())
1790} 1633}
1791 1634
1792/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1793 */ 1636 */
1794bool 1637bool
1795fire (object *op, int dir) 1638fire (object *who, int dir)
1796{ 1639{
1797 int spellcost = 0; 1640 int spellcost = 0;
1798 1641
1799 /* check for loss of invisiblity/hide */
1800 if (action_makes_visible (op))
1801 make_visible (op);
1802
1803 player *pl = op->contr; 1642 player *pl = who->contr;
1804 1643
1805 if (pl->golem) 1644 if (pl->golem)
1806 { 1645 {
1807 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1808 return false; 1647 return false;
1809 } 1648 }
1810 1649
1811 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1812 1651
1813 if (!ob) 1652 if (!ob)
1814 return false; 1653 return false;
1815 1654
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1820 --op->speed_left; 1656 --who->speed_left;
1821 else 1657 else
1822 return false; 1658 return false;
1823 1659
1660 if (!who->apply (ob))
1661 return false;
1662
1663 /* check for loss of invisiblity/hide */
1664 if (action_makes_visible (who))
1665 make_visible (who);
1666
1824 switch (ob->type) 1667 switch (ob->type)
1825 { 1668 {
1826 case BOW: 1669 case BOW:
1827 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1828 break; 1671 break;
1829 1672
1830 case SPELL: 1673 case SPELL:
1831 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1832 break; 1675 break;
1833 1676
1834 case BUILDER: 1677 case BUILDER:
1835 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1836 break; 1679 break;
1837 1680
1838 case SKILL: 1681 case SKILL:
1839 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1840 break; 1683 break;
1841 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1842 default: 1689 default:
1843 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1844 break; 1691 break;
1845 } 1692 }
1846 1693
1847 return true; 1694 return true;
1848} 1695}
1849 1696
1850/* find_key 1697static object *
1851 * We try to find a key for the door as passed. If we find a key
1852 * and successfully use it, we return the key, otherwise NULL
1853 * This function merges both normal and locked door, since the logic
1854 * for both is the same - just the specific key is different.
1855 * pl is the player,
1856 * inv is the objects inventory to searched
1857 * door is the door we are trying to match against.
1858 * This function can be called recursively to search containers.
1859 */
1860object *
1861find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1862{ 1699{
1863 object *tmp, *key; 1700 object *tmp, *key;
1864 1701
1865 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1866 if (!container->inv) 1703 if (!container->inv)
1869 /* First, lets try to find a key in the top level inventory */ 1706 /* First, lets try to find a key in the top level inventory */
1870 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1871 { 1708 {
1872 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1873 break; 1710 break;
1711
1874 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1875 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1876 */ 1714 */
1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1878 break; 1716 break;
1879 } 1717 }
1884 * a key, return 1722 * a key, return
1885 */ 1723 */
1886 if (!tmp) 1724 if (!tmp)
1887 { 1725 {
1888 for (tmp = container->inv; tmp; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1890 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1891 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1892 {
1893 if ((key = find_key (pl, tmp, door))) 1729 if ((key = find_key_ (pl, tmp, door)))
1894 return key; 1730 return key;
1895 }
1896 }
1897 1731
1898 if (!tmp) 1732 if (!tmp)
1899 return NULL; 1733 return 0;
1900 } 1734 }
1901 1735
1902 /* We get down here if we have found a key. Now if its in a container, 1736 /* We get down here if we have found a key. Now if its in a container,
1903 * see if we actually want to use it 1737 * see if we actually want to use it
1904 */ 1738 */
1905 if (pl != container) 1739 if (pl != container)
1906 { 1740 {
1907 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1908 if (!pl->contr) 1742 if (!pl->contr)
1909 return NULL; 1743 return 0;
1744
1910 /* cases where this fails: 1745 /* cases where this fails:
1911 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1912 * are not in the players inventory. 1747 * are not in the players inventory.
1913 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1914 * containers can be used. 1749 * containers can be used.
1918 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1919 * 1754 *
1920 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1921 * all the others. 1756 * all the others.
1922 */ 1757 */
1923 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1924 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1925 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1926 { 1761 {
1927 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1928 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1929 return NULL; 1764 return NULL;
1930 } 1765 }
1931 } 1766 }
1932 1767
1933 return tmp; 1768 return tmp;
1769}
1770
1771/* find_key
1772 * We try to find a key for the door as passed. If we find a key
1773 * and successfully use it, we return the key, otherwise NULL
1774 * This function merges both normal and locked door, since the logic
1775 * for both is the same - just the specific key is different.
1776 * pl is the player,
1777 * inv is the objects inventory to searched
1778 * door is the door we are trying to match against.
1779 * This function can be called recursively to search containers.
1780 */
1781object *
1782find_key (object *pl, object *container, object *door)
1783{
1784 if (door->slaying && is_match_expr (door->slaying))
1785 {
1786 // for match expressions, we try to find the key by applying the match
1787 // to the op itself, which is supposed to find the "key", instead
1788 // of searching through containers ourselves.
1789
1790 return match_one (door->slaying, container, door, pl, pl);
1791 }
1792 else
1793 return find_key_ (pl, container, door);
1934} 1794}
1935 1795
1936/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1937 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1938 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1988 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
1989 */ 1849 */
1990bool 1850bool
1991move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
1992{ 1852{
1993 int on_battleground; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1854 {
1855 --op->speed_left;
1856 return true;
1857 }
1994 1858
1995 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
1996 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
1997 1861
1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
2001 return false; 1863 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2008 1864
2009 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
2010 * map, attack it. Note order of if statement is important - don't 1866 * map, attack it. Note order of if statement is important - don't
2011 * want to be calling move_ob if braced, because move_ob will move the 1867 * want to be calling move_ob if braced, because move_ob will move the
2012 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2030 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
2031 && mon != op) 1887 && mon != op)
2032 break; 1888 break;
2033 } 1889 }
2034 1890
2035 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
2036 return false; /* into a wall */ 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
2037 1917
2038 mon = mon->head_ (); 1918 mon = mon->head_ ();
2039 1919
2040 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
2059 */ 1939 */
2060 if (op->type == PLAYER 1940 if (op->type == PLAYER
2061 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
2062 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2063 || mon->owner == op) 1943 || mon->owner == op)
2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2065 { 1945 {
2066 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
2067 if (op->contr->braced) 1947 if (op->contr->braced)
2068 return false; 1948 return false;
2069 1949
2072 --op->speed_left; 1952 --op->speed_left;
2073 1953
2074 op->play_sound (sound_find ("push_player")); 1954 op->play_sound (sound_find ("push_player"));
2075 push_ob (mon, dir, op); 1955 push_ob (mon, dir, op);
2076 1956
2077 if (op->contr->tmp_invis || op->hide) 1957 if (action_makes_visible (op))
2078 make_visible (op); 1958 make_visible (op);
2079 1959
2080 return true; 1960 return true;
2081 } 1961 }
2082 else 1962 else
2083 return false; 1963 return false;
2084 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
2085 1967
2086 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2087 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2088 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
2089 * attack them either. 1971 * attack them either.
2090 */ 1972 */
2091 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
2092 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2093 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
2094 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2095 && !on_battleground)) 1977 && !on_battleground))
2096 { 1978 {
2097 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2104 push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2105 } 1987 }
2106 else 1988 else
2107 op->statusmsg ("You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
2108 1990
2109 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2110 make_visible (op); 1992 make_visible (op);
2111 1993
2112 return true; 1994 return true;
2113 } 1995 }
2114 } 1996 }
2115 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2116 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
2117 */ 1999 */
2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2119 { 2001 {
2120 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
2121 { 2003 {
2122 --op->speed_left; 2004 --op->speed_left;
2123 2005
2132 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2018 */
2137 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2138 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2139 { 2021 {
2140 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2141 { 2023 {
2142 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2154} 2036}
2155 2037
2156bool 2038bool
2157move_player (object *op, int dir) 2039move_player (object *op, int dir)
2158{ 2040{
2159 int pick;
2160
2161 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2162 return 0; 2042 return 0;
2163 2043
2164 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2165 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2166 { 2046 {
2167 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2168 return 0; 2048 return 0;
2169 } 2049 }
2170 2050
2171 /* peterm: added following line */ 2051 /* peterm: added following line */
2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2173 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2174 2054
2175 op->facing = dir; 2055 op->facing = dir;
2176 2056
2177 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2178 do_hidden_move (op); 2058 do_hidden_move (op);
2179 2059
2180 bool retval; 2060 bool retval;
2061 int pick = 0;
2181 2062
2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2183 retval = RESULT_INT (0); 2064 retval = RESULT_INT (0);
2184 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2185 retval = fire (op, dir); 2066 retval = fire (op, dir);
2216 * players. 2097 * players.
2217 */ 2098 */
2218bool 2099bool
2219handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2220{ 2101{
2221 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2222 { 2103 {
2223 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2224 { 2105 {
2225 --op->speed_left; 2106 --op->speed_left;
2226 flee_player (op); 2107 flee_player (op);
2242 return move_player (op, op->direction); 2123 return move_player (op, op->direction);
2243 2124
2244 return false; 2125 return false;
2245} 2126}
2246 2127
2247int 2128static int
2248save_life (object *op) 2129save_life (object *op)
2249{ 2130{
2250 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2251 return 0; 2132 return 0;
2252 2133
2253 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2255 { 2136 {
2256 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2257 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2258 2139
2259 tmp->destroy (); 2140 tmp->destroy ();
2260 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2261 2142
2262 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2263 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2264 2145
2265 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2266 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2267 2148
2268 op->update_stats (); 2149 op->update_stats ();
2269 return 1; 2150 return 1;
2270 } 2151 }
2271 2152
2272 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2273 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2274 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2275 return 0; 2156 return 0;
2276} 2157}
2277 2158
2278/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2285{ 2166{
2286 while (op) 2167 while (op)
2287 { 2168 {
2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289 2170
2290 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2291 op->insert_at (env); 2172 op->insert_at (env);
2292 else if (op->inv) 2173 else if (op->inv)
2293 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2294 2175
2295 op = next; 2176 op = next;
2301{ 2182{
2302 if (!flag [FLAG_REMOVED]) 2183 if (!flag [FLAG_REMOVED])
2303 ::drop_unpaid_items (inv, this); 2184 ::drop_unpaid_items (inv, this);
2304} 2185}
2305 2186
2306/*
2307 * Returns pointer a static string containing gravestone text
2308 * Moved from apply.c to player.c - player.c is what
2309 * actually uses this function. player.c may not be quite the
2310 * best, a misc file for object actions is probably better,
2311 * but there isn't one in the server directory.
2312 */
2313const char *
2314gravestone_text (object *op)
2315{
2316 static dynbuf_text buf;
2317
2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2321 if (op->type == PLAYER)
2322 buf << " the " << op->contr->title;
2323
2324 buf << "\n\n";
2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2330 if (op->type == PLAYER)
2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2332
2333 {
2334 static char buf2[128];
2335 time_t now = time (NULL);
2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2337 buf << buf2;
2338 }
2339
2340 return buf;
2341}
2342
2343void 2187void
2344do_some_living (object *op) 2188do_some_living (object *op)
2345{ 2189{
2346 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2347 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2348 int over_hp, over_sp, over_grace;
2349 int i;
2350 int rate_hp = 1200; 2192 int rate_hp = 1200;
2351 int rate_sp = 2500; 2193 int rate_sp = 2500;
2352 int rate_grace = 2000; 2194 int rate_grace = 2000;
2353 const int max_hp = 1; 2195 const int max_hp = 1;
2354 const int max_sp = 1; 2196 const int max_sp = 1;
2355 const int max_grace = 1; 2197 const int max_grace = 1;
2356 2198
2199#if 0
2357 if (op->contr->hidden) 2200 if (op->contr->hidden)
2358 { 2201 {
2359 op->invisible = 1000; 2202 op->invisible = 1000;
2360 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2361 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2362 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2363 */ 2206 */
2364 if (pticks & 2) 2207 if (server_tick & 2)
2365 op->invisible--; 2208 op->invisible--;
2366 } 2209 }
2210 else
2211#endif
2367 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2368 { 2213 {
2369 if (!op->invisible--) 2214 if (!op->invisible--)
2370 { 2215 {
2371 make_visible (op); 2216 make_visible (op);
2372 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2406 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2407 { 2252 {
2408 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2409 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2410 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2411 if (max_grace > 1) 2258 if (max_grace > 1)
2412 { 2259 {
2413 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2414 if (over_grace > 0) 2262 if (over_grace > 0)
2415 { 2263 {
2416 op->stats.sp += over_grace 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2417 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2418 op->last_grace = 0; 2265 op->last_grace = 0;
2419 } 2266 }
2420 else 2267 else
2421 { 2268 op->last_grace = rate_grace / temp;
2422 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2423 }
2424 } 2269 }
2425 else 2270 else
2426 { 2271 op->last_grace = rate_grace / temp;
2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2428 }
2429 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2430 } 2274 }
2431 2275
2432 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2433 { 2277 {
2439 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2440 { 2284 {
2441 op->stats.sp++; 2285 op->stats.sp++;
2442 2286
2443 /* dms do not consume food */ 2287 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2445 { 2289 {
2446 op->stats.food--; 2290 op->stats.food--;
2447 2291
2448 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2449 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2452 } 2296 }
2453 } 2297 }
2454 2298
2455 if (max_sp > 1) 2299 if (max_sp > 1)
2456 { 2300 {
2457 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0) 2302 if (over_sp > 0)
2459 { 2303 {
2460 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2461 { 2305 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2484 { 2328 {
2485 op->stats.hp++; 2329 op->stats.hp++;
2486 2330
2487 /* dms do not consume food */ 2331 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2489 { 2333 {
2490 op->stats.food--; 2334 op->stats.food--;
2491 2335
2492 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food; 2339 op->stats.food = last_food;
2496 } 2340 }
2497 } 2341 }
2498 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2499 if (max_hp > 1) 2345 if (max_hp > 1)
2500 { 2346 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2502 2348
2503 if (over_hp > 0) 2349 if (over_hp > 0)
2504 { 2350 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0; 2352 op->last_heal = 0;
2507 } 2353 }
2508 else 2354 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2510 } 2356 }
2511 else 2357 else
2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2513 } 2359 }
2514 } 2360 }
2515 2361
2516 /* Digestion */ 2362 /* Digestion */
2517 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2520 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2521 2367
2522 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2523 2369
2524 /* dms do not consume food */ 2370 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2526 op->stats.food--; 2372 op->stats.food--;
2527 } 2373 }
2528 2374
2529 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2530 { 2376 {
2531 object *flesh = 0; 2377 object *flesh = 0;
2532 2378
2533 for_inv_removable (op, tmp) 2379 for_inv_removable (op, tmp)
2534 { 2380 {
2535 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2536 continue; 2382 continue;
2537 2383
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2539 { 2385 {
2540 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2541 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2542 manual_apply (op, tmp, 0); 2388 op->apply (tmp);
2543 2389
2544 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2545 break; 2391 break;
2546 } 2392 }
2547 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2553 */ 2399 */
2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2555 { 2401 {
2556 op->statusmsg ("You blindly grab for a bite of food. " 2402 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2559 } 2405 }
2560 2406
2561 // If player is still starving, alert him! 2407 // If player is still starving, alert him!
2562 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! " 2409 op->failmsg ("You are starving! "
2575 op->contr->killer->destroy (); 2421 op->contr->killer->destroy ();
2576 } 2422 }
2577 } 2423 }
2578 2424
2579 /* killer should be set here already */ 2425 /* killer should be set here already */
2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2581 kill_player (op); 2427 kill_player (op);
2582 } 2428 }
2583} 2429}
2584 2430
2585/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2589 */ 2435 */
2590void 2436void
2591kill_player (object *op) 2437kill_player (object *op)
2592{ 2438{
2593 int x, y; 2439 int x, y;
2594 char buf[MAX_BUF];
2595 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2596 int will_kill_again; 2441 int will_kill_again;
2597 archetype *at; 2442 archetype *at;
2598 object *tmp; 2443 object *tmp;
2599 2444
2600 if (save_life (op)) 2445 if (save_life (op))
2601 return; 2446 return;
2447
2448 dynbuf_text deathtab;
2449
2450 /* restore player */
2451 at = archetype::find (shstr_poisoning);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your body feels cleansed...\r";
2456 }
2457
2458 at = archetype::find (shstr_confusion);
2459 if (object *tmp = present_arch_in_ob (at, op))
2460 {
2461 tmp->destroy ();
2462 deathtab << "Your mind feels clearer...\r";
2463 }
2464
2465 cure_disease (op, 0, 0); /* remove any disease */
2466
2467 max_it (op->stats.hp , op->stats.maxhp);
2468 max_it (op->stats.sp , op->stats.maxsp);
2469 max_it (op->stats.grace, op->stats.maxgrace);
2470 max_it (op->stats.food , 200);
2471
2472 // remove all spell effects that are active
2473 // to avoid long-term effects such as word-of-recall
2474 for (object *item = op->inv; item; )
2475 {
2476 object *next = item->below;
2477
2478 if (item->type == SPELL_EFFECT && item->active)
2479 item->destroy ();
2480
2481 item = next;
2482 }
2602 2483
2603 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2484 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2604 * in cities ONLY!!! It is very important that this doesn't get abused. 2485 * in cities ONLY!!! It is very important that this doesn't get abused.
2605 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2606 */ 2487 */
2607 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2608 { 2489 {
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2610 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2611
2612 /* restore player */
2613 at = archetype::find ("poisoning");
2614 if (object *tmp = present_arch_in_ob (at, op))
2615 {
2616 tmp->destroy ();
2617 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2618 }
2619
2620 at = archetype::find ("confusion");
2621 if (object *tmp = present_arch_in_ob (at, op))
2622 {
2623 tmp->destroy ();
2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2625 }
2626
2627 cure_disease (op, 0, 0); /* remove any disease */
2628 op->stats.hp = op->stats.maxhp;
2629 if (op->stats.food <= 0)
2630 op->stats.food = 999;
2631 2491
2632 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2633 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2634 { 2494
2635 tmp->name = format ("%s's finger" , &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2636 tmp->name_pl = format ("%s's fingers", &op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2637 tmp->msg = format ( 2497 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title, 2499 &op->name, op->contr->title,
2640 (int)op->level, 2500 (int)op->level,
2641 op->contr->killer_name () 2501 op->contr->killer_name ()
2642 ); 2502 );
2643 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2644 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2645 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2646 }
2647 2506
2648 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2649 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2650 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2651 return; 2512 return;
2652 } 2513 }
2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2653 2517
2654 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2655 2519
2656 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2657 2521
2691 2555
2692 lost_a_stat = 0; 2556 lost_a_stat = 0;
2693 2557
2694 for (z = 0; z < num_stats_lose; z++) 2558 for (z = 0; z < num_stats_lose; z++)
2695 { 2559 {
2696 i = RANDOM () % NUM_STATS; 2560 i = rndm (NUM_STATS);
2697 2561
2698 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
2699 { 2563 {
2700 /* Pick a random stat and take a point off it. Tell the player 2564 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2565 * what he lost.
2708 lost_a_stat = 1; 2572 lost_a_stat = 1;
2709 } 2573 }
2710 else 2574 else
2711 { 2575 {
2712 /* deplete a stat */ 2576 /* deplete a stat */
2713 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2714 object *dep; 2578 object *dep;
2715 2579
2716 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2717 if (!dep) 2581 if (!dep)
2718 { 2582 {
2719 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2720 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2721 } 2585 }
2722 lose_this_stat = 1; 2586 lose_this_stat = 1;
2723 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2724 { 2588 {
2736 2600
2737 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2738 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2739 { 2603 {
2740 lose_this_stat = 0; 2604 lose_this_stat = 0;
2741 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2742 retain the stat. */ 2606 retain the stat. */
2743 } 2607 }
2744 else 2608 else
2745 { 2609 {
2746 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 } 2616 }
2753 } 2617 }
2754 2618
2755 if (lose_this_stat) 2619 if (lose_this_stat)
2756 { 2620 {
2757 this_stat = get_attr_value (&(dep->stats), i); 2621 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2625 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2626 * difference.
2763 */ 2627 */
2764 if (this_stat >= -50) 2628 if (this_stat >= -50)
2765 { 2629 {
2766 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2767 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2768 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 op->update_stats (); 2633 op->update_stats ();
2770 lost_a_stat = 1; 2634 lost_a_stat = 1;
2771 } 2635 }
2772 } 2636 }
2776 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2641 if (!lost_a_stat)
2778 { 2642 {
2779 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2781 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2782 2646
2783 if (god && (strcmp (god, "none"))) 2647 if (god != shstr_none)
2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2785 else 2649 else
2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2787 } 2651 }
2788#else 2652#else
2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2654#endif
2791 2655
2792 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2657 * exp loss on the stone.
2794 */ 2658 */
2795 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2796 tmp->name = format ("%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2797 tmp->name_pl = format ("%s's gravestones", &op->name); 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2663 &op->name, op->contr->title, op->contr->killer_name ());
2799 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2800 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2801 2666
2802 /**************************************/ 2667 /**************************************/
2803 /* */ 2668 /* */
2804 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */ 2670 /* */
2808 /**************************************/ 2671 /**************************************/
2809 2672
2810 /* remove any poisoning and confusion the character may be suffering. */
2811 /* restore player */
2812 at = archetype::find ("poisoning");
2813 tmp = present_arch_in_ob (at, op);
2814
2815 if (tmp)
2816 {
2817 tmp->destroy ();
2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2819 }
2820
2821 at = archetype::find ("confusion");
2822 tmp = present_arch_in_ob (at, op);
2823 if (tmp)
2824 {
2825 tmp->destroy ();
2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2827 }
2828
2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2842
2843 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2674 apply_death_exp_penalty (op);
2845
2846 if (op->stats.food < 100)
2847 op->stats.food = 900;
2848
2849 op->stats.hp = op->stats.maxhp;
2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2852 2675
2853 /* 2676 /*
2854 * Check to see if the player has any unpaid items. If so, remove them 2677 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map. 2678 * and put them back in the map.
2856 */ 2679 */
2880 if (will_kill_again) 2703 if (will_kill_again)
2881 { 2704 {
2882 object *force; 2705 object *force;
2883 int at; 2706 int at;
2884 2707
2885 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2886 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2887 force->speed = 0.1f;
2888 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2889 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2890 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2891 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2892 force->resist[at] = 100; 2716 force->resist[at] = 100;
2893 2717
2894 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2895 op->update_stats (); 2719 op->update_stats ();
2896
2897 } 2720 }
2898 2721
2899 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2900} 2723}
2901 2724
2902void 2725static void
2903loot_object (object *op) 2726loot_object (object *op)
2904{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2905 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2906 2729
2907 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2908 2731
2909 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2910 { 2733 {
2917 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2918 2741
2919 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2920 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2921 2744
2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2923 { 2746 {
2924 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2925 { 2748 {
2926 tmp->decrease (rndm (1, tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2927 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2938 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2939 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
2940 * was changed. 2763 * was changed.
2941 */ 2764 */
2942void 2765void
2943fix_weight (void) 2766fix_weight ()
2944{ 2767{
2945 for_all_players (pl) 2768 for_all_players (pl)
2946 { 2769 {
2947 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2948 2771
2949 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2950 2773
2951 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2952 { 2775 {
2955 } 2778 }
2956 } 2779 }
2957} 2780}
2958 2781
2959void 2782void
2960fix_luck (void) 2783fix_luck ()
2961{ 2784{
2962 for_all_players (pl) 2785 for_all_players (pl)
2963 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2964 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2965} 2788}
3002} 2825}
3003 2826
3004void 2827void
3005make_visible (object *op) 2828make_visible (object *op)
3006{ 2829{
3007 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3008 op->invisible = 0; 2831 op->invisible = 0;
3009 2832
3010 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3011 { 2834 {
3012 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3017} 2840}
3018 2841
3019int 2842int
3020is_true_undead (object *op) 2843is_true_undead (object *op)
3021{ 2844{
3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
3023 return 1; 2846 return 1;
3024 2847
3025 return 0; 2848 return 0;
3026} 2849}
3027 2850
3037 2860
3038 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3039 return 0; 2862 return 0;
3040 2863
3041 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3042 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3043 2866
3044 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3045 * If you carry a light on a non-dark map, its not 2868 * If you carry a light on a non-dark map, its not
3046 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3047 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3048 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3049 2872
3050 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3051 for (i = 0, x = ob->x, y = ob->y; 2874 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1; 2875 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2876 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3125 2948
3126 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3127 player = 1; 2950 player = 1;
3128 2951
3129 else 2952 else
3130 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3131 2954
3132 /* search adjacent squares */ 2955 /* search adjacent squares */
3133 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3134 { 2957 {
3135 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3144 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3145 continue; 2968 continue;
3146 2969
3147 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3148 { 2971 {
3149 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3150 return 1; 2973 return 1;
3151 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3152 {
3153 /*don't let a hidden DM prevent you from hiding */
3154 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3155 return 1; 2975 return 1;
3156 }
3157 } 2976 }
3158 } 2977 }
3159 return 0; 2978 return 0;
3160} 2979}
3161 2980
3162/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3163 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3164 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
3165 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3166 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3167 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3168 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3169 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3170 * imply the way your head, or body is facing? It's possible 2989 * imply the way your head, or body is facing? It's possible
3171 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3172 * -b.t. 2991 * -b.t.
3173 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3174 */ 2993 */
3175int 2994int
3176player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3177{ 2996{
3191 3010
3192 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3193 3012
3194 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3195 * through the object and find if it has any 3014 * through the object and find if it has any
3196 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3197 * a blocked los square. 3016 * a blocked los square.
3198 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3199 */ 3018 */
3200 while (op) 3019 while (op)
3201 { 3020 {
3202 dx = rv.distance_x + op->arch->x; 3021 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y; 3022 dy = rv.distance_y + op->arch->y;
3204 3023
3205 /* only the viewable area the player sees is updated by LOS 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1; 3025 return 1;
3213 3026
3214 op = op->more; 3027 op = op->more;
3215 }
3216
3217 return 0;
3218}
3219
3220/* routine for both players and monsters. We call this when
3221 * there is a possibility for our action distrubing our hiding
3222 * place or invisiblity spell. Artefact invisiblity is not
3223 * effected by this. If we arent invisible to begin with, we
3224 * return 0.
3225 */
3226int
3227action_makes_visible (object *op)
3228{
3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3232 return 0;
3233
3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3236
3237 /* If monsters, they should become visible */
3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3241 return 1;
3242 }
3243 } 3028 }
3244 3029
3245 return 0; 3030 return 0;
3246} 3031}
3247 3032
3262 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3263 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3264 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3265 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3266 { 3051 {
3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3268 { 3053 {
3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3270 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3273 { 3058 {
3274 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 {
3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 { 3063 {
3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3280 {
3281 if (x && y) 3064 if (x && y)
3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283 3066
3284 return 1; 3067 return 1;
3285 }
3286 } 3068 }
3287 }
3288 3069
3289 if (x && y) 3070 if (x && y)
3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 3072
3292 return 1; 3073 return 1;
3430 else 3211 else
3431 j = 1; 3212 j = 1;
3432 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3433 } 3214 }
3434 } 3215 }
3216
3435 strcat (buf, "."); 3217 strcat (buf, ".");
3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3437 } 3219 }
3438 3220
3439 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3440 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3441 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3442 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3443 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3444 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3445 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3446 3228
3447 /* print message if there is one */ 3229 /* print message if there is one */
3448 if (item->msg != NULL) 3230 if (item->msg != NULL)
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450 } 3232 }
3451 else 3233 else
3452 { 3234 {
3453 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3454 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3456 who->insert (tmp); 3238 who->insert (tmp);
3457 } 3239 }
3458} 3240}
3459 3241
3460/** 3242//-GPL
3461 * Unready an object for a player. This function does nothing if the object was
3462 * not readied.
3463 */
3464void
3465player_unready_range_ob (player *pl, object *ob)
3466{
3467 if (pl->ob->current_weapon == ob)
3468 pl->ob->current_weapon = 0;
3469
3470 if (pl->combat_ob == ob)
3471 pl->combat_ob = 0;
3472
3473 if (pl->ranged_ob == ob)
3474 pl->ranged_ob = 0;
3475}
3476 3243
3477sint8 3244sint8
3478player::visibility_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3479{ 3246{
3480 if (!ns) 3247 if (!ns)
3481 return 0; 3248 return LOS_BLOCKED;
3482 3249
3483 int dx, dy; 3250 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0; 3252 return LOS_BLOCKED;
3486 3253
3487 x += dx - ns->current_x + ns->mapx / 2; 3254 x += dx - ns->current_x;
3488 y += dy - ns->current_y + ns->mapy / 2; 3255 y += dy - ns->current_y;
3489 3256
3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491 return 0;
3492
3493 return 100 - blocked_los [x][y]; 3257 return blocked_los (x, y);
3494} 3258}
3495 3259
3496void 3260void
3497player::infobox (const char *title, const char *msg, int color) 3261player::infobox (const char *title, const char *msg, int color)
3498{ 3262{
3510{ 3274{
3511 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color); 3276 statusmsg (msg, color);
3513} 3277}
3514 3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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