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Comparing deliantra/server/server/player.C (file contents):
Revision 1.234 by root, Thu Oct 15 21:40:42 2009 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
24 29
25#include <global.h> 30#include <global.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm>
34#include <functional>
35
36playervec players; 38playervec players;
37 39
38/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
39static void 41static void
40set_first_map (object *op) 42set_first_map (object *op)
52 54
53 players.insert (this); 55 players.insert (this);
54 ob->remove (); 56 ob->remove ();
55 ob->map = 0; 57 ob->map = 0;
56 ob->activate_recursive (); 58 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
58 add_friendly_object (ob); 60 add_friendly_object (ob);
59} 61}
60 62
61void 63void
62player::deactivate () 64player::deactivate ()
74 ob->remove (); 76 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0; 78 ob->map = 0;
77 party = 0; 79 party = 0;
78 80
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this); 81 players.erase (this);
82} 82}
83 83
84// connect the player with a specific client 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
105 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
106 106
107 ob->update_weight (); 107 ob->update_weight ();
108 link_skills (); 108 link_skills ();
109 109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
133 ob->update_stats (); 136 ob->update_stats ();
134 137
135 ns->floorbox_update (); 138 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
161 ns->reset_stats (); 164 ns->reset_stats ();
162 ns->pl = 0; 165 ns->pl = 0;
163 ns = 0; 166 ns = 0;
164 } 167 }
165 168
166 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
167 172
168 deactivate (); 173 deactivate ();
169} 174}
175
176//-GPL
170 177
171// the need for this function can be explained 178// the need for this function can be explained
172// by load_object not returning the object 179// by load_object not returning the object
173void 180void
174player::set_object (object *op) 181player::set_object (object *op)
175{ 182{
176 ob = observe = op; 183 ob = observe = viewpoint = op;
177 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
178 185
179 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
180 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
181 188
182 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
183
184 ob->flag [FLAG_READY_WEAPON] = false;
185 ob->flag [FLAG_READY_SKILL] = false;
186 ob->flag [FLAG_READY_BOW] = false;
187
188 for (object *op = ob->inv; op; op = op->below)
189 if (op->flag [FLAG_APPLIED])
190 switch (op->type)
191 {
192 case SKILL:
193 ob->flag [FLAG_APPLIED] = false;
194 break;
195
196 case WAND:
197 case ROD:
198 case HORN:
199 case BOW:
200 ranged_ob = op;
201 break;
202
203 case WEAPON:
204 combat_ob = op;
205 break;
206 }
207
208 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
209 ob->deactivate (); // change_weapon activates, fix this better
210} 190}
211 191
212void 192void
213player::set_observe (object *op) 193player::set_observe (object *op)
214{ 194{
215 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
216 do_los = 1; 196 do_los = 1;
217} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
218 207
219player::player () 208player::player ()
220{ 209{
221 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
222 * we deal with that below this point. 211 * we deal with that below this point.
245 234
246 attachable::do_destroy (); 235 attachable::do_destroy ();
247 236
248 if (ob) 237 if (ob)
249 { 238 {
250 ob->destroy_inv (false); 239 ob->contr = 0;
251 ob->destroy (); 240 ob->destroy ();
252 } 241 }
253 242
254 ob = observe = 0; 243 ob = observe = viewpoint = 0;
255} 244}
256 245
257player::~player () 246player::~player ()
258{ 247{
259 /* Clear item stack */ 248 /* Clear item stack */
260 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 }
261} 278}
262 279
263/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
264 * 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
265 * mode. 282 * mode.
267player * 284player *
268player::create () 285player::create ()
269{ 286{
270 player *pl = new player; 287 player *pl = new player;
271 288
272 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
273 290
274 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
275 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
276 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
277 294
278 set_first_map (pl->ob); 295 set_first_map (pl->ob);
279 296
280 return pl; 297 return pl;
281}
282
283/*
284 * get_player_archetype() return next player archetype from archetype
285 * list. Not very efficient routine, but used only creating new players.
286 * Note: there MUST be at least one player archetype!
287 */
288archetype *
289get_player_archetype (archetype *at)
290{
291 // archetypes could have been reloaded
292 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
293
294 if (!nat)
295 return at;
296
297 archvec::iterator i = archetypes.find (nat);
298
299 for (;;)
300 {
301 if (++i == archetypes.end ())
302 i = archetypes.begin ();
303 else if (*i == at)
304 cleanup ("not a single player archetype found");
305
306 if ((*i)->type == PLAYER)
307 return *i;
308 }
309} 298}
310 299
311object * 300object *
312get_nearest_player (object *mon) 301get_nearest_player (object *mon)
313{ 302{
341#endif 330#endif
342 return op; 331 return op;
343} 332}
344 333
345/* 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
346 * 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
347 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
348 * 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
349 * the deviation is 338 * the deviation is
350 */ 339 */
351#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
387 */ 376 */
388int 377int
389path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
390{ 379{
391 rv_vector rv; 380 rv_vector rv;
392 sint16 x, y;
393 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;
394 maptile *m, *lastmap;
395 382
396 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
397 384
398 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
399 return 0; 386 return 0;
400 387
401 x = mon->x; 388 mapxy pos (mon);
402 y = mon->y;
403 m = mon->map;
404 dir = rv.direction; 389 dir = rv.direction;
405 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 */
406 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
407 392
408 /* 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. */
409 if (diff > max) 394 if (diff > max)
410 return 0; 395 return 0;
411 396
412 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
413 { 398 {
414 lastx = x; 399 mapxy lastpos = pos;
415 lasty = y;
416 lastmap = m;
417 x = lastx + freearr_x[dir];
418 y = lasty + freearr_y[dir];
419 400
420 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
421 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
422 402
423 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
424 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
425 && (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)))
426 { 407 {
427 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
428 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
429 */ 410 */
430 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
431 if (rv.direction != dir) 412 if (rv.direction != dir)
432 { 413 {
433 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
434 * the values so it will try again. 415 * the values so it will try again.
435 */ 416 */
436 x = lastx;
437 y = lasty;
438 m = lastmap; 417 pos = lastpos;
439 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
440 } 419 }
441 else 420 else
442 { 421 {
443 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
444 * either the left or right. 423 * either the left or right.
445 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
446 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
447 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
448 * 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
449 * stepping back and forth 428 * stepping back and forth
450 */ 429 */
451 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
452 { 431 {
453 if (i == 0) 432 if (i == 0)
454 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
455 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
456 * since the direction that the creature should move in 436 * since the direction that the creature should move in
457 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
458 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
459 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
461 * 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
462 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
463 * the last direction the creature has successfully 443 * the last direction the creature has successfully
464 * moved. 444 * moved.
465 */ 445 */
466
467 x = lastx + freearr_x[absdir (lastdir + i)];
468 y = lasty + freearr_y[absdir (lastdir + i)];
469 m = lastmap; 446 pos = lastpos;
470 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
471 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
472 continue; 450 continue;
473 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
474 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
475 continue; 455 continue;
476 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
477 continue; 458 continue;
478 459
479 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
480 break; 461 break;
481 } 462 }
463
482 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
483 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
484 */ 466 */
485 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
486 return 0; 468 return 0;
469
487 diff--; 470 diff--;
488 lastdir = dir; 471 lastdir = dir;
489 max--; 472 max--;
490 if (!firstdir) 473 if (!firstdir)
491 firstdir = dir + i; 474 firstdir = dir + i;
495 { 478 {
496 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
497 diff--; 480 diff--;
498 max--; 481 max--;
499 lastdir = dir; 482 lastdir = dir;
483
500 if (!firstdir) 484 if (!firstdir)
501 firstdir = dir; 485 firstdir = dir;
502 } 486 }
503 487
504 if (diff <= 1) 488 if (diff <= 1)
505 { 489 {
506 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
507 * headed toward player for entire distance. 491 * headed toward player for entire distance.
508 */ 492 */
509 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
510 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
511 } 495 }
512 496
513 if (diff > max) 497 if (diff > max)
514 return 0; 498 return 0;
530 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
531 { 515 {
532 next = op->below; 516 next = op->below;
533 517
534 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
535 * 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
536 */ 520 */
537 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
538 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
539 523
540 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
541 * by this player due to race restrictions 525 * by this player due to race restrictions
542 */ 526 */
543 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
544 { 528 {
545 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 529 if ((!pl->flag [FLAG_USE_ARMOUR]
546 && 530 &&
547 (op->type == ARMOUR || op->type == BOOTS 531 (op->type == ARMOUR || op->type == BOOTS
548 || op->type == CLOAK || op->type == HELMET 532 || op->type == CLOAK || op->type == HELMET
549 || op->type == SHIELD || op->type == GLOVES 533 || op->type == SHIELD || op->type == GLOVES
550 || op->type == BRACERS || op->type == GIRDLE)) 534 || op->type == BRACERS || op->type == GIRDLE))
551 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
552 { 536 {
553 op->destroy (); 537 op->destroy ();
554 continue; 538 continue;
555 } 539 }
556 } 540 }
557 541
558 /* Here we remove duplicated skills (as duplicated spell objects have 542 /* Here we remove duplicated skills (as duplicated spell objects have
559 * _very_ confusing effects for players), which could for instance be 543 * _very_ confusing effects for players), which could for instance be
560 * generated by bad treasurelists. - elmex 544 * generated by multiple treasurelists specifying the same skills.
561 */ 545 */
562 if (op->type == SKILL) 546 if (op->type == SKILL)
563 { 547 {
564 for (object *tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
565 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
566 { 550 {
567 op->destroy (); 551 op->destroy ();
568 LOG (llevError,
569 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
570 break; 552 break;
571 } 553 }
572 554
573 if (op->nrof > 1) 555 if (op->nrof > 1)
574 op->nrof = 1; 556 op->nrof = 1;
575 } 557 }
576 558
577 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
578 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
579 561
580 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
581 * 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
582 * merged properly. 564 * merged properly.
583 */ 565 */
584 if (need_identify (op)) 566 if (op->need_identify ())
585 { 567 {
586 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
587 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
588 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
589 } 571 }
590 572
591 if (op->type == SPELL) 573 if (op->type == SPELL)
592 { 574 {
593 op->destroy (); 575 op->destroy ();
594 continue; 576 continue;
595 } 577 }
596 else if (op->type == SKILL) 578 else if (op->type == SKILL)
597 { 579 {
598 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
599 op->stats.exp = 0; 581 op->stats.exp = 0;
600 op->level = 1; 582 op->level = 1;
601 } 583 }
602 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
603 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
604 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
605 587
606 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
607 pl->contr->link_skills (); 589 pl->contr->link_skills ();
608} 590}
622 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:");
623} 605}
624 606
625/* 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. */
626static int 608static int
627roll_stat (void) 609roll_stat ()
628{ 610{
629 int a[4], i, j, k; 611 int a[4], i, j, k;
630 612
631 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
632 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
633 615
634 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
635 if (a[i] < k) 617 if (a[i] < k)
636 k = a[i], j = i; 618 k = a[i], j = i;
637 619
729player::chargen_race_done () 711player::chargen_race_done ()
730{ 712{
731 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
732 esrv_new_player (ob->contr); 714 esrv_new_player (ob->contr);
733 715
734 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
735 if (tl) 717 if (tl)
736 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
737 719
738 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
739 INVOKE_PLAYER (LOGIN, ob->contr);
740 721
741 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
742 723
743 if (ob->msg) 724 if (ob->msg)
744 ob->msg = 0; 725 ob->msg = 0;
745 726
746 start_info (ob); 727 start_info (ob);
747 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
748 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
749 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
750 ob->update_stats (); 731 ob->update_stats ();
751 732
752 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
754 */ 735 */
755 if (*first_map_ext_path) 736 if (*first_map_ext_path)
756 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);
757 else 738 else
758 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;
759} 759}
760 760
761void 761void
762player::chargen_race_next () 762player::chargen_race_next ()
763{ 763{
792 ob->stats.hp = ob->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
793 ob->stats.sp = ob->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
794 ob->stats.grace = 0; 794 ob->stats.grace = 0;
795} 795}
796 796
797void 797static void
798flee_player (object *op) 798flee_player (object *op)
799{ 799{
800 int dir, diff; 800 int dir, diff;
801 rv_vector rv; 801 rv_vector rv;
802 802
803 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
804 { 804 {
805 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
806 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
807 return; 807 return;
808 } 808 }
809 809
810 if (!op->enemy) 810 if (!op->enemy)
811 { 811 {
812 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
813 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
814 return; 814 return;
815 } 815 }
816 816
817 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))
818 { 818 {
819 op->enemy = NULL; 819 op->enemy = NULL;
820 CLEAR_FLAG (op, FLAG_SCARED); 820 op->clr_flag (FLAG_SCARED);
821 return; 821 return;
822 } 822 }
823 823
824 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
825 825
826 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
827 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
828 { 828 {
829 int m = 1 - rndm (2) * 2; 829 int m = 1 - rndm (2) * 2;
830 830
831 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))))
832 return; 832 return;
833 } 833 }
834 834
835 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
836 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
837 op->enemy = NULL; 837 op->enemy = NULL;
838} 838}
839 839
840/* 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.
841 * 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
846{ 846{
847 object *tmp, *next; 847 object *tmp, *next;
848 int stop = 0; 848 int stop = 0;
849 int wvratio; 849 int wvratio;
850 850
851 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
852 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
853 return 1; 853 return 1;
854 854
855 next = op->below; 855 next = op->below;
856 856
857 int cnt = MAX_ITEM_PER_DROP; 857 int cnt = MAX_ITEM_PER_ACTION;
858#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)
859 859
860 /* 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
861 * destroyed */ 861 * destroyed */
862 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
888 if (op->contr->mode & PU_DEBUG) 888 if (op->contr->mode & PU_DEBUG)
889 { 889 {
890 /* some debugging code to figure out item information */ 890 /* some debugging code to figure out item information */
891 const char *str = tmp->name 891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d", 892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d", 894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896 896
897 new_draw_info (NDI_UNIQUE, 0, op, str); 897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 } 898 }
899 899
900 if (op->contr->mode & PU_INHIBIT) 900 if (op->contr->mode & PU_INHIBIT)
933 * fighting */ 933 * fighting */
934 if (op->contr->mode & PU_INHIBIT) 934 if (op->contr->mode & PU_INHIBIT)
935 return 1; 935 return 1;
936 936
937 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
938 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 938 if (tmp->flag [FLAG_UNPAID])
939 continue; 939 continue;
940 940
941 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
942 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)
943 continue; 943 continue;
944 944
945 /* all food and drink if desired */ 945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
947 if (op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
950 CHK_PICK_PICKUP; 950 CHK_PICK_PICKUP;
951 continue; 951 continue;
952 } 952 }
953 953
954 if (op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
955 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]))
956 { 956 {
957 CHK_PICK_PICKUP; 957 CHK_PICK_PICKUP;
958 continue; 958 continue;
959 } 959 }
960 960
987 continue; 987 continue;
988 } 988 }
989 989
990 /* wands/staves/rods/horns */ 990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE) 991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 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)
993 { 996 {
994 CHK_PICK_PICKUP; 997 CHK_PICK_PICKUP;
995 continue; 998 continue;
996 } 999 }
997 1000
998 /* pick up all magical items */ 1001 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1000 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])
1001 { 1005 {
1002 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1003 continue; 1007 continue;
1004 } 1008 }
1005 1009
1012 } 1016 }
1013 } 1017 }
1014 1018
1015 /* rings & amulets - talismans seems to be typed AMULET */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1016 if (op->contr->mode & PU_JEWELS) 1020 if (op->contr->mode & PU_JEWELS)
1017 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)
1018 { 1025 {
1019 CHK_PICK_PICKUP; 1026 CHK_PICK_PICKUP;
1020 continue; 1027 continue;
1021 } 1028 }
1022 1029
1071 CHK_PICK_PICKUP; 1078 CHK_PICK_PICKUP;
1072 continue; 1079 continue;
1073 } 1080 }
1074 1081
1075 if (op->contr->mode & PU_GLOVES) 1082 if (op->contr->mode & PU_GLOVES)
1076 if (tmp->type == GLOVES) 1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1077 { 1084 {
1078 CHK_PICK_PICKUP; 1085 CHK_PICK_PICKUP;
1079 continue; 1086 continue;
1080 } 1087 }
1081 1088
1086 continue; 1093 continue;
1087 } 1094 }
1088 1095
1089 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1090 if (op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1091 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1092 { 1099 {
1093 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1094 continue; 1101 continue;
1095 } 1102 }
1096 1103
1131 fprintf (stderr, "%s", tmp->name); 1138 fprintf (stderr, "%s", tmp->name);
1132 } 1139 }
1133 else 1140 else
1134 fprintf (stderr, "%s", tmp->arch->archname); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1135 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1136 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))));
1137#endif 1144#endif
1138 CHK_PICK_PICKUP; 1145 CHK_PICK_PICKUP;
1139 continue; 1146 continue;
1140 } 1147 }
1141 } /* the new pickup model */ 1148 } /* the new pickup model */
1142 } 1149 }
1143 1150
1144 return !stop; 1151 return !stop;
1145} 1152}
1146 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
1147/* 1189/*
1148 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1149 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1150 * found object is returned. 1192 * found object is returned.
1151 */ 1193 */
1152object * 1194static object *
1153find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1154{ 1196{
1155 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1157 return splay (tmp); 1199 return splay (tmp);
1158 1200
1159 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1160 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))
1161 if (object *arrow = find_arrow (tmp, type)) 1203 if (object *arrow = find_arrow (tmp, type))
1162 { 1204 {
1163 splay (tmp); 1205 splay (tmp);
1164 return arrow; 1206 return arrow;
1165 } 1207 }
1171 * 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
1172 * 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
1173 * 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
1174 * 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.
1175 */ 1217 */
1176object * 1218static object *
1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1178{ 1220{
1179 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1180 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1181 1223
1182 if (!type) 1224 if (!type)
1183 return NULL; 1225 return NULL;
1184 1226
1185 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1186 { 1228 {
1187 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1188 { 1230 {
1189 i = 0; 1231 i = 0;
1190 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1191 1233
1192 if (i > betterby) 1234 if (i > betterby)
1250 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1251 * op = the shooter 1293 * op = the shooter
1252 * type = bow->race 1294 * type = bow->race
1253 * dir = fire direction 1295 * dir = fire direction
1254 */ 1296 */
1255object * 1297static object *
1256pick_arrow_target (object *op, shstr_cmp type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1257{ 1299{
1258 object *tmp = NULL; 1300 object *tmp = NULL;
1259 maptile *m; 1301 maptile *m;
1260 int i, mflags, found, number; 1302 int i, mflags, found, number;
1293 break; 1335 break;
1294 } 1336 }
1295 1337
1296 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1297 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)
1298 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1299 break; 1341 break;
1300 } 1342 }
1301 1343
1302 if (!tmp) 1344 if (!tmp)
1303 return find_arrow (op, type); 1345 return find_arrow (op, type);
1307 1349
1308 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1309} 1351}
1310 1352
1311/* 1353/*
1312 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1313 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1314 * op is the object firing the bow. 1356 * op is the object firing the bow.
1315 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1316 * dir is the direction of fire. 1358 * dir is the direction of fire.
1317 * 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)
1364 { 1406 {
1365 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1366 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);
1367 /* 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 */
1368 else 1410 else
1369 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1370 1412
1371 return 0; 1413 return 0;
1372 } 1414 }
1373 } 1415 }
1374 1416
1423#endif 1465#endif
1424 1466
1425 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1426 1468
1427 /* update the speed */ 1469 /* update the speed */
1428 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1429 + bow->stats.dam / 7.f;
1430 1470
1431 arrow->set_speed (max (arrow->speed, 2.f));
1432 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 ));
1433 1476
1434 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;
1435 1478
1436 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1437 { 1480 {
1458 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);
1459 1502
1460 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1461 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1462 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1463 1507
1464 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1465 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1466 1510
1467 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1475 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1476 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1477 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1478 * hence the function name. 1522 * hence the function name.
1479 */ 1523 */
1480int 1524static int
1481player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1482{ 1526{
1483 int ret; 1527 int ret;
1484 1528
1485 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1513} 1557}
1514 1558
1515/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1516 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1517 */ 1561 */
1518void 1562static void
1519fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1520{ 1564{
1521 object *item = op->contr->ranged_ob; 1565 object *item = op->contr->ranged_ob;
1522 1566
1523 if (!item) 1567 if (!item)
1530 { 1574 {
1531 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1532 return; 1576 return;
1533 } 1577 }
1534 1578
1535 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1536 return; 1580 return;
1537 1581
1538 if (item->type == WAND) 1582 if (item->type == WAND)
1539 { 1583 {
1540 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1545 return; 1589 return;
1546 } 1590 }
1547 } 1591 }
1548 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1549 { 1593 {
1550 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);
1551 1595
1552 // 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
1553 // for a rod or horn, this fixes some broken rods. 1597 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1555 { 1599 {
1556 op->contr->play_sound (sound_find ("wand_poof")); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1557 1601
1558 if (item->type == ROD) 1602 if (item->type == ROD)
1559 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));
1570 1614
1571 if (item->type == WAND) 1615 if (item->type == WAND)
1572 { 1616 {
1573 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1574 { 1618 {
1575 object *tmp;
1576
1577 if (item->arch) 1619 if (item->arch)
1578 { 1620 {
1579 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1580 item->face = item->arch->face; 1622 item->face = item->arch->face;
1581 item->set_speed (0); 1623 item->set_speed (0);
1582 } 1624 }
1583 1625
1584 if (object *pl = item->visible_to ()) 1626 if (object *pl = item->visible_to ())
1591} 1633}
1592 1634
1593/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1594 */ 1636 */
1595bool 1637bool
1596fire (object *op, int dir) 1638fire (object *who, int dir)
1597{ 1639{
1598 int spellcost = 0; 1640 int spellcost = 0;
1599 1641
1600 player *pl = op->contr; 1642 player *pl = who->contr;
1601 1643
1602 if (pl->golem) 1644 if (pl->golem)
1603 { 1645 {
1604 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1605 return false; 1647 return false;
1606 } 1648 }
1607 1649
1608 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1609 1651
1610 if (!ob) 1652 if (!ob)
1611 return false; 1653 return false;
1612 1654
1613 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1614 --op->speed_left; 1656 --who->speed_left;
1615 else 1657 else
1616 return false; 1658 return false;
1617 1659
1618 if (!op->change_weapon (ob)) 1660 if (!who->apply (ob))
1619 return false; 1661 return false;
1620 1662
1621 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1622 if (action_makes_visible (op)) 1664 if (action_makes_visible (who))
1623 make_visible (op); 1665 make_visible (who);
1624 1666
1625 switch (ob->type) 1667 switch (ob->type)
1626 { 1668 {
1627 case BOW: 1669 case BOW:
1628 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1629 break; 1671 break;
1630 1672
1631 case SPELL: 1673 case SPELL:
1632 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1633 break; 1675 break;
1634 1676
1635 case BUILDER: 1677 case BUILDER:
1636 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1637 break; 1679 break;
1638 1680
1639 case SKILL: 1681 case SKILL:
1640 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1641 break; 1683 break;
1642 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1643 default: 1689 default:
1644 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1645 break; 1691 break;
1646 } 1692 }
1647 1693
1648 return true; 1694 return true;
1649} 1695}
1650 1696
1651/* find_key 1697static object *
1652 * We try to find a key for the door as passed. If we find a key
1653 * and successfully use it, we return the key, otherwise NULL
1654 * This function merges both normal and locked door, since the logic
1655 * for both is the same - just the specific key is different.
1656 * pl is the player,
1657 * inv is the objects inventory to searched
1658 * door is the door we are trying to match against.
1659 * This function can be called recursively to search containers.
1660 */
1661object *
1662find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1663{ 1699{
1664 object *tmp, *key; 1700 object *tmp, *key;
1665 1701
1666 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1667 if (!container->inv) 1703 if (!container->inv)
1671 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1672 { 1708 {
1673 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1674 break; 1710 break;
1675 1711
1676 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1677 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1678 */ 1714 */
1679 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1680 break; 1716 break;
1681 } 1717 }
1688 if (!tmp) 1724 if (!tmp)
1689 { 1725 {
1690 for (tmp = container->inv; tmp; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1691 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1692 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1693 if ((key = find_key (pl, tmp, door))) 1729 if ((key = find_key_ (pl, tmp, door)))
1694 return key; 1730 return key;
1695 1731
1696 if (!tmp) 1732 if (!tmp)
1697 return 0; 1733 return 0;
1698 } 1734 }
1717 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1718 * 1754 *
1719 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1720 * all the others. 1756 * all the others.
1721 */ 1757 */
1722 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1723 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1725 { 1761 {
1726 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1727 "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));
1728 return NULL; 1764 return NULL;
1729 } 1765 }
1730 } 1766 }
1731 1767
1732 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);
1733} 1794}
1734 1795
1735/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1736 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1737 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1787 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
1788 */ 1849 */
1789bool 1850bool
1790move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
1791{ 1852{
1792 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1793 { 1854 {
1794 --op->speed_left; 1855 --op->speed_left;
1795 return true; 1856 return true;
1796 } 1857 }
1797 1858
1798 int on_battleground;
1799
1800 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
1801 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
1802
1803 on_battleground = op_on_battleground (op, 0, 0);
1804 1861
1805 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
1806 return false; 1863 return false;
1807 1864
1808 /* 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
1829 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1830 && mon != op) 1887 && mon != op)
1831 break; 1888 break;
1832 } 1889 }
1833 1890
1834 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1835 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 }
1836 1917
1837 mon = mon->head_ (); 1918 mon = mon->head_ ();
1838 1919
1839 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))
1840 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
1858 */ 1939 */
1859 if (op->type == PLAYER 1940 if (op->type == PLAYER
1860 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
1861 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
1862 || mon->owner == op) 1943 || mon->owner == op)
1863 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1864 { 1945 {
1865 /* 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 */
1866 if (op->contr->braced) 1947 if (op->contr->braced)
1867 return false; 1948 return false;
1868 1949
1879 return true; 1960 return true;
1880 } 1961 }
1881 else 1962 else
1882 return false; 1963 return false;
1883 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
1884 1967
1885 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
1886 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
1887 * 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
1888 * attack them either. 1971 * attack them either.
1889 */ 1972 */
1890 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
1891 && (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])
1892 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
1893 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
1894 && !on_battleground)) 1977 && !on_battleground))
1895 { 1978 {
1896 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
1912 } 1995 }
1913 } 1996 }
1914 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
1915 * 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.
1916 */ 1999 */
1917 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1918 { 2001 {
1919 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
1920 { 2003 {
1921 --op->speed_left; 2004 --op->speed_left;
1922 2005
1931 * 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
1932 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
1933 * 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
1934 * 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.
1935 */ 2018 */
1936 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1937 ((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)))
1938 { 2021 {
1939 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])
1940 { 2023 {
1941 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
1953} 2036}
1954 2037
1955bool 2038bool
1956move_player (object *op, int dir) 2039move_player (object *op, int dir)
1957{ 2040{
1958 int pick;
1959
1960 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
1961 return 0; 2042 return 0;
1962 2043
1963 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
1964 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
1965 { 2046 {
1966 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
1967 return 0; 2048 return 0;
1968 } 2049 }
1969 2050
1970 /* peterm: added following line */ 2051 /* peterm: added following line */
1971 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
1972 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1973 2054
1974 op->facing = dir; 2055 op->facing = dir;
1975 2056
1976 if (op->flag [FLAG_HIDDEN]) 2057 if (op->flag [FLAG_HIDDEN])
1977 do_hidden_move (op); 2058 do_hidden_move (op);
1978 2059
1979 bool retval; 2060 bool retval;
2061 int pick = 0;
1980 2062
1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1982 retval = RESULT_INT (0); 2064 retval = RESULT_INT (0);
1983 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
1984 retval = fire (op, dir); 2066 retval = fire (op, dir);
2015 * players. 2097 * players.
2016 */ 2098 */
2017bool 2099bool
2018handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2019{ 2101{
2020 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2021 { 2103 {
2022 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2023 { 2105 {
2024 --op->speed_left; 2106 --op->speed_left;
2025 flee_player (op); 2107 flee_player (op);
2041 return move_player (op, op->direction); 2123 return move_player (op, op->direction);
2042 2124
2043 return false; 2125 return false;
2044} 2126}
2045 2127
2046int 2128static int
2047save_life (object *op) 2129save_life (object *op)
2048{ 2130{
2049 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2050 return 0; 2132 return 0;
2051 2133
2052 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2054 { 2136 {
2055 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2056 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));
2057 2139
2058 tmp->destroy (); 2140 tmp->destroy ();
2059 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2060 2142
2061 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2062 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2063 2145
2064 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2065 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2066 2148
2067 op->update_stats (); 2149 op->update_stats ();
2068 return 1; 2150 return 1;
2069 } 2151 }
2070 2152
2071 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2072 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2073 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2074 return 0; 2156 return 0;
2075} 2157}
2076 2158
2077/* 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
2084{ 2166{
2085 while (op) 2167 while (op)
2086 { 2168 {
2087 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' */
2088 2170
2089 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2090 op->insert_at (env); 2172 op->insert_at (env);
2091 else if (op->inv) 2173 else if (op->inv)
2092 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2093 2175
2094 op = next; 2176 op = next;
2100{ 2182{
2101 if (!flag [FLAG_REMOVED]) 2183 if (!flag [FLAG_REMOVED])
2102 ::drop_unpaid_items (inv, this); 2184 ::drop_unpaid_items (inv, this);
2103} 2185}
2104 2186
2105/*
2106 * Returns pointer a static string containing gravestone text
2107 * Moved from apply.c to player.c - player.c is what
2108 * actually uses this function. player.c may not be quite the
2109 * best, a misc file for object actions is probably better,
2110 * but there isn't one in the server directory.
2111 */
2112const char *
2113gravestone_text (object *op)
2114{
2115 static dynbuf_text buf;
2116
2117 buf << "---- R.I.P. ----\n\n"
2118 << op->name;
2119
2120 if (op->type == PLAYER)
2121 buf << " the " << op->contr->title;
2122
2123 buf << "\n\n";
2124
2125 buf << "who was level ";
2126 buf << (sint32)op->level << "\n\n" // OO breakdown
2127 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2128
2129 if (op->type == PLAYER)
2130 buf << "by " << op->contr->killer_name () << ".\n\n";
2131
2132 {
2133 static char buf2[128];
2134 time_t now = time (NULL);
2135 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2136 buf << buf2;
2137 }
2138
2139 return buf;
2140}
2141
2142void 2187void
2143do_some_living (object *op) 2188do_some_living (object *op)
2144{ 2189{
2145 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2146 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2147 int over_hp, over_sp, over_grace;
2148 int i;
2149 int rate_hp = 1200; 2192 int rate_hp = 1200;
2150 int rate_sp = 2500; 2193 int rate_sp = 2500;
2151 int rate_grace = 2000; 2194 int rate_grace = 2000;
2152 const int max_hp = 1; 2195 const int max_hp = 1;
2153 const int max_sp = 1; 2196 const int max_sp = 1;
2154 const int max_grace = 1; 2197 const int max_grace = 1;
2155 2198
2199#if 0
2156 if (op->contr->hidden) 2200 if (op->contr->hidden)
2157 { 2201 {
2158 op->invisible = 1000; 2202 op->invisible = 1000;
2159 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2160 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2161 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2162 */ 2206 */
2163 if (pticks & 2) 2207 if (server_tick & 2)
2164 op->invisible--; 2208 op->invisible--;
2165 } 2209 }
2210 else
2211#endif
2166 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2167 { 2213 {
2168 if (!op->invisible--) 2214 if (!op->invisible--)
2169 { 2215 {
2170 make_visible (op); 2216 make_visible (op);
2171 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.");
2205 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2206 { 2252 {
2207 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2208 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2209 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2210 if (max_grace > 1) 2258 if (max_grace > 1)
2211 { 2259 {
2212 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2213 if (over_grace > 0) 2262 if (over_grace > 0)
2214 { 2263 {
2215 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;
2216 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2217 op->last_grace = 0; 2265 op->last_grace = 0;
2218 } 2266 }
2219 else 2267 else
2220 { 2268 op->last_grace = rate_grace / temp;
2221 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2222 }
2223 } 2269 }
2224 else 2270 else
2225 { 2271 op->last_grace = rate_grace / temp;
2226 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2227 }
2228 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2229 } 2274 }
2230 2275
2231 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2232 { 2277 {
2238 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2239 { 2284 {
2240 op->stats.sp++; 2285 op->stats.sp++;
2241 2286
2242 /* dms do not consume food */ 2287 /* dms do not consume food */
2243 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2244 { 2289 {
2245 op->stats.food--; 2290 op->stats.food--;
2246 2291
2247 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2248 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2251 } 2296 }
2252 } 2297 }
2253 2298
2254 if (max_sp > 1) 2299 if (max_sp > 1)
2255 { 2300 {
2256 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0) 2302 if (over_sp > 0)
2258 { 2303 {
2259 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2260 { 2305 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2282 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2283 { 2328 {
2284 op->stats.hp++; 2329 op->stats.hp++;
2285 2330
2286 /* dms do not consume food */ 2331 /* dms do not consume food */
2287 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2288 { 2333 {
2289 op->stats.food--; 2334 op->stats.food--;
2290 2335
2291 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2293 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))
2294 op->stats.food = last_food; 2339 op->stats.food = last_food;
2295 } 2340 }
2296 } 2341 }
2297 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2298 if (max_hp > 1) 2345 if (max_hp > 1)
2299 { 2346 {
2300 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2301 2348
2302 if (over_hp > 0) 2349 if (over_hp > 0)
2303 { 2350 {
2304 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;
2305 op->last_heal = 0; 2352 op->last_heal = 0;
2306 } 2353 }
2307 else 2354 else
2308 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2309 } 2356 }
2310 else 2357 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2312 } 2359 }
2313 } 2360 }
2314 2361
2315 /* Digestion */ 2362 /* Digestion */
2316 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2319 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2320 2367
2321 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);
2322 2369
2323 /* dms do not consume food */ 2370 /* dms do not consume food */
2324 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2325 op->stats.food--; 2372 op->stats.food--;
2326 } 2373 }
2327 2374
2328 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2329 { 2376 {
2330 object *flesh = 0; 2377 object *flesh = 0;
2331 2378
2332 for_inv_removable (op, tmp) 2379 for_inv_removable (op, tmp)
2333 { 2380 {
2334 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2335 continue; 2382 continue;
2336 2383
2337 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2338 { 2385 {
2339 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2340 "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.>");
2341 manual_apply (op, tmp, 0); 2388 op->apply (tmp);
2342 2389
2343 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2344 break; 2391 break;
2345 } 2392 }
2346 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2352 */ 2399 */
2353 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2354 { 2401 {
2355 op->statusmsg ("You blindly grab for a bite of food. " 2402 op->statusmsg ("You blindly grab for a bite of food. "
2356 "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.>");
2357 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2358 } 2405 }
2359 2406
2360 // If player is still starving, alert him! 2407 // If player is still starving, alert him!
2361 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2362 op->failmsg ("You are starving! " 2409 op->failmsg ("You are starving! "
2374 op->contr->killer->destroy (); 2421 op->contr->killer->destroy ();
2375 } 2422 }
2376 } 2423 }
2377 2424
2378 /* killer should be set here already */ 2425 /* killer should be set here already */
2379 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2380 kill_player (op); 2427 kill_player (op);
2381 } 2428 }
2382} 2429}
2383 2430
2384/* 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.
2399 return; 2446 return;
2400 2447
2401 dynbuf_text deathtab; 2448 dynbuf_text deathtab;
2402 2449
2403 /* restore player */ 2450 /* restore player */
2404 at = archetype::find ("poisoning"); 2451 at = archetype::find (shstr_poisoning);
2405 if (object *tmp = present_arch_in_ob (at, op)) 2452 if (object *tmp = present_arch_in_ob (at, op))
2406 { 2453 {
2407 tmp->destroy (); 2454 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r"; 2455 deathtab << "Your body feels cleansed...\r";
2409 } 2456 }
2410 2457
2411 at = archetype::find ("confusion"); 2458 at = archetype::find (shstr_confusion);
2412 if (object *tmp = present_arch_in_ob (at, op)) 2459 if (object *tmp = present_arch_in_ob (at, op))
2413 { 2460 {
2414 tmp->destroy (); 2461 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r"; 2462 deathtab << "Your mind feels clearer...\r";
2416 } 2463 }
2418 cure_disease (op, 0, 0); /* remove any disease */ 2465 cure_disease (op, 0, 0); /* remove any disease */
2419 2466
2420 max_it (op->stats.hp , op->stats.maxhp); 2467 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp); 2468 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace); 2469 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0) 2470 max_it (op->stats.food , 200);
2425 op->stats.food = 999;
2426 2471
2427 // remove all spell effects that are active 2472 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall 2473 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; ) 2474 for (object *item = op->inv; item; )
2430 { 2475 {
2443 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2444 { 2489 {
2445 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2446 2491
2447 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2448 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2449 { 2494
2450 tmp->name = format ("%s's finger" , &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2451 tmp->name_pl = format ("%s's fingers", &op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2452 tmp->msg = format ( 2497 tmp->msg = format (
2453 "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",
2454 &op->name, op->contr->title, 2499 &op->name, op->contr->title,
2455 (int)op->level, 2500 (int)op->level,
2456 op->contr->killer_name () 2501 op->contr->killer_name ()
2457 ); 2502 );
2458 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2459 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2461 }
2462 2506
2463 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2464 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2465 op->contr->braced = 0; 2509 op->contr->braced = 0;
2466 2510
2528 lost_a_stat = 1; 2572 lost_a_stat = 1;
2529 } 2573 }
2530 else 2574 else
2531 { 2575 {
2532 /* deplete a stat */ 2576 /* deplete a stat */
2533 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2534 object *dep; 2578 object *dep;
2535 2579
2536 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2537 if (!dep) 2581 if (!dep)
2538 { 2582 {
2539 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2540 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2541 } 2585 }
2542 lose_this_stat = 1; 2586 lose_this_stat = 1;
2543 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2544 { 2588 {
2556 2600
2557 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2558 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2559 { 2603 {
2560 lose_this_stat = 0; 2604 lose_this_stat = 0;
2561 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2562 retain the stat. */ 2606 retain the stat. */
2563 } 2607 }
2564 else 2608 else
2565 { 2609 {
2566 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)
2582 * difference. 2626 * difference.
2583 */ 2627 */
2584 if (this_stat >= -50) 2628 if (this_stat >= -50)
2585 { 2629 {
2586 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2587 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2589 op->update_stats (); 2633 op->update_stats ();
2590 lost_a_stat = 1; 2634 lost_a_stat = 1;
2591 } 2635 }
2592 } 2636 }
2610#endif 2654#endif
2611 2655
2612 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2613 * exp loss on the stone. 2657 * exp loss on the stone.
2614 */ 2658 */
2615 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2616 tmp->name = format ("%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2617 tmp->name_pl = format ("%s's gravestones", &op->name); 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2618 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",
2619 &op->name, op->contr->title, op->contr->killer_name ()); 2663 &op->name, op->contr->title, op->contr->killer_name ());
2620 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2659 if (will_kill_again) 2703 if (will_kill_again)
2660 { 2704 {
2661 object *force; 2705 object *force;
2662 int at; 2706 int at;
2663 2707
2664 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2665 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2666 force->speed = 0.1f;
2667 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2668 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2669 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2670 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2671 force->resist[at] = 100; 2716 force->resist[at] = 100;
2672 2717
2673 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2675 } 2720 }
2676 2721
2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678} 2723}
2679 2724
2680void 2725static void
2681loot_object (object *op) 2726loot_object (object *op)
2682{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2684 2729
2685 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2686 2731
2687 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2688 { 2733 {
2695 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2696 2741
2697 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2698 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2699 2744
2700 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))))
2701 { 2746 {
2702 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2703 { 2748 {
2704 tmp->decrease (rndm (1, tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2705 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2716 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2717 * 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
2718 * was changed. 2763 * was changed.
2719 */ 2764 */
2720void 2765void
2721fix_weight (void) 2766fix_weight ()
2722{ 2767{
2723 for_all_players (pl) 2768 for_all_players (pl)
2724 { 2769 {
2725 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2726 2771
2727 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2728 2773
2729 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2730 { 2775 {
2733 } 2778 }
2734 } 2779 }
2735} 2780}
2736 2781
2737void 2782void
2738fix_luck (void) 2783fix_luck ()
2739{ 2784{
2740 for_all_players (pl) 2785 for_all_players (pl)
2741 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2742 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2743} 2788}
2795} 2840}
2796 2841
2797int 2842int
2798is_true_undead (object *op) 2843is_true_undead (object *op)
2799{ 2844{
2800 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
2801 return 1; 2846 return 1;
2802 2847
2803 return 0; 2848 return 0;
2804} 2849}
2805 2850
2903 2948
2904 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
2905 player = 1; 2950 player = 1;
2906 2951
2907 else 2952 else
2908 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
2909 2954
2910 /* search adjacent squares */ 2955 /* search adjacent squares */
2911 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
2912 { 2957 {
2913 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
2922 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)))
2923 continue; 2968 continue;
2924 2969
2925 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)
2926 { 2971 {
2927 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])
2928 return 1; 2973 return 1;
2929 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
2930 {
2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2933 return 1; 2975 return 1;
2934 }
2935 } 2976 }
2936 } 2977 }
2937 return 0; 2978 return 0;
2938} 2979}
2939 2980
2940/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2941 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2942 * 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
2943 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2944 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2945 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2946 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2947 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2948 * 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
2949 * 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.
2950 * -b.t. 2991 * -b.t.
2951 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2952 */ 2993 */
2953int 2994int
2954player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2955{ 2996{
2969 3010
2970 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
2971 3012
2972 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
2973 * through the object and find if it has any 3014 * through the object and find if it has any
2974 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
2975 * a blocked los square. 3016 * a blocked los square.
2976 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
2977 */ 3018 */
2978 while (op) 3019 while (op)
2979 { 3020 {
2982 3023
2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
2984 return 1; 3025 return 1;
2985 3026
2986 op = op->more; 3027 op = op->more;
2987 }
2988
2989 return 0;
2990}
2991
2992/* routine for both players and monsters. We call this when
2993 * there is a possibility for our action distrubing our hiding
2994 * place or invisiblity spell. Artefact invisiblity causes
2995 * "noise" instead. If we arent invisible to begin with, we
2996 * return 0.
2997 */
2998int
2999action_makes_visible (object *op)
3000{
3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3002 {
3003 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3004 {
3005 // artefact invisibility is permanent, but we still make noise
3006 // this is important for game-balance.
3007 if (op->contr)
3008 op->make_noise ();
3009
3010 return 0;
3011 }
3012
3013 if (op->contr && op->contr->tmp_invis == 0)
3014 return 0;
3015
3016 /* If monsters, they should become visible */
3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3018 {
3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3020 return 1;
3021 }
3022 } 3028 }
3023 3029
3024 return 0; 3030 return 0;
3025} 3031}
3026 3032
3041 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3042 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3043 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3044 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3045 { 3051 {
3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3047 { 3053 {
3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3049 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3050 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3052 { 3058 {
3053 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3054 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))
3055 {
3056 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)
3057 { 3063 {
3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3059 {
3060 if (x && y) 3064 if (x && y)
3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062 3066
3063 return 1; 3067 return 1;
3064 }
3065 } 3068 }
3066 }
3067 3069
3068 if (x && y) 3070 if (x && y)
3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070 3072
3071 return 1; 3073 return 1;
3209 else 3211 else
3210 j = 1; 3212 j = 1;
3211 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3212 } 3214 }
3213 } 3215 }
3216
3214 strcat (buf, "."); 3217 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 } 3219 }
3217 3220
3218 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3219 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3220 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3221 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3222 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3224 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3225 3228
3226 /* print message if there is one */ 3229 /* print message if there is one */
3227 if (item->msg != NULL) 3230 if (item->msg != NULL)
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3232 }
3230 else 3233 else
3231 { 3234 {
3232 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3233 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3234 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));
3235 who->insert (tmp); 3238 who->insert (tmp);
3236 } 3239 }
3237} 3240}
3238 3241
3239/** 3242//-GPL
3240 * Unready an object for a player. This function does nothing if the object was
3241 * not readied.
3242 */
3243void
3244player_unready_range_ob (player *pl, object *ob)
3245{
3246 if (pl->ob->current_weapon == ob)
3247 pl->ob->current_weapon = 0;
3248
3249 if (pl->combat_ob == ob)
3250 pl->combat_ob = 0;
3251
3252 if (pl->ranged_ob == ob)
3253 pl->ranged_ob = 0;
3254}
3255 3243
3256sint8 3244sint8
3257player::darkness_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3258{ 3246{
3259 if (!ns) 3247 if (!ns)
3286{ 3274{
3287 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3288 statusmsg (msg, color); 3276 statusmsg (msg, color);
3289} 3277}
3290 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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