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Comparing deliantra/server/server/player.C (file contents):
Revision 1.221 by root, Wed Dec 31 17:35:38 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
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_skills (); 108 link_skills ();
225 109
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this); 129 esrv_new_player (this);
248 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
249 ob->update_stats (); 136 ob->update_stats ();
250 137
251 ns->floorbox_update (); 138 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
254 141
255 activate (); 142 activate ();
256 143
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
263} 146}
264 147
265void 148void
281 ns->reset_stats (); 164 ns->reset_stats ();
282 ns->pl = 0; 165 ns->pl = 0;
283 ns = 0; 166 ns = 0;
284 } 167 }
285 168
286 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
287 172
288 deactivate (); 173 deactivate ();
289} 174}
175
176//-GPL
290 177
291// the need for this function can be explained 178// the need for this function can be explained
292// by load_object not returning the object 179// by load_object not returning the object
293void 180void
294player::set_object (object *op) 181player::set_object (object *op)
295{ 182{
296 ob = observe = op; 183 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
298 185
299 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
300 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
301 188
302 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 190}
331 191
332void 192void
333player::set_observe (object *op) 193player::set_observe (object *op)
334{ 194{
335 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
336 do_los = 1; 196 do_los = 1;
337} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
338 207
339player::player () 208player::player ()
340{ 209{
341 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 211 * we deal with that below this point.
365 234
366 attachable::do_destroy (); 235 attachable::do_destroy ();
367 236
368 if (ob) 237 if (ob)
369 { 238 {
370 ob->destroy_inv (false); 239 ob->contr = 0;
371 ob->destroy (); 240 ob->destroy ();
372 } 241 }
373 242
374 ob = observe = 0; 243 ob = observe = viewpoint = 0;
375} 244}
376 245
377player::~player () 246player::~player ()
378{ 247{
379 /* Clear item stack */ 248 /* Clear item stack */
380 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 }
381} 278}
382 279
383/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 281 * All we can really get in this is some settings like host and display
385 * mode. 282 * mode.
387player * 284player *
388player::create () 285player::create ()
389{ 286{
390 player *pl = new player; 287 player *pl = new player;
391 288
392 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
393 290
394 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
397 294
398 set_first_map (pl->ob); 295 set_first_map (pl->ob);
399 296
400 return pl; 297 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 298}
430 299
431object * 300object *
432get_nearest_player (object *mon) 301get_nearest_player (object *mon)
433{ 302{
461#endif 330#endif
462 return op; 331 return op;
463} 332}
464 333
465/* 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
466 * 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
467 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
468 * 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
469 * the deviation is 338 * the deviation is
470 */ 339 */
471#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
507 */ 376 */
508int 377int
509path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 379{
511 rv_vector rv; 380 rv_vector rv;
512 sint16 x, y;
513 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;
514 maptile *m, *lastmap;
515 382
516 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
517 384
518 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
519 return 0; 386 return 0;
520 387
521 x = mon->x; 388 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 389 dir = rv.direction;
525 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 */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527 392
528 /* 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. */
529 if (diff > max) 394 if (diff > max)
530 return 0; 395 return 0;
531 396
532 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
533 { 398 {
534 lastx = x; 399 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 400
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 402
543 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
545 && (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)))
546 { 407 {
547 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
549 */ 410 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 412 if (rv.direction != dir)
552 { 413 {
553 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 415 * the values so it will try again.
555 */ 416 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 417 pos = lastpos;
559 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
560 } 419 }
561 else 420 else
562 { 421 {
563 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
564 * either the left or right. 423 * either the left or right.
565 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
568 * 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
569 * stepping back and forth 428 * stepping back and forth
570 */ 429 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 431 {
573 if (i == 0) 432 if (i == 0)
574 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
575 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 436 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
581 * 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
582 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 443 * the last direction the creature has successfully
584 * moved. 444 * moved.
585 */ 445 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 446 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
592 continue; 450 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 455 continue;
596 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 458 continue;
598 459
599 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 461 break;
601 } 462 }
463
602 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
604 */ 466 */
605 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
606 return 0; 468 return 0;
469
607 diff--; 470 diff--;
608 lastdir = dir; 471 lastdir = dir;
609 max--; 472 max--;
610 if (!firstdir) 473 if (!firstdir)
611 firstdir = dir + i; 474 firstdir = dir + i;
615 { 478 {
616 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
617 diff--; 480 diff--;
618 max--; 481 max--;
619 lastdir = dir; 482 lastdir = dir;
483
620 if (!firstdir) 484 if (!firstdir)
621 firstdir = dir; 485 firstdir = dir;
622 } 486 }
623 487
624 if (diff <= 1) 488 if (diff <= 1)
625 { 489 {
626 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 491 * headed toward player for entire distance.
628 */ 492 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 495 }
632 496
633 if (diff > max) 497 if (diff > max)
634 return 0; 498 return 0;
650 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
651 { 515 {
652 next = op->below; 516 next = op->below;
653 517
654 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
655 * 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
656 */ 520 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
658 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
659 523
660 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 525 * by this player due to race restrictions
662 */ 526 */
663 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
664 { 528 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 529 if ((!pl->flag [FLAG_USE_ARMOUR]
666 && 530 &&
667 (op->type == ARMOUR || op->type == BOOTS 531 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET 532 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES 533 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE)) 534 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 536 {
673 op->destroy (); 537 op->destroy ();
674 continue; 538 continue;
675 } 539 }
676 } 540 }
677 541
678 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 545 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
685 { 547 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 550 {
694 op->destroy (); 551 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
696 continue;
697 } 553 }
698 554
699 if (op->nrof > 1) 555 if (op->nrof > 1)
700 op->nrof = 1; 556 op->nrof = 1;
701 } 557 }
702 558
703 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
705 561
706 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
707 * 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
708 * merged properly. 564 * merged properly.
709 */ 565 */
710 if (need_identify (op)) 566 if (op->need_identify ())
711 { 567 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
715 } 571 }
716 572
717 if (op->type == SPELL) 573 if (op->type == SPELL)
718 { 574 {
719 op->destroy (); 575 op->destroy ();
720 continue; 576 continue;
721 } 577 }
722 else if (op->type == SKILL) 578 else if (op->type == SKILL)
723 { 579 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0; 581 op->stats.exp = 0;
726 op->level = 1; 582 op->level = 1;
727 } 583 }
728 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
731 587
732 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
733 pl->contr->link_skills (); 589 pl->contr->link_skills ();
734} 590}
748 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:");
749} 605}
750 606
751/* 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. */
752static int 608static int
753roll_stat (void) 609roll_stat ()
754{ 610{
755 int a[4], i, j, k; 611 int a[4], i, j, k;
756 612
757 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
759 615
760 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 617 if (a[i] < k)
762 k = a[i], j = i; 618 k = a[i], j = i;
763 619
855player::chargen_race_done () 711player::chargen_race_done ()
856{ 712{
857 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 714 esrv_new_player (ob->contr);
859 715
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 717 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
863 719
864 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr);
866 721
867 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
868 723
869 if (ob->msg) 724 if (ob->msg)
870 ob->msg = 0; 725 ob->msg = 0;
871 726
872 start_info (ob); 727 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
875 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
876 ob->update_stats (); 731 ob->update_stats ();
877 732
878 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
880 */ 735 */
881 if (*first_map_ext_path) 736 if (*first_map_ext_path)
882 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);
883 else 738 else
884 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;
885} 759}
886 760
887void 761void
888player::chargen_race_next () 762player::chargen_race_next ()
889{ 763{
918 ob->stats.hp = ob->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 794 ob->stats.grace = 0;
921} 795}
922 796
923void 797static void
924flee_player (object *op) 798flee_player (object *op)
925{ 799{
926 int dir, diff; 800 int dir, diff;
927 rv_vector rv; 801 rv_vector rv;
928 802
929 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
930 { 804 {
931 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
933 return; 807 return;
934 } 808 }
935 809
936 if (!op->enemy) 810 if (!op->enemy)
937 { 811 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
940 return; 814 return;
941 } 815 }
942 816
943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944 { 818 {
945 op->enemy = NULL; 819 op->enemy = NULL;
946 CLEAR_FLAG (op, FLAG_SCARED); 820 op->clr_flag (FLAG_SCARED);
947 return; 821 return;
948 } 822 }
949 823
950 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
951 825
952 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
954 { 828 {
955 int m = 1 - rndm (2) * 2; 829 int m = 1 - rndm (2) * 2;
956 830
957 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))))
958 return; 832 return;
959 } 833 }
960 834
961 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
963 op->enemy = NULL; 837 op->enemy = NULL;
964} 838}
965 839
966/* 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.
967 * 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
972{ 846{
973 object *tmp, *next; 847 object *tmp, *next;
974 int stop = 0; 848 int stop = 0;
975 int wvratio; 849 int wvratio;
976 850
977 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
978 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
979 return 1; 853 return 1;
980 854
981 next = op->below; 855 next = op->below;
982 856
983 int cnt = MAX_ITEM_PER_DROP; 857 int cnt = MAX_ITEM_PER_ACTION;
984#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)
985 859
986 /* 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
987 * destroyed */ 861 * destroyed */
988 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1014 if (op->contr->mode & PU_DEBUG) 888 if (op->contr->mode & PU_DEBUG)
1015 { 889 {
1016 /* some debugging code to figure out item information */ 890 /* some debugging code to figure out item information */
1017 const char *str = tmp->name 891 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d", 892 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d", 894 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1022 896
1023 new_draw_info (NDI_UNIQUE, 0, op, str); 897 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 } 898 }
1025 899
1026 if (op->contr->mode & PU_INHIBIT) 900 if (op->contr->mode & PU_INHIBIT)
1059 * fighting */ 933 * fighting */
1060 if (op->contr->mode & PU_INHIBIT) 934 if (op->contr->mode & PU_INHIBIT)
1061 return 1; 935 return 1;
1062 936
1063 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 938 if (tmp->flag [FLAG_UNPAID])
1065 continue; 939 continue;
1066 940
1067 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
1069 continue; 943 continue;
1070 944
1071 /* all food and drink if desired */ 945 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
1073 if (op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
1076 CHK_PICK_PICKUP; 950 CHK_PICK_PICKUP;
1077 continue; 951 continue;
1078 } 952 }
1079 953
1080 if (op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1082 { 956 {
1083 CHK_PICK_PICKUP; 957 CHK_PICK_PICKUP;
1084 continue; 958 continue;
1085 } 959 }
1086 960
1113 continue; 987 continue;
1114 } 988 }
1115 989
1116 /* wands/staves/rods/horns */ 990 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE) 991 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 992 if (tmp->type == WAND
993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
1119 { 996 {
1120 CHK_PICK_PICKUP; 997 CHK_PICK_PICKUP;
1121 continue; 998 continue;
1122 } 999 }
1123 1000
1124 /* pick up all magical items */ 1001 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1127 { 1005 {
1128 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1129 continue; 1007 continue;
1130 } 1008 }
1131 1009
1138 } 1016 }
1139 } 1017 }
1140 1018
1141 /* rings & amulets - talismans seems to be typed AMULET */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1142 if (op->contr->mode & PU_JEWELS) 1020 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET) 1021 if (tmp->type == RING
1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1144 { 1025 {
1145 CHK_PICK_PICKUP; 1026 CHK_PICK_PICKUP;
1146 continue; 1027 continue;
1147 } 1028 }
1148 1029
1197 CHK_PICK_PICKUP; 1078 CHK_PICK_PICKUP;
1198 continue; 1079 continue;
1199 } 1080 }
1200 1081
1201 if (op->contr->mode & PU_GLOVES) 1082 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES) 1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1203 { 1084 {
1204 CHK_PICK_PICKUP; 1085 CHK_PICK_PICKUP;
1205 continue; 1086 continue;
1206 } 1087 }
1207 1088
1212 continue; 1093 continue;
1213 } 1094 }
1214 1095
1215 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1218 { 1099 {
1219 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1220 continue; 1101 continue;
1221 } 1102 }
1222 1103
1223 /* careful: chairs and tables are weapons! */ 1104 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON) 1105 if (op->contr->mode & PU_ALLWEAPON)
1225 { 1106 {
1226 if (tmp->type == WEAPON && tmp->name != NULL) 1107 if (tmp->type == WEAPON)
1227 { 1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1230 { 1109 {
1231 CHK_PICK_PICKUP; 1110 CHK_PICK_PICKUP;
1232 continue; 1111 continue;
1233 } 1112 }
1234 }
1235
1236 if (tmp->type == WEAPON && tmp->name == NULL)
1237 {
1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243 }
1244 } 1113 }
1245 1114
1246 /* misc stuff that's useful */ 1115 /* misc stuff that's useful */
1247 if (op->contr->mode & PU_KEY) 1116 if (op->contr->mode & PU_KEY)
1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1269 fprintf (stderr, "%s", tmp->name); 1138 fprintf (stderr, "%s", tmp->name);
1270 } 1139 }
1271 else 1140 else
1272 fprintf (stderr, "%s", tmp->arch->archname); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1273 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1274 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))));
1275#endif 1144#endif
1276 CHK_PICK_PICKUP; 1145 CHK_PICK_PICKUP;
1277 continue; 1146 continue;
1278 } 1147 }
1279 } /* the new pickup model */ 1148 } /* the new pickup model */
1280 } 1149 }
1281 1150
1282 return !stop; 1151 return !stop;
1283} 1152}
1284 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
1285/* 1189/*
1286 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1287 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1288 * found object is returned. 1192 * found object is returned.
1289 */ 1193 */
1290object * 1194static object *
1291find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1292{ 1196{
1293 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp); 1199 return splay (tmp);
1296 1200
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 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))
1299 if (object *arrow = find_arrow (tmp, type)) 1203 if (object *arrow = find_arrow (tmp, type))
1300 { 1204 {
1301 splay (tmp); 1205 splay (tmp);
1302 return arrow; 1206 return arrow;
1303 } 1207 }
1309 * 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
1310 * 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
1311 * 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
1312 * 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.
1313 */ 1217 */
1314object * 1218static object *
1315find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1316{ 1220{
1317 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1318 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1319 1223
1320 if (!type) 1224 if (!type)
1321 return NULL; 1225 return NULL;
1322 1226
1323 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1324 { 1228 {
1325 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1326 { 1230 {
1327 i = 0; 1231 i = 0;
1328 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1329 if (i > betterby) 1234 if (i > betterby)
1330 { 1235 {
1331 tmp = ntmp; 1236 tmp = ntmp;
1332 betterby = i; 1237 betterby = i;
1333 } 1238 }
1334 } 1239 }
1335 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1336 { 1241 {
1337 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1339 { 1244 {
1340 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1341 { 1246 {
1342 *better = 100; 1247 *better = 100;
1343 return arrow; 1248 return arrow;
1358 { 1263 {
1359 tmp = arrow; 1264 tmp = arrow;
1360 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;
1361 } 1266 }
1362 } 1267 }
1268
1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1364 { 1270 {
1365 tmp = arrow; 1271 tmp = arrow;
1366 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1367 } 1273 }
1274
1368 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1369 { 1276 {
1370 tmp = arrow; 1277 tmp = arrow;
1371 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1372 } 1279 }
1385 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1386 * op = the shooter 1293 * op = the shooter
1387 * type = bow->race 1294 * type = bow->race
1388 * dir = fire direction 1295 * dir = fire direction
1389 */ 1296 */
1390object * 1297static object *
1391pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1392{ 1299{
1393 object *tmp = NULL; 1300 object *tmp = NULL;
1394 maptile *m; 1301 maptile *m;
1395 int i, mflags, found, number; 1302 int i, mflags, found, number;
1396 sint16 x, y; 1303 sint16 x, y;
1428 break; 1335 break;
1429 } 1336 }
1430 1337
1431 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1432 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)
1433 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1434 break; 1341 break;
1435 } 1342 }
1436 1343
1437 if (!tmp) 1344 if (!tmp)
1438 return find_arrow (op, type); 1345 return find_arrow (op, type);
1442 1349
1443 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1444} 1351}
1445 1352
1446/* 1353/*
1447 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1448 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1449 * op is the object firing the bow. 1356 * op is the object firing the bow.
1450 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1451 * dir is the direction of fire. 1358 * dir is the direction of fire.
1452 * 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)
1482 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1483 return 0; 1390 return 0;
1484 } 1391 }
1485 1392
1486 // 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
1487 if (bow->below) 1394 splay (bow);
1488 {
1489 bow->remove ();
1490 op->insert (bow);
1491 }
1492 } 1395 }
1493 1396
1494 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1495 { 1398 {
1496 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);
1503 { 1406 {
1504 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1505 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);
1506 /* 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 */
1507 else 1410 else
1508 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1509 1412
1510 return 0; 1413 return 0;
1511 } 1414 }
1512 } 1415 }
1513 1416
1542 arrow->direction = dir; 1445 arrow->direction = dir;
1543 1446
1544 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 */
1545 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1546 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1547 1450 arrow->custom_name = arrow->slaying;
1548 if (arrow->slaying)
1549 arrow->spellarg = strdup (arrow->slaying);
1550 1451
1551#if 0 1452#if 0
1552 if (player *pl = op->contr) 1453 if (player *pl = op->contr)
1553 { 1454 {
1554 float speed = pl->weapon_sp; 1455 float speed = pl->weapon_sp;
1564#endif 1465#endif
1565 1466
1566 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1567 1468
1568 /* update the speed */ 1469 /* update the speed */
1569 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1570 + bow->stats.dam / 7.f;
1571 1470
1572 arrow->set_speed (max (arrow->speed, 2.f));
1573 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 ));
1574 1476
1575 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;
1576 1478
1577 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1578 { 1480 {
1599 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);
1600 1502
1601 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1602 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1603 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1604 1507
1605 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1606 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1607 1510
1608 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1616 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1617 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1618 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1619 * hence the function name. 1522 * hence the function name.
1620 */ 1523 */
1621int 1524static int
1622player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1623{ 1526{
1624 int ret; 1527 int ret;
1625 1528
1626 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1654} 1557}
1655 1558
1656/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1657 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1658 */ 1561 */
1659void 1562static void
1660fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1661{ 1564{
1662 object *item = op->contr->ranged_ob; 1565 object *item = op->contr->ranged_ob;
1663 1566
1664 if (!item) 1567 if (!item)
1671 { 1574 {
1672 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1673 return; 1576 return;
1674 } 1577 }
1675 1578
1676 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1677 return; 1580 return;
1678 1581
1679 if (item->type == WAND) 1582 if (item->type == WAND)
1680 { 1583 {
1681 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1686 return; 1589 return;
1687 } 1590 }
1688 } 1591 }
1689 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1690 { 1593 {
1691 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);
1692 1595
1693 // 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
1694 // for a rod or horn, this fixes some broken rods. 1597 // for a rod or horn, this fixes some broken rods.
1695 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1696 { 1599 {
1697 op->contr->play_sound (sound_find ("wand_poof")); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1698 1601
1699 if (item->type == ROD) 1602 if (item->type == ROD)
1700 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));
1711 1614
1712 if (item->type == WAND) 1615 if (item->type == WAND)
1713 { 1616 {
1714 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1715 { 1618 {
1716 object *tmp;
1717
1718 if (item->arch) 1619 if (item->arch)
1719 { 1620 {
1720 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1721 item->face = item->arch->face; 1622 item->face = item->arch->face;
1722 item->set_speed (0); 1623 item->set_speed (0);
1723 } 1624 }
1724 1625
1725 if (object *pl = item->visible_to ()) 1626 if (object *pl = item->visible_to ())
1732} 1633}
1733 1634
1734/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1735 */ 1636 */
1736bool 1637bool
1737fire (object *op, int dir) 1638fire (object *who, int dir)
1738{ 1639{
1739 int spellcost = 0; 1640 int spellcost = 0;
1740 1641
1741 player *pl = op->contr; 1642 player *pl = who->contr;
1742 1643
1743 if (pl->golem) 1644 if (pl->golem)
1744 { 1645 {
1745 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1746 return false; 1647 return false;
1747 } 1648 }
1748 1649
1749 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1750 1651
1751 if (!ob) 1652 if (!ob)
1752 return false; 1653 return false;
1753 1654
1754 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1755 --op->speed_left; 1656 --who->speed_left;
1756 else 1657 else
1757 return false; 1658 return false;
1758 1659
1759 if (!op->change_weapon (ob)) 1660 if (!who->apply (ob))
1760 return false; 1661 return false;
1761 1662
1762 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1763 if (action_makes_visible (op)) 1664 if (action_makes_visible (who))
1764 make_visible (op); 1665 make_visible (who);
1765 1666
1766 switch (ob->type) 1667 switch (ob->type)
1767 { 1668 {
1768 case BOW: 1669 case BOW:
1769 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1770 break; 1671 break;
1771 1672
1772 case SPELL: 1673 case SPELL:
1773 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);
1774 break; 1675 break;
1775 1676
1776 case BUILDER: 1677 case BUILDER:
1777 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1778 break; 1679 break;
1779 1680
1780 case SKILL: 1681 case SKILL:
1781 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1782 break; 1683 break;
1783 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1784 default: 1689 default:
1785 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1786 break; 1691 break;
1787 } 1692 }
1788 1693
1789 return true; 1694 return true;
1790} 1695}
1791 1696
1792/* find_key 1697static object *
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1804{ 1699{
1805 object *tmp, *key; 1700 object *tmp, *key;
1806 1701
1807 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1808 if (!container->inv) 1703 if (!container->inv)
1811 /* 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 */
1812 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1813 { 1708 {
1814 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1815 break; 1710 break;
1711
1816 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1817 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1818 */ 1714 */
1819 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1820 break; 1716 break;
1821 } 1717 }
1826 * a key, return 1722 * a key, return
1827 */ 1723 */
1828 if (!tmp) 1724 if (!tmp)
1829 { 1725 {
1830 for (tmp = container->inv; tmp; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1831 {
1832 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1833 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1834 {
1835 if ((key = find_key (pl, tmp, door))) 1729 if ((key = find_key_ (pl, tmp, door)))
1836 return key; 1730 return key;
1837 }
1838 }
1839 1731
1840 if (!tmp) 1732 if (!tmp)
1841 return NULL; 1733 return 0;
1842 } 1734 }
1843 1735
1844 /* 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,
1845 * see if we actually want to use it 1737 * see if we actually want to use it
1846 */ 1738 */
1847 if (pl != container) 1739 if (pl != container)
1848 { 1740 {
1849 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1850 if (!pl->contr) 1742 if (!pl->contr)
1851 return NULL; 1743 return 0;
1744
1852 /* cases where this fails: 1745 /* cases where this fails:
1853 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1854 * are not in the players inventory. 1747 * are not in the players inventory.
1855 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1856 * containers can be used. 1749 * containers can be used.
1860 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1861 * 1754 *
1862 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1863 * all the others. 1756 * all the others.
1864 */ 1757 */
1865 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1866 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1867 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1868 { 1761 {
1869 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1870 "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));
1871 return NULL; 1764 return NULL;
1872 } 1765 }
1873 } 1766 }
1874 1767
1875 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);
1876} 1794}
1877 1795
1878/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1879 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1880 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1930 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
1931 */ 1849 */
1932bool 1850bool
1933move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
1934{ 1852{
1935 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 }
1936 1858
1937 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
1938 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
1939 1861
1940 on_battleground = op_on_battleground (op, 0, 0);
1941
1942 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
1943 return false; 1863 return false;
1944
1945 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1946 {
1947 --op->speed_left;
1948 return true;
1949 }
1950 1864
1951 /* 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
1952 * 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
1953 * 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
1954 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
1972 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1973 && mon != op) 1887 && mon != op)
1974 break; 1888 break;
1975 } 1889 }
1976 1890
1977 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1978 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 }
1979 1917
1980 mon = mon->head_ (); 1918 mon = mon->head_ ();
1981 1919
1982 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))
1983 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
2001 */ 1939 */
2002 if (op->type == PLAYER 1940 if (op->type == PLAYER
2003 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
2004 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2005 || mon->owner == op) 1943 || mon->owner == op)
2006 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2007 { 1945 {
2008 /* 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 */
2009 if (op->contr->braced) 1947 if (op->contr->braced)
2010 return false; 1948 return false;
2011 1949
2022 return true; 1960 return true;
2023 } 1961 }
2024 else 1962 else
2025 return false; 1963 return false;
2026 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
2027 1967
2028 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2029 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2030 * 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
2031 * attack them either. 1971 * attack them either.
2032 */ 1972 */
2033 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
2034 && (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])
2035 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
2036 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2037 && !on_battleground)) 1977 && !on_battleground))
2038 { 1978 {
2039 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2055 } 1995 }
2056 } 1996 }
2057 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2058 * 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.
2059 */ 1999 */
2060 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2061 { 2001 {
2062 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
2063 { 2003 {
2064 --op->speed_left; 2004 --op->speed_left;
2065 2005
2074 * 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
2075 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2076 * 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
2077 * 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.
2078 */ 2018 */
2079 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2080 ((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)))
2081 { 2021 {
2082 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])
2083 { 2023 {
2084 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2096} 2036}
2097 2037
2098bool 2038bool
2099move_player (object *op, int dir) 2039move_player (object *op, int dir)
2100{ 2040{
2101 int pick;
2102
2103 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2104 return 0; 2042 return 0;
2105 2043
2106 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2107 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2108 { 2046 {
2109 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2110 return 0; 2048 return 0;
2111 } 2049 }
2112 2050
2113 /* peterm: added following line */ 2051 /* peterm: added following line */
2114 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2115 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2116 2054
2117 op->facing = dir; 2055 op->facing = dir;
2118 2056
2119 if (op->flag [FLAG_HIDDEN]) 2057 if (op->flag [FLAG_HIDDEN])
2120 do_hidden_move (op); 2058 do_hidden_move (op);
2121 2059
2122 bool retval; 2060 bool retval;
2061 int pick = 0;
2123 2062
2124 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2125 retval = RESULT_INT (0); 2064 retval = RESULT_INT (0);
2126 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2127 retval = fire (op, dir); 2066 retval = fire (op, dir);
2158 * players. 2097 * players.
2159 */ 2098 */
2160bool 2099bool
2161handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2162{ 2101{
2163 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2164 { 2103 {
2165 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2166 { 2105 {
2167 --op->speed_left; 2106 --op->speed_left;
2168 flee_player (op); 2107 flee_player (op);
2184 return move_player (op, op->direction); 2123 return move_player (op, op->direction);
2185 2124
2186 return false; 2125 return false;
2187} 2126}
2188 2127
2189int 2128static int
2190save_life (object *op) 2129save_life (object *op)
2191{ 2130{
2192 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2193 return 0; 2132 return 0;
2194 2133
2195 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2197 { 2136 {
2198 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2199 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));
2200 2139
2201 tmp->destroy (); 2140 tmp->destroy ();
2202 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2203 2142
2204 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2205 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2206 2145
2207 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2208 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2209 2148
2210 op->update_stats (); 2149 op->update_stats ();
2211 return 1; 2150 return 1;
2212 } 2151 }
2213 2152
2214 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2215 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2216 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2217 return 0; 2156 return 0;
2218} 2157}
2219 2158
2220/* 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
2227{ 2166{
2228 while (op) 2167 while (op)
2229 { 2168 {
2230 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' */
2231 2170
2232 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2233 op->insert_at (env); 2172 op->insert_at (env);
2234 else if (op->inv) 2173 else if (op->inv)
2235 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2236 2175
2237 op = next; 2176 op = next;
2243{ 2182{
2244 if (!flag [FLAG_REMOVED]) 2183 if (!flag [FLAG_REMOVED])
2245 ::drop_unpaid_items (inv, this); 2184 ::drop_unpaid_items (inv, this);
2246} 2185}
2247 2186
2248/*
2249 * Returns pointer a static string containing gravestone text
2250 * Moved from apply.c to player.c - player.c is what
2251 * actually uses this function. player.c may not be quite the
2252 * best, a misc file for object actions is probably better,
2253 * but there isn't one in the server directory.
2254 */
2255const char *
2256gravestone_text (object *op)
2257{
2258 static dynbuf_text buf;
2259
2260 buf << "---- R.I.P. ----\n\n"
2261 << op->name;
2262
2263 if (op->type == PLAYER)
2264 buf << " the " << op->contr->title;
2265
2266 buf << "\n\n";
2267
2268 buf << "who was level ";
2269 buf << (sint32)op->level << "\n\n" // OO breakdown
2270 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271
2272 if (op->type == PLAYER)
2273 buf << "by " << op->contr->killer_name () << ".\n\n";
2274
2275 {
2276 static char buf2[128];
2277 time_t now = time (NULL);
2278 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2279 buf << buf2;
2280 }
2281
2282 return buf;
2283}
2284
2285void 2187void
2286do_some_living (object *op) 2188do_some_living (object *op)
2287{ 2189{
2288 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2289 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2290 int over_hp, over_sp, over_grace;
2291 int i;
2292 int rate_hp = 1200; 2192 int rate_hp = 1200;
2293 int rate_sp = 2500; 2193 int rate_sp = 2500;
2294 int rate_grace = 2000; 2194 int rate_grace = 2000;
2295 const int max_hp = 1; 2195 const int max_hp = 1;
2296 const int max_sp = 1; 2196 const int max_sp = 1;
2297 const int max_grace = 1; 2197 const int max_grace = 1;
2298 2198
2199#if 0
2299 if (op->contr->hidden) 2200 if (op->contr->hidden)
2300 { 2201 {
2301 op->invisible = 1000; 2202 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2305 */ 2206 */
2306 if (pticks & 2) 2207 if (server_tick & 2)
2307 op->invisible--; 2208 op->invisible--;
2308 } 2209 }
2210 else
2211#endif
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2310 { 2213 {
2311 if (!op->invisible--) 2214 if (!op->invisible--)
2312 { 2215 {
2313 make_visible (op); 2216 make_visible (op);
2314 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.");
2348 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2349 { 2252 {
2350 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2351 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2352 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2353 if (max_grace > 1) 2258 if (max_grace > 1)
2354 { 2259 {
2355 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2356 if (over_grace > 0) 2262 if (over_grace > 0)
2357 { 2263 {
2358 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;
2359 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2360 op->last_grace = 0; 2265 op->last_grace = 0;
2361 } 2266 }
2362 else 2267 else
2363 { 2268 op->last_grace = rate_grace / temp;
2364 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2365 }
2366 } 2269 }
2367 else 2270 else
2368 { 2271 op->last_grace = rate_grace / temp;
2369 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2370 }
2371 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2372 } 2274 }
2373 2275
2374 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2375 { 2277 {
2381 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2382 { 2284 {
2383 op->stats.sp++; 2285 op->stats.sp++;
2384 2286
2385 /* dms do not consume food */ 2287 /* dms do not consume food */
2386 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2387 { 2289 {
2388 op->stats.food--; 2290 op->stats.food--;
2389 2291
2390 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2391 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2394 } 2296 }
2395 } 2297 }
2396 2298
2397 if (max_sp > 1) 2299 if (max_sp > 1)
2398 { 2300 {
2399 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2400 if (over_sp > 0) 2302 if (over_sp > 0)
2401 { 2303 {
2402 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2403 { 2305 {
2404 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2425 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2426 { 2328 {
2427 op->stats.hp++; 2329 op->stats.hp++;
2428 2330
2429 /* dms do not consume food */ 2331 /* dms do not consume food */
2430 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2431 { 2333 {
2432 op->stats.food--; 2334 op->stats.food--;
2433 2335
2434 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2435 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2436 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))
2437 op->stats.food = last_food; 2339 op->stats.food = last_food;
2438 } 2340 }
2439 } 2341 }
2440 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2441 if (max_hp > 1) 2345 if (max_hp > 1)
2442 { 2346 {
2443 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2444 2348
2445 if (over_hp > 0) 2349 if (over_hp > 0)
2446 { 2350 {
2447 op->stats.sp += over_hp + (rndm (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;
2448 op->last_heal = 0; 2352 op->last_heal = 0;
2449 } 2353 }
2450 else 2354 else
2451 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2452 } 2356 }
2453 else 2357 else
2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2455 } 2359 }
2456 } 2360 }
2457 2361
2458 /* Digestion */ 2362 /* Digestion */
2459 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2462 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2463 2367
2464 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);
2465 2369
2466 /* dms do not consume food */ 2370 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2468 op->stats.food--; 2372 op->stats.food--;
2469 } 2373 }
2470 2374
2471 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2472 { 2376 {
2473 object *flesh = 0; 2377 object *flesh = 0;
2474 2378
2475 for_inv_removable (op, tmp) 2379 for_inv_removable (op, tmp)
2476 { 2380 {
2477 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2478 continue; 2382 continue;
2479 2383
2480 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2481 { 2385 {
2482 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2483 "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.>");
2484 manual_apply (op, tmp, 0); 2388 op->apply (tmp);
2485 2389
2486 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2487 break; 2391 break;
2488 } 2392 }
2489 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2495 */ 2399 */
2496 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2497 { 2401 {
2498 op->statusmsg ("You blindly grab for a bite of food. " 2402 op->statusmsg ("You blindly grab for a bite of food. "
2499 "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.>");
2500 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2501 } 2405 }
2502 2406
2503 // If player is still starving, alert him! 2407 // If player is still starving, alert him!
2504 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2505 op->failmsg ("You are starving! " 2409 op->failmsg ("You are starving! "
2517 op->contr->killer->destroy (); 2421 op->contr->killer->destroy ();
2518 } 2422 }
2519 } 2423 }
2520 2424
2521 /* killer should be set here already */ 2425 /* killer should be set here already */
2522 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2523 kill_player (op); 2427 kill_player (op);
2524 } 2428 }
2525} 2429}
2526 2430
2527/* 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.
2531 */ 2435 */
2532void 2436void
2533kill_player (object *op) 2437kill_player (object *op)
2534{ 2438{
2535 int x, y; 2439 int x, y;
2536 char buf[MAX_BUF];
2537 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2538 int will_kill_again; 2441 int will_kill_again;
2539 archetype *at; 2442 archetype *at;
2540 object *tmp; 2443 object *tmp;
2541 2444
2542 if (save_life (op)) 2445 if (save_life (op))
2543 return; 2446 return;
2544 2447
2448 dynbuf_text deathtab;
2449
2545 /* restore player */ 2450 /* restore player */
2546 at = archetype::find ("poisoning"); 2451 at = archetype::find (shstr_poisoning);
2547 if (object *tmp = present_arch_in_ob (at, op)) 2452 if (object *tmp = present_arch_in_ob (at, op))
2548 { 2453 {
2549 tmp->destroy (); 2454 tmp->destroy ();
2550 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2455 deathtab << "Your body feels cleansed...\r";
2551 } 2456 }
2552 2457
2553 at = archetype::find ("confusion"); 2458 at = archetype::find (shstr_confusion);
2554 if (object *tmp = present_arch_in_ob (at, op)) 2459 if (object *tmp = present_arch_in_ob (at, op))
2555 { 2460 {
2556 tmp->destroy (); 2461 tmp->destroy ();
2557 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2462 deathtab << "Your mind feels clearer...\r";
2558 } 2463 }
2559 2464
2560 cure_disease (op, 0, 0); /* remove any disease */ 2465 cure_disease (op, 0, 0); /* remove any disease */
2561 2466
2562 max_it (op->stats.hp , op->stats.maxhp); 2467 max_it (op->stats.hp , op->stats.maxhp);
2563 max_it (op->stats.sp , op->stats.maxsp); 2468 max_it (op->stats.sp , op->stats.maxsp);
2564 max_it (op->stats.grace, op->stats.maxgrace); 2469 max_it (op->stats.grace, op->stats.maxgrace);
2565
2566 if (op->stats.food <= 0) 2470 max_it (op->stats.food , 200);
2567 op->stats.food = 999;
2568 2471
2569 // remove all spell effects that are active 2472 // remove all spell effects that are active
2570 // to avoid long-term effects such as word-of-recall 2473 // to avoid long-term effects such as word-of-recall
2571 for (object *item = op->inv; item; ) 2474 for (object *item = op->inv; item; )
2572 { 2475 {
2582 * 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.
2583 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2487 */
2585 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2586 { 2489 {
2587 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";
2588 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 2491
2590 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2591 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2592 { 2494
2593 tmp->name = format ("%s's finger" , &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2594 tmp->name_pl = format ("%s's fingers", &op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2595 tmp->msg = format ( 2497 tmp->msg = format (
2596 "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",
2597 &op->name, op->contr->title, 2499 &op->name, op->contr->title,
2598 (int)op->level, 2500 (int)op->level,
2599 op->contr->killer_name () 2501 op->contr->killer_name ()
2600 ); 2502 );
2601 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2602 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2603 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2604 }
2605 2506
2606 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2607 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2608 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2609 return; 2512 return;
2610 } 2513 }
2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2611 2517
2612 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2613 2519
2614 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2615 2521
2666 lost_a_stat = 1; 2572 lost_a_stat = 1;
2667 } 2573 }
2668 else 2574 else
2669 { 2575 {
2670 /* deplete a stat */ 2576 /* deplete a stat */
2671 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2672 object *dep; 2578 object *dep;
2673 2579
2674 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2675 if (!dep) 2581 if (!dep)
2676 { 2582 {
2677 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2678 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2679 } 2585 }
2680 lose_this_stat = 1; 2586 lose_this_stat = 1;
2681 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2682 { 2588 {
2694 2600
2695 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2696 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2697 { 2603 {
2698 lose_this_stat = 0; 2604 lose_this_stat = 0;
2699 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2700 retain the stat. */ 2606 retain the stat. */
2701 } 2607 }
2702 else 2608 else
2703 { 2609 {
2704 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)
2720 * difference. 2626 * difference.
2721 */ 2627 */
2722 if (this_stat >= -50) 2628 if (this_stat >= -50)
2723 { 2629 {
2724 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2725 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2727 op->update_stats (); 2633 op->update_stats ();
2728 lost_a_stat = 1; 2634 lost_a_stat = 1;
2729 } 2635 }
2730 } 2636 }
2737 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2738 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2739 shstr_tmp god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2740 2646
2741 if (god != shstr_none) 2647 if (god != shstr_none)
2742 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";
2743 else 2649 else
2744 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";
2745 } 2651 }
2746#else 2652#else
2747 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.";
2748#endif 2654#endif
2749 2655
2750 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2751 * exp loss on the stone. 2657 * exp loss on the stone.
2752 */ 2658 */
2753 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2754 tmp->name = format ("%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2755 tmp->name_pl = format ("%s's gravestones", &op->name); 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2756 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2757 &op->name, op->contr->title, op->contr->killer_name ()); 2663 &op->name, op->contr->title, op->contr->killer_name ());
2758 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2797 if (will_kill_again) 2703 if (will_kill_again)
2798 { 2704 {
2799 object *force; 2705 object *force;
2800 int at; 2706 int at;
2801 2707
2802 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2803 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2804 force->speed = 0.1f;
2805 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2806 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2807 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2808 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2809 force->resist[at] = 100; 2716 force->resist[at] = 100;
2810 2717
2811 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2812 op->update_stats (); 2719 op->update_stats ();
2813 } 2720 }
2814 2721
2815 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2816} 2723}
2817 2724
2818void 2725static void
2819loot_object (object *op) 2726loot_object (object *op)
2820{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2821 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2822 2729
2823 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2824 2731
2825 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2826 { 2733 {
2833 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2834 2741
2835 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2836 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2837 2744
2838 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))))
2839 { 2746 {
2840 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2841 { 2748 {
2842 tmp->decrease (rndm (1, tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2843 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2854 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2855 * 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
2856 * was changed. 2763 * was changed.
2857 */ 2764 */
2858void 2765void
2859fix_weight (void) 2766fix_weight ()
2860{ 2767{
2861 for_all_players (pl) 2768 for_all_players (pl)
2862 { 2769 {
2863 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2864 2771
2865 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2866 2773
2867 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2868 { 2775 {
2871 } 2778 }
2872 } 2779 }
2873} 2780}
2874 2781
2875void 2782void
2876fix_luck (void) 2783fix_luck ()
2877{ 2784{
2878 for_all_players (pl) 2785 for_all_players (pl)
2879 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2880 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2881} 2788}
2933} 2840}
2934 2841
2935int 2842int
2936is_true_undead (object *op) 2843is_true_undead (object *op)
2937{ 2844{
2938 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
2939 return 1; 2846 return 1;
2940 2847
2941 return 0; 2848 return 0;
2942} 2849}
2943 2850
2958 level = ob->map->darklevel () - 2; 2865 level = ob->map->darklevel () - 2;
2959 2866
2960 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
2961 * 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
2962 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
2963 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
2964 level = -(10 + (2 * ob->map->darklevel ())); 2871 level = -(10 + (2 * ob->map->darklevel ()));
2965 2872
2966 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
2967 for (i = 0, x = ob->x, y = ob->y; 2874 for (i = 0, x = ob->x, y = ob->y;
2968 i <= SIZEOFFREE1; 2875 i <= SIZEOFFREE1;
3041 2948
3042 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3043 player = 1; 2950 player = 1;
3044 2951
3045 else 2952 else
3046 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3047 2954
3048 /* search adjacent squares */ 2955 /* search adjacent squares */
3049 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3050 { 2957 {
3051 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3060 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)))
3061 continue; 2968 continue;
3062 2969
3063 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)
3064 { 2971 {
3065 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])
3066 return 1; 2973 return 1;
3067 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3068 {
3069 /*don't let a hidden DM prevent you from hiding */
3070 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3071 return 1; 2975 return 1;
3072 }
3073 } 2976 }
3074 } 2977 }
3075 return 0; 2978 return 0;
3076} 2979}
3077 2980
3078/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3079 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3080 * 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
3081 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3082 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3083 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3084 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3085 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3086 * 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
3087 * 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.
3088 * -b.t. 2991 * -b.t.
3089 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3090 */ 2993 */
3091int 2994int
3092player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3093{ 2996{
3107 3010
3108 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3109 3012
3110 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3111 * through the object and find if it has any 3014 * through the object and find if it has any
3112 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3113 * a blocked los square. 3016 * a blocked los square.
3114 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3115 */ 3018 */
3116 while (op) 3019 while (op)
3117 { 3020 {
3120 3023
3121 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3122 return 1; 3025 return 1;
3123 3026
3124 op = op->more; 3027 op = op->more;
3125 }
3126
3127 return 0;
3128}
3129
3130/* routine for both players and monsters. We call this when
3131 * there is a possibility for our action distrubing our hiding
3132 * place or invisiblity spell. Artefact invisiblity causes
3133 * "noise" instead. If we arent invisible to begin with, we
3134 * return 0.
3135 */
3136int
3137action_makes_visible (object *op)
3138{
3139 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3140 {
3141 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3142 {
3143 // artefact invisibility is permanent, but we still make noise
3144 // this is important for game-balance.
3145 if (op->contr)
3146 op->make_noise ();
3147
3148 return 0;
3149 }
3150
3151 if (op->contr && op->contr->tmp_invis == 0)
3152 return 0;
3153
3154 /* If monsters, they should become visible */
3155 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3156 {
3157 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3158 return 1;
3159 }
3160 } 3028 }
3161 3029
3162 return 0; 3030 return 0;
3163} 3031}
3164 3032
3179 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3180 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3181 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3182 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3183 { 3051 {
3184 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3185 { 3053 {
3186 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3187 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3188 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3189 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3190 { 3058 {
3191 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3192 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))
3193 {
3194 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)
3195 { 3063 {
3196 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3197 {
3198 if (x && y) 3064 if (x && y)
3199 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3200 3066
3201 return 1; 3067 return 1;
3202 }
3203 } 3068 }
3204 }
3205 3069
3206 if (x && y) 3070 if (x && y)
3207 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3208 3072
3209 return 1; 3073 return 1;
3347 else 3211 else
3348 j = 1; 3212 j = 1;
3349 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3350 } 3214 }
3351 } 3215 }
3216
3352 strcat (buf, "."); 3217 strcat (buf, ".");
3353 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3354 } 3219 }
3355 3220
3356 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3357 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3358 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3359 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3360 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3361 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3362 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3363 3228
3364 /* print message if there is one */ 3229 /* print message if there is one */
3365 if (item->msg != NULL) 3230 if (item->msg != NULL)
3366 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3367 } 3232 }
3368 else 3233 else
3369 { 3234 {
3370 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3371 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3372 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));
3373 who->insert (tmp); 3238 who->insert (tmp);
3374 } 3239 }
3375} 3240}
3376 3241
3377/** 3242//-GPL
3378 * Unready an object for a player. This function does nothing if the object was
3379 * not readied.
3380 */
3381void
3382player_unready_range_ob (player *pl, object *ob)
3383{
3384 if (pl->ob->current_weapon == ob)
3385 pl->ob->current_weapon = 0;
3386
3387 if (pl->combat_ob == ob)
3388 pl->combat_ob = 0;
3389
3390 if (pl->ranged_ob == ob)
3391 pl->ranged_ob = 0;
3392}
3393 3243
3394sint8 3244sint8
3395player::darkness_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3396{ 3246{
3397 if (!ns) 3247 if (!ns)
3424{ 3274{
3425 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3426 statusmsg (msg, color); 3276 statusmsg (msg, color);
3427} 3277}
3428 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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