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Comparing deliantra/server/server/player.C (file contents):
Revision 1.196 by root, Mon May 5 15:54:39 2008 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
23 30
24#include <global.h> 31#include <global.h>
25#include <sproto.h> 32#include <sproto.h>
26#include <sounds.h> 33#include <sounds.h>
27#include <living.h> 34#include <living.h>
28#include <object.h> 35#include <object.h>
29#include <spells.h> 36#include <spells.h>
30#include <skills.h> 37#include <skills.h>
31 38
32#include <algorithm>
33#include <functional>
34
35playervec players; 39playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150 40
151/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
152static void 42static void
153set_first_map (object *op) 43set_first_map (object *op)
154{ 44{
165 55
166 players.insert (this); 56 players.insert (this);
167 ob->remove (); 57 ob->remove ();
168 ob->map = 0; 58 ob->map = 0;
169 ob->activate_recursive (); 59 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 61 add_friendly_object (ob);
172} 62}
173 63
174void 64void
175player::deactivate () 65player::deactivate ()
187 ob->remove (); 77 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 79 ob->map = 0;
190 party = 0; 80 party = 0;
191 81
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 82 players.erase (this);
195} 83}
196 84
197// connect the player with a specific client 85// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 95 ob->close_container (); //TODO: client-specific
208 96
209 ns->update_look = 0; 97 ns->update_look = 0;
210 ns->look_position = 0; 98 ns->look_position = 0;
211 99
212 clear_los (this); 100 clear_los ();
213 101
214 ns->reset_stats (); 102 ns->reset_stats ();
215 103
216 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 106 ob->race = ob->arch->race;
219 107
220 ob->update_weight (); 108 ob->update_weight ();
221 link_player_skills (ob); 109 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 110
225 assign (title, ob->arch->object::name); 111 assign (title, ob->arch->object::name);
226 112
227 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
229 { 115 {
230 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
231 117
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
241 127
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 129
244 esrv_new_player (this); 130 esrv_new_player (this);
245 131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
246 ob->update_stats (); 137 ob->update_stats ();
247 138
248 ns->floorbox_update (); 139 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
251 142
252 activate (); 143 activate ();
253 144
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
262void 149void
278 ns->reset_stats (); 165 ns->reset_stats ();
279 ns->pl = 0; 166 ns->pl = 0;
280 ns = 0; 167 ns = 0;
281 } 168 }
282 169
283 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
284 173
285 deactivate (); 174 deactivate ();
286} 175}
176
177//-GPL
287 178
288// the need for this function can be explained 179// the need for this function can be explained
289// by load_object not returning the object 180// by load_object not returning the object
290void 181void
291player::set_object (object *op) 182player::set_object (object *op)
292{ 183{
293 ob = observe = op; 184 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
295 186
296 ob->speed = 1.0f; 187 ob->speed = 1.0f; // object still inactive, keep it that way
297 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
298 189
299 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327} 191}
328 192
329void 193void
330player::set_observe (object *op) 194player::set_observe (object *op)
331{ 195{
332 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
333 do_los = 1; 197 do_los = 1;
334} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
335 208
336player::player () 209player::player ()
337{ 210{
338 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point. 212 * we deal with that below this point.
345 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
346 219
347 gen_sp_armour = 10; 220 gen_sp_armour = 10;
348 bowtype = bow_normal; 221 bowtype = bow_normal;
349 petmode = pet_normal; 222 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers; 223 usekeys = containers;
352 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
353 do_los = 1; 225 do_los = 1;
354 226
355 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
363 235
364 attachable::do_destroy (); 236 attachable::do_destroy ();
365 237
366 if (ob) 238 if (ob)
367 { 239 {
368 ob->destroy_inv (false); 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
369 ob->destroy (); 243 ob->destroy ();
370 } 244 }
371 245
372 ob = observe = 0; 246 ob = observe = viewpoint = 0;
373} 247}
374 248
375player::~player () 249player::~player ()
376{ 250{
377 /* Clear item stack */ 251 /* Clear item stack */
378 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
379} 281}
380 282
381/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
383 * mode. 285 * mode.
385player * 287player *
386player::create () 288player::create ()
387{ 289{
388 player *pl = new player; 290 player *pl = new player;
389 291
390 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
391 293
392 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
395 297
396 set_first_map (pl->ob); 298 set_first_map (pl->ob);
397 299
398 return pl; 300 return pl;
399}
400
401/*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406archetype *
407get_player_archetype (archetype *at)
408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427} 301}
428 302
429object * 303object *
430get_nearest_player (object *mon) 304get_nearest_player (object *mon)
431{ 305{
459#endif 333#endif
460 return op; 334 return op;
461} 335}
462 336
463/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
464 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
465 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
466 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
467 * the deviation is 341 * the deviation is
468 */ 342 */
469#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
505 */ 379 */
506int 380int
507path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 382{
509 rv_vector rv; 383 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
512 maptile *m, *lastmap;
513 385
514 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
515 387
516 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
517 return 0; 389 return 0;
518 390
519 x = mon->x; 391 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 392 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 395
526 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 397 if (diff > max)
528 return 0; 398 return 0;
529 399
530 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
531 { 401 {
532 lastx = x; 402 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 403
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 405
541 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 410 {
545 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
547 */ 413 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 415 if (rv.direction != dir)
550 { 416 {
551 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 418 * the values so it will try again.
553 */ 419 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 420 pos = lastpos;
557 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
558 } 422 }
559 else 423 else
560 { 424 {
561 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
562 * either the left or right. 426 * either the left or right.
563 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth 431 * stepping back and forth
568 */ 432 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 434 {
571 if (i == 0) 435 if (i == 0)
572 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
573 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 439 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 446 * the last direction the creature has successfully
582 * moved. 447 * moved.
583 */ 448 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 449 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
590 continue; 453 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 458 continue;
594 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 461 continue;
596 462
597 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 464 break;
599 } 465 }
466
600 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
602 */ 469 */
603 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
604 return 0; 471 return 0;
472
605 diff--; 473 diff--;
606 lastdir = dir; 474 lastdir = dir;
607 max--; 475 max--;
608 if (!firstdir) 476 if (!firstdir)
609 firstdir = dir + i; 477 firstdir = dir + i;
613 { 481 {
614 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
615 diff--; 483 diff--;
616 max--; 484 max--;
617 lastdir = dir; 485 lastdir = dir;
486
618 if (!firstdir) 487 if (!firstdir)
619 firstdir = dir; 488 firstdir = dir;
620 } 489 }
621 490
622 if (diff <= 1) 491 if (diff <= 1)
623 { 492 {
624 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 494 * headed toward player for entire distance.
626 */ 495 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 498 }
630 499
631 if (diff > max) 500 if (diff > max)
632 return 0; 501 return 0;
648 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
649 { 518 {
650 next = op->below; 519 next = op->below;
651 520
652 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
654 */ 523 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
656 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
657 526
658 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions 528 * by this player due to race restrictions
660 */ 529 */
661 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
662 { 531 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 532 if ((!pl->flag [FLAG_USE_ARMOUR]
664 && 533 &&
665 (op->type == ARMOUR || op->type == BOOTS 534 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET 535 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES 536 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE)) 537 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 539 {
671 op->destroy (); 540 op->destroy ();
672 continue; 541 continue;
673 } 542 }
674 } 543 }
675 544
676 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 548 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
683 { 550 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 553 {
692 op->destroy (); 554 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
694 continue;
695 } 556 }
696 557
697 if (op->nrof > 1) 558 if (op->nrof > 1)
698 op->nrof = 1; 559 op->nrof = 1;
699 } 560 }
700 561
701 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
703 564
704 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
706 * merged properly. 567 * merged properly.
707 */ 568 */
708 if (need_identify (op)) 569 if (op->need_identify ())
709 { 570 {
710 SET_FLAG (op, FLAG_IDENTIFIED); 571 op->set_flag (FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED); 572 op->clr_flag (FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED); 573 op->clr_flag (FLAG_DAMNED);
713 } 574 }
714 575
715 if (op->type == SPELL) 576 if (op->type == SPELL)
716 { 577 {
717 op->destroy (); 578 op->destroy ();
718 continue; 579 continue;
719 } 580 }
720 else if (op->type == SKILL) 581 else if (op->type == SKILL)
721 { 582 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 584 op->stats.exp = 0;
724 op->level = 1; 585 op->level = 1;
725 } 586 }
726 else /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
729 590
730 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
731 link_player_skills (pl); 592 pl->contr->link_skills ();
732} 593}
733 594
734void 595void
735get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
736{ 597{
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747} 608}
748 609
749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int 611static int
751roll_stat (void) 612roll_stat ()
752{ 613{
753 int a[4], i, j, k; 614 int a[4], i, j, k;
754 615
755 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
757 618
758 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k) 620 if (a[i] < k)
760 k = a[i], j = i; 621 k = a[i], j = i;
761 622
853player::chargen_race_done () 714player::chargen_race_done ()
854{ 715{
855 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
856 esrv_new_player (ob->contr); 717 esrv_new_player (ob->contr);
857 718
858 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
859 if (tl) 720 if (tl)
860 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
861 722
862 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864 724
865 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
866 726
867 if (ob->msg) 727 if (ob->msg)
868 ob->msg = 0; 728 ob->msg = 0;
869 729
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878
879 start_info (ob); 730 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
884 ob->update_stats (); 734 ob->update_stats ();
885 735
886 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
887 * is one for this race 737 * is one for this race
888 */ 738 */
889 if (*first_map_ext_path) 739 if (*first_map_ext_path)
890 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else 741 else
905 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
906} 762}
907 763
908void 764void
909player::chargen_race_next () 765player::chargen_race_next ()
910{ 766{
939 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0; 797 ob->stats.grace = 0;
942} 798}
943 799
944void 800static void
945flee_player (object *op) 801flee_player (object *op)
946{ 802{
947 int dir, diff; 803 int dir, diff;
948 rv_vector rv; 804 rv_vector rv;
949 805
950 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
951 { 807 {
952 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
954 return; 810 return;
955 } 811 }
956 812
957 if (op->enemy == NULL) 813 if (!op->enemy)
958 { 814 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
961 return; 817 return;
962 } 818 }
963 819
964 /* Seen some crashes here. Since we don't store an 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 { 821 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL; 822 op->enemy = NULL;
972 return; 823 op->clr_flag (FLAG_SCARED);
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
977 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 824 return;
980 } 825 }
981 826
982 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
983 828
984 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
986 { 831 {
987 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
988 833
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
990 return; 835 return;
991 } 836 }
992 837
993 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
994 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
995 op->enemy = NULL; 840 op->enemy = NULL;
996} 841}
997 842
998/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* check_pick sees if there is stuff to be picked up/picks up stuff.
999 * It returns 1 if the player should keep on moving, 0 if he should 844 * It returns 1 if the player should keep on moving, 0 if he should
1003check_pick (object *op) 848check_pick (object *op)
1004{ 849{
1005 object *tmp, *next; 850 object *tmp, *next;
1006 int stop = 0; 851 int stop = 0;
1007 int wvratio; 852 int wvratio;
1008 char putstring[128];
1009 853
1010 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1011 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1012 return 1; 856 return 1;
1013 857
1014 next = op->below; 858 next = op->below;
1015 859
1016 int cnt = MAX_ITEM_PER_DROP; 860 int cnt = MAX_ITEM_PER_ACTION;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018 862
1019 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1020 * destroyed */ 864 * destroyed */
1021 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1037 881
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 { 883 {
1040 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP; 885 CHK_PICK_PICKUP;
886
1042 continue; 887 continue;
1043 } 888 }
1044 889
1045 /* high not bit set? We're using the old autopickup model */ 890 /* pickup handling */
891 if (op->contr->mode & PU_DEBUG)
892 {
893 /* some debugging code to figure out item information */
894 const char *str = tmp->name
895 ? format ("item name: %s item type: %d weight/value: %d",
896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
897 : format ("item name: %s item type: %d weight/value: %d",
898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
900 new_draw_info (NDI_UNIQUE, 0, op, str);
901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
909 /* philosophy:
910 * It's easy to grab an item type from a pile, as long as it's
911 * generic. This takes no game-time. For more detailed pickups
912 * and selections, select-items should be used. This is a
913 * grab-as-you-run type mode that's really useful for arrows for
914 * example.
915 * The drawback: right now it has no frontend, so you need to
916 * stick the bits you want into a calculator in hex mode and then
917 * convert to decimal and then 'pickup <#>
918 */
919
920 /* the first two modes are exclusive: if NOTHING we return, if
921 * STOP then we stop. All the rest are applied sequentially,
922 * meaning if any test passes, the item gets picked up. */
923
924 /* if mode is set to pick nothing up, return */
925 if (op->contr->mode == PU_NOTHING)
926 return 1;
927
928 /* if mode is set to stop when encountering objects, return */
929 /* take STOP before INHIBIT since it doesn't actually pick
930 * anything up */
931 if (op->contr->mode & PU_STOP)
932 return 0;
933
934 /* useful for going into stores and not losing your settings... */
935 /* and for battles wher you don't want to get loaded down while
936 * fighting */
937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
939
940 /* prevent us from turning into auto-thieves :) */
941 if (tmp->flag [FLAG_UNPAID])
942 continue;
943
944 /* ignore known cursed objects */
945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
947
948 /* all food and drink if desired */
949 /* question: don't pick up known-poisonous stuff? */
1046 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1047 { 952 {
1048 switch (op->contr->mode) 953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_DRINK)
958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_POTION)
965 if (tmp->type == POTION)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* spellbooks, skillscrolls and normal books/scrolls */
972 if (op->contr->mode & PU_SPELLBOOK)
973 if (tmp->type == SPELLBOOK)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_SKILLSCROLL)
980 if (tmp->type == SKILLSCROLL)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 if (op->contr->mode & PU_READABLES)
987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* wands/staves/rods/horns */
994 if (op->contr->mode & PU_MAGIC_DEVICE)
995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 /* pick up all magical items */
1005 if (op->contr->mode & PU_MAGICAL)
1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 if (op->contr->mode & PU_VALUABLES)
1014 {
1015 if (tmp->type == MONEY || tmp->type == GEM)
1049 { 1016 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP; 1017 CHK_PICK_PICKUP;
1054 return 1; 1018 continue;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 } 1019 }
1084 } 1020 }
1085 else 1021
1086 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG) 1023 if (op->contr->mode & PU_JEWELS)
1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1089 { 1028 {
1090 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue; 1030 continue;
1031 }
1137 1032
1138 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1140 continue; 1038 continue;
1039 }
1141 1040
1142 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1143 /* question: don't pick up known-poisonous stuff? */ 1042 if (op->contr->mode & PU_BOW)
1043 if (tmp->type == BOW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_ARROW)
1050 if (tmp->type == ARROW)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1056 /* all kinds of armor etc. */
1057 if (op->contr->mode & PU_ARMOUR)
1058 if (tmp->type == ARMOUR)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_HELMET)
1065 if (tmp->type == HELMET)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_SHIELD)
1072 if (tmp->type == SHIELD)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1144 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1145 if (tmp->type == FOOD) 1079 if (tmp->type == BOOTS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_GLOVES)
1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 if (op->contr->mode & PU_CLOAK)
1093 if (tmp->type == CLOAK)
1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1098
1099 /* hoping to catch throwing daggers here */
1100 if (op->contr->mode & PU_MISSILEWEAPON)
1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1106
1107 /* careful: chairs and tables are weapons! */
1108 if (op->contr->mode & PU_ALLWEAPON)
1109 {
1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1146 { 1112 {
1147 CHK_PICK_PICKUP; 1113 CHK_PICK_PICKUP;
1148 continue; 1114 continue;
1149 } 1115 }
1116 }
1150 1117
1118 /* misc stuff that's useful */
1151 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1153 { 1121 {
1154 CHK_PICK_PICKUP; 1122 CHK_PICK_PICKUP;
1155 continue; 1123 continue;
1156 } 1124 }
1157 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1158 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1159 if (tmp->type == POTION) 1129 {
1130 /* use value density to decide what else to grab */
1131 /* >=7 was >= op->contr->mode */
1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1160 { 1133 */
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 { 1136 {
1205 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1206 { 1140 {
1207 CHK_PICK_PICKUP; 1141 fprintf (stderr, "%s", tmp->name);
1208 continue;
1209 } 1142 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337#if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else 1143 else
1344 fprintf (stderr, "%s", tmp->arch->archname); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1347#endif 1147#endif
1148 CHK_PICK_PICKUP;
1348 continue; 1149 continue;
1349 }
1350 } 1150 }
1351 } /* the new pickup model */ 1151 } /* the new pickup model */
1352 } 1152 }
1353 1153
1354 return !stop; 1154 return !stop;
1355} 1155}
1356 1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1190}
1191
1357/* 1192/*
1358 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1360 * found object is returned. 1195 * found object is returned.
1361 */ 1196 */
1362object * 1197static object *
1363find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1364{ 1199{
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp); 1202 return splay (tmp);
1368 1203
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1372 { 1207 {
1373 splay (tmp); 1208 splay (tmp);
1374 return arrow; 1209 return arrow;
1375 } 1210 }
1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1382 * against the target. A full test is not performed, simply a basic test 1217 * against the target. A full test is not performed, simply a basic test
1383 * of resistances. The archer is making a quick guess at what he sees down 1218 * of resistances. The archer is making a quick guess at what he sees down
1384 * the hall. Failing that it does it's best to pick the highest plus arrow. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */ 1220 */
1386object * 1221static object *
1387find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1388{ 1223{
1389 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1391 1226
1392 if (!type) 1227 if (!type)
1393 return NULL; 1228 return NULL;
1394 1229
1395 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1396 { 1231 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1398 { 1233 {
1399 i = 0; 1234 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1401 if (i > betterby) 1237 if (i > betterby)
1402 { 1238 {
1403 tmp = ntmp; 1239 tmp = ntmp;
1404 betterby = i; 1240 betterby = i;
1405 } 1241 }
1406 } 1242 }
1407 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1408 { 1244 {
1409 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1411 { 1247 {
1412 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1413 { 1249 {
1414 *better = 100; 1250 *better = 100;
1415 return arrow; 1251 return arrow;
1430 { 1266 {
1431 tmp = arrow; 1267 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 } 1269 }
1434 } 1270 }
1271
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 { 1273 {
1437 tmp = arrow; 1274 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 } 1276 }
1277
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1279 {
1442 tmp = arrow; 1280 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 } 1282 }
1457 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1458 * op = the shooter 1296 * op = the shooter
1459 * type = bow->race 1297 * type = bow->race
1460 * dir = fire direction 1298 * dir = fire direction
1461 */ 1299 */
1462object * 1300static object *
1463pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1464{ 1302{
1465 object *tmp = NULL; 1303 object *tmp = NULL;
1466 maptile *m; 1304 maptile *m;
1467 int i, mflags, found, number; 1305 int i, mflags, found, number;
1468 sint16 x, y; 1306 sint16 x, y;
1480 y = op->y; 1318 y = op->y;
1481 1319
1482 /* find the first target */ 1320 /* find the first target */
1483 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1484 { 1322 {
1485 x += freearr_x[dir]; 1323 x += DIRX (dir);
1486 y += freearr_y[dir]; 1324 y += DIRY (dir);
1487 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1488 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1489 { 1328 {
1490 tmp = NULL; 1329 tmp = 0;
1491 break; 1330 break;
1492 } 1331 }
1493 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1494 { 1333 {
1495 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1496 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1497 */ 1336 */
1498 tmp = NULL; 1337 tmp = 0;
1499 break; 1338 break;
1500 } 1339 }
1340
1501 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1502 {
1503 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1504 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1505 {
1506 found++;
1507 break;
1508 }
1509 if (found)
1510 break; 1344 break;
1511 }
1512 } 1345 }
1513 if (tmp == NULL) 1346
1347 if (!tmp)
1514 return find_arrow (op, type); 1348 return find_arrow (op, type);
1515 1349
1516 if (tmp->head) 1350 if (tmp->head)
1517 tmp = tmp->head; 1351 tmp = tmp->head;
1518 1352
1519 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1520} 1354}
1521 1355
1522/* 1356/*
1523 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1524 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1525 * op is the object firing the bow. 1359 * op is the object firing the bow.
1526 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1527 * dir is the direction of fire. 1361 * dir is the direction of fire.
1528 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1558 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1559 return 0; 1393 return 0;
1560 } 1394 }
1561 1395
1562 // optimisation: move object to top so we will find it quickly again 1396 // optimisation: move object to top so we will find it quickly again
1563 if (bow->below) 1397 splay (bow);
1564 {
1565 bow->remove ();
1566 op->insert (bow);
1567 }
1568
1569 } 1398 }
1570 1399
1571 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1572 { 1401 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 { 1409 {
1581 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1583 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1584 else 1413 else
1585 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1586 1415
1587 return 0; 1416 return 0;
1588 } 1417 }
1589 } 1418 }
1590 1419
1599 } 1428 }
1600 1429
1601 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1602 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1603 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1604 arrow->destroy (); 1434 arrow->destroy ();
1605 return 0; 1435 return 0;
1606 } 1436 }
1607 1437
1608 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1618 arrow->direction = dir; 1448 arrow->direction = dir;
1619 1449
1620 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1621 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1622 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1623 1453 arrow->custom_name = arrow->slaying;
1624 if (arrow->slaying)
1625 arrow->spellarg = strdup (arrow->slaying);
1626 1454
1627#if 0 1455#if 0
1628 if (player *pl = op->contr) 1456 if (player *pl = op->contr)
1629 { 1457 {
1630 float speed = pl->weapon_sp; 1458 float speed = pl->weapon_sp;
1640#endif 1468#endif
1641 1469
1642 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1643 1471
1644 /* update the speed */ 1472 /* update the speed */
1645 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1646 + bow->stats.dam / 7.f;
1647 1473
1648 arrow->set_speed (max (arrow->speed, 2.f));
1649 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1650 1479
1651 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1652 1481
1653 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1654 { 1483 {
1675 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1505
1677 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1678 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1680 1510
1681 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1682 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1683 1513
1684 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1692 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1693 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1694 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1695 * hence the function name. 1525 * hence the function name.
1696 */ 1526 */
1697int 1527static int
1698player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1699{ 1529{
1700 int ret = 0, wcmod = 0; 1530 int ret;
1701 1531
1702 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1703 { 1533 {
1704 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1705 } 1535 }
1706 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1707 { 1537 {
1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1709 wcmod = -1;
1710
1711 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1712 } 1540 }
1713 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1714 { 1542 {
1715 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1717 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1718 } 1546 }
1719 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1720 { 1548 {
1721 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1723 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1724 } 1552 }
1725 else 1553 else
1726 { 1554 {
1732} 1560}
1733 1561
1734/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1735 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1736 */ 1564 */
1737void 1565static void
1738fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1739{ 1567{
1740 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1741 1569
1742 if (!item) 1570 if (!item)
1749 { 1577 {
1750 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1751 return; 1579 return;
1752 } 1580 }
1753 1581
1754 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1755 return; 1583 return;
1756 1584
1757 if (item->type == WAND) 1585 if (item->type == WAND)
1758 { 1586 {
1759 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1764 return; 1592 return;
1765 } 1593 }
1766 } 1594 }
1767 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1768 { 1596 {
1769 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1770 1598
1771 // using the maximum of the rods charge allows at least one spell cast 1599 // using the maximum of the rods charge allows at least one spell cast
1772 // for a rod or horn, this fixes some broken rods. 1600 // for a rod or horn, this fixes some broken rods.
1773 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1774 { 1602 {
1775 op->contr->play_sound (sound_find ("wand_poof")); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1776 1604
1777 if (item->type == ROD) 1605 if (item->type == ROD)
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1783 } 1611 }
1784 } 1612 }
1785 1613
1786 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1787 { 1615 {
1788 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1789 if (item->type == WAND) 1618 if (item->type == WAND)
1790 { 1619 {
1791 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1792 { 1621 {
1793 object *tmp;
1794
1795 if (item->arch) 1622 if (item->arch)
1796 { 1623 {
1797 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1798 item->face = item->arch->face; 1625 item->face = item->arch->face;
1799 item->set_speed (0); 1626 item->set_speed (0);
1800 } 1627 }
1801 1628
1802 if (object *pl = item->visible_to ()) 1629 if (object *pl = item->visible_to ())
1809} 1636}
1810 1637
1811/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1812 */ 1639 */
1813bool 1640bool
1814fire (object *op, int dir) 1641fire (object *who, int dir)
1815{ 1642{
1816 int spellcost = 0; 1643 int spellcost = 0;
1817 1644
1818 /* check for loss of invisiblity/hide */
1819 if (action_makes_visible (op))
1820 make_visible (op);
1821
1822 player *pl = op->contr; 1645 player *pl = who->contr;
1823 1646
1824 if (pl->golem) 1647 if (pl->golem)
1825 { 1648 {
1826 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1827 return false; 1650 return false;
1828 } 1651 }
1829 1652
1830 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1831 1654
1832 if (!ob) 1655 if (!ob)
1833 return false; 1656 return false;
1834 1657
1835 if (!op->change_weapon (ob))
1836 return false;
1837
1838 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1839 --op->speed_left; 1659 --who->speed_left;
1840 else 1660 else
1841 return false; 1661 return false;
1842 1662
1663 if (!who->apply (ob))
1664 return false;
1665
1666 /* check for loss of invisiblity/hide */
1667 if (action_makes_visible (who))
1668 make_visible (who);
1669
1843 switch (ob->type) 1670 switch (ob->type)
1844 { 1671 {
1845 case BOW: 1672 case BOW:
1846 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1847 break; 1674 break;
1848 1675
1849 case SPELL: 1676 case SPELL:
1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1851 break; 1678 break;
1852 1679
1853 case BUILDER: 1680 case BUILDER:
1854 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1855 break; 1682 break;
1856 1683
1857 case SKILL: 1684 case SKILL:
1858 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1859 break; 1686 break;
1860 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1861 default: 1692 default:
1862 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1863 break; 1694 break;
1864 } 1695 }
1865 1696
1866 return true; 1697 return true;
1867} 1698}
1868 1699
1869/* find_key 1700static object *
1870 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL
1872 * This function merges both normal and locked door, since the logic
1873 * for both is the same - just the specific key is different.
1874 * pl is the player,
1875 * inv is the objects inventory to searched
1876 * door is the door we are trying to match against.
1877 * This function can be called recursively to search containers.
1878 */
1879object *
1880find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1881{ 1702{
1882 object *tmp, *key; 1703 object *tmp, *key;
1883 1704
1884 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv) 1706 if (!container->inv)
1888 /* First, lets try to find a key in the top level inventory */ 1709 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1711 {
1891 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1713 break;
1714
1893 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1895 */ 1717 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1719 break;
1898 } 1720 }
1903 * a key, return 1725 * a key, return
1904 */ 1726 */
1905 if (!tmp) 1727 if (!tmp)
1906 { 1728 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1913 return key; 1733 return key;
1914 }
1915 }
1916 1734
1917 if (!tmp) 1735 if (!tmp)
1918 return NULL; 1736 return 0;
1919 } 1737 }
1920 1738
1921 /* We get down here if we have found a key. Now if its in a container, 1739 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1740 * see if we actually want to use it
1923 */ 1741 */
1924 if (pl != container) 1742 if (pl != container)
1925 { 1743 {
1926 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1927 if (!pl->contr) 1745 if (!pl->contr)
1928 return NULL; 1746 return 0;
1747
1929 /* cases where this fails: 1748 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1750 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1933 * containers can be used. 1752 * containers can be used.
1937 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1938 * 1757 *
1939 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1940 * all the others. 1759 * all the others.
1941 */ 1760 */
1942 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1764 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1767 return NULL;
1949 } 1768 }
1950 } 1769 }
1951 1770
1952 return tmp; 1771 return tmp;
1772}
1773
1774/* find_key
1775 * We try to find a key for the door as passed. If we find a key
1776 * and successfully use it, we return the key, otherwise NULL
1777 * This function merges both normal and locked door, since the logic
1778 * for both is the same - just the specific key is different.
1779 * pl is the player,
1780 * inv is the objects inventory to searched
1781 * door is the door we are trying to match against.
1782 * This function can be called recursively to search containers.
1783 */
1784object *
1785find_key (object *pl, object *container, object *door)
1786{
1787 if (door->slaying && is_match_expr (door->slaying))
1788 {
1789 // for match expressions, we try to find the key by applying the match
1790 // to the op itself, which is supposed to find the "key", instead
1791 // of searching through containers ourselves.
1792
1793 return match_one (door->slaying, container, door, pl, pl);
1794 }
1795 else
1796 return find_key_ (pl, container, door);
1953} 1797}
1954 1798
1955/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
2007 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2008 */ 1852 */
2009bool 1853bool
2010move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2011{ 1855{
2012 int on_battleground; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1857 {
1858 --op->speed_left;
1859 return true;
1860 }
2013 1861
2014 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2015 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2016
2017 on_battleground = op_on_battleground (op, 0, 0);
2018 1864
2019 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
2020 return false; 1866 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2027 1867
2028 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 1869 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 1870 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2049 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
2050 && mon != op) 1890 && mon != op)
2051 break; 1891 break;
2052 } 1892 }
2053 1893
2054 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
2055 return false; /* into a wall */ 1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
2056 1920
2057 mon = mon->head_ (); 1921 mon = mon->head_ ();
2058 1922
2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
2078 */ 1942 */
2079 if (op->type == PLAYER 1943 if (op->type == PLAYER
2080 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
2081 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
2082 || mon->owner == op) 1946 || mon->owner == op)
2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2084 { 1948 {
2085 /* If we're braced, we don't want to switch places with it */ 1949 /* If we're braced, we don't want to switch places with it */
2086 if (op->contr->braced) 1950 if (op->contr->braced)
2087 return false; 1951 return false;
2088 1952
2091 --op->speed_left; 1955 --op->speed_left;
2092 1956
2093 op->play_sound (sound_find ("push_player")); 1957 op->play_sound (sound_find ("push_player"));
2094 push_ob (mon, dir, op); 1958 push_ob (mon, dir, op);
2095 1959
2096 if (op->contr->tmp_invis || op->hide) 1960 if (action_makes_visible (op))
2097 make_visible (op); 1961 make_visible (op);
2098 1962
2099 return true; 1963 return true;
2100 } 1964 }
2101 else 1965 else
2102 return false; 1966 return false;
2103 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
2104 1970
2105 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2106 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2107 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2108 * attack them either. 1974 * attack them either.
2109 */ 1975 */
2110 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2112 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
2113 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2114 && !on_battleground)) 1980 && !on_battleground))
2115 { 1981 {
2116 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
2123 push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2124 } 1990 }
2125 else 1991 else
2126 op->statusmsg ("You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2127 1993
2128 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2129 make_visible (op); 1995 make_visible (op);
2130 1996
2131 return true; 1997 return true;
2132 } 1998 }
2133 } 1999 }
2134 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2135 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2136 */ 2002 */
2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2138 { 2004 {
2139 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
2140 { 2006 {
2141 --op->speed_left; 2007 --op->speed_left;
2142 2008
2151 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2021 */
2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 { 2024 {
2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2160 { 2026 {
2161 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
2173} 2039}
2174 2040
2175bool 2041bool
2176move_player (object *op, int dir) 2042move_player (object *op, int dir)
2177{ 2043{
2178 int pick;
2179
2180 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2181 return 0; 2045 return 0;
2182 2046
2183 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2184 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2185 { 2049 {
2186 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2187 return 0; 2051 return 0;
2188 } 2052 }
2189 2053
2190 /* peterm: added following line */ 2054 /* peterm: added following line */
2191 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2192 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2193 2057
2194 op->facing = dir; 2058 op->facing = dir;
2195 2059
2196 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2197 do_hidden_move (op); 2061 do_hidden_move (op);
2198 2062
2199 bool retval; 2063 bool retval;
2064 int pick = 0;
2200 2065
2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2202 retval = RESULT_INT (0); 2067 retval = RESULT_INT (0);
2203 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2204 retval = fire (op, dir); 2069 retval = fire (op, dir);
2235 * players. 2100 * players.
2236 */ 2101 */
2237bool 2102bool
2238handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2239{ 2104{
2240 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2241 { 2106 {
2242 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2243 { 2108 {
2244 --op->speed_left; 2109 --op->speed_left;
2245 flee_player (op); 2110 flee_player (op);
2261 return move_player (op, op->direction); 2126 return move_player (op, op->direction);
2262 2127
2263 return false; 2128 return false;
2264} 2129}
2265 2130
2266int 2131static int
2267save_life (object *op) 2132save_life (object *op)
2268{ 2133{
2269 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2270 return 0; 2135 return 0;
2271 2136
2272 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2274 { 2139 {
2275 op->play_sound (sound_find ("ob_evaporate")); 2140 op->play_sound (sound_find ("ob_evaporate"));
2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2277 2142
2278 tmp->destroy (); 2143 tmp->destroy ();
2279 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2280 2145
2281 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2282 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2283 2148
2284 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2285 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2286 2151
2287 op->update_stats (); 2152 op->update_stats ();
2288 return 1; 2153 return 1;
2289 } 2154 }
2290 2155
2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2292 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2293 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2294 return 0; 2159 return 0;
2295} 2160}
2296 2161
2297/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2304{ 2169{
2305 while (op) 2170 while (op)
2306 { 2171 {
2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2308 2173
2309 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2310 op->insert_at (env); 2175 op->insert_at (env);
2311 else if (op->inv) 2176 else if (op->inv)
2312 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2313 2178
2314 op = next; 2179 op = next;
2320{ 2185{
2321 if (!flag [FLAG_REMOVED]) 2186 if (!flag [FLAG_REMOVED])
2322 ::drop_unpaid_items (inv, this); 2187 ::drop_unpaid_items (inv, this);
2323} 2188}
2324 2189
2325/*
2326 * Returns pointer a static string containing gravestone text
2327 * Moved from apply.c to player.c - player.c is what
2328 * actually uses this function. player.c may not be quite the
2329 * best, a misc file for object actions is probably better,
2330 * but there isn't one in the server directory.
2331 */
2332const char *
2333gravestone_text (object *op)
2334{
2335 static dynbuf_text buf;
2336
2337 buf << "---- R.I.P. ----\n\n";
2338 op->name;
2339
2340 if (op->type == PLAYER)
2341 buf << " the " << op->contr->title;
2342
2343 buf << "\n\n";
2344
2345 buf << "who was level ";
2346 buf << (sint32)op->level << "\n\n" // OO breakdown
2347 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2348
2349 if (op->type == PLAYER)
2350 buf << "by " << op->contr->killer_name () << ".\n\n";
2351
2352 {
2353 static char buf2[128];
2354 time_t now = time (NULL);
2355 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2356 buf << buf2;
2357 }
2358
2359 return buf;
2360}
2361
2362void 2190void
2363do_some_living (object *op) 2191do_some_living (object *op)
2364{ 2192{
2365 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2366 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2367 int over_hp, over_sp, over_grace;
2368 int i;
2369 int rate_hp = 1200; 2195 int rate_hp = 1200;
2370 int rate_sp = 2500; 2196 int rate_sp = 2500;
2371 int rate_grace = 2000; 2197 int rate_grace = 2000;
2372 const int max_hp = 1; 2198 const int max_hp = 1;
2373 const int max_sp = 1; 2199 const int max_sp = 1;
2374 const int max_grace = 1; 2200 const int max_grace = 1;
2375 2201
2202#if 0
2376 if (op->contr->hidden) 2203 if (op->contr->hidden)
2377 { 2204 {
2378 op->invisible = 1000; 2205 op->invisible = 1000;
2379 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2380 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2381 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2382 */ 2209 */
2383 if (pticks & 2) 2210 if (server_tick & 2)
2384 op->invisible--; 2211 op->invisible--;
2385 } 2212 }
2213 else
2214#endif
2386 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2387 { 2216 {
2388 if (!op->invisible--) 2217 if (!op->invisible--)
2389 { 2218 {
2390 make_visible (op); 2219 make_visible (op);
2391 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2425 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2426 { 2255 {
2427 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2428 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2429 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2430 if (max_grace > 1) 2261 if (max_grace > 1)
2431 { 2262 {
2432 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2433 if (over_grace > 0) 2265 if (over_grace > 0)
2434 { 2266 {
2435 op->stats.sp += over_grace 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2436 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2437 op->last_grace = 0; 2268 op->last_grace = 0;
2438 } 2269 }
2439 else 2270 else
2440 { 2271 op->last_grace = rate_grace / temp;
2441 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2442 }
2443 } 2272 }
2444 else 2273 else
2445 { 2274 op->last_grace = rate_grace / temp;
2446 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2447 }
2448 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2449 } 2277 }
2450 2278
2451 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2452 { 2280 {
2458 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2459 { 2287 {
2460 op->stats.sp++; 2288 op->stats.sp++;
2461 2289
2462 /* dms do not consume food */ 2290 /* dms do not consume food */
2463 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2464 { 2292 {
2465 op->stats.food--; 2293 op->stats.food--;
2466 2294
2467 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2471 } 2299 }
2472 } 2300 }
2473 2301
2474 if (max_sp > 1) 2302 if (max_sp > 1)
2475 { 2303 {
2476 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0) 2305 if (over_sp > 0)
2478 { 2306 {
2479 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2480 { 2308 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2503 { 2331 {
2504 op->stats.hp++; 2332 op->stats.hp++;
2505 2333
2506 /* dms do not consume food */ 2334 /* dms do not consume food */
2507 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2508 { 2336 {
2509 op->stats.food--; 2337 op->stats.food--;
2510 2338
2511 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food; 2342 op->stats.food = last_food;
2515 } 2343 }
2516 } 2344 }
2517 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2518 if (max_hp > 1) 2348 if (max_hp > 1)
2519 { 2349 {
2520 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2521 2351
2522 if (over_hp > 0) 2352 if (over_hp > 0)
2523 { 2353 {
2524 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2525 op->last_heal = 0; 2355 op->last_heal = 0;
2526 } 2356 }
2527 else 2357 else
2528 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2529 } 2359 }
2530 else 2360 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2532 } 2362 }
2533 } 2363 }
2534 2364
2535 /* Digestion */ 2365 /* Digestion */
2536 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2539 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2540 2370
2541 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2542 2372
2543 /* dms do not consume food */ 2373 /* dms do not consume food */
2544 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2545 op->stats.food--; 2375 op->stats.food--;
2546 } 2376 }
2547 2377
2548 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2549 { 2379 {
2550 object *flesh = 0; 2380 object *flesh = 0;
2551 2381
2552 for_inv_removable (op, tmp) 2382 for_inv_removable (op, tmp)
2553 { 2383 {
2554 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2555 continue; 2385 continue;
2556 2386
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 { 2388 {
2559 op->statusmsg ("You blindly grab for a bite of food. " 2389 op->statusmsg ("You blindly grab for a bite of food. "
2560 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2561 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2562 2392
2563 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break; 2394 break;
2565 } 2395 }
2566 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2572 */ 2402 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2404 {
2575 op->statusmsg ("You blindly grab for a bite of food. " 2405 op->statusmsg ("You blindly grab for a bite of food. "
2576 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2578 } 2408 }
2579 2409
2580 // If player is still starving, alert him! 2410 // If player is still starving, alert him!
2581 if (op->stats.food < 0) 2411 if (op->stats.food < 0)
2582 op->failmsg ("You are starving! " 2412 op->failmsg ("You are starving! "
2585 2415
2586 if (op->stats.food < 0) 2416 if (op->stats.food < 0)
2587 { 2417 {
2588 op->stats.hp += op->stats.food; 2418 op->stats.hp += op->stats.food;
2589 op->stats.food = 0; 2419 op->stats.food = 0;
2420
2421 if (op->stats.hp < 0)
2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2590 } 2425 }
2426 }
2591 2427
2428 /* killer should be set here already */
2592 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2593 kill_player (op); 2430 kill_player (op);
2594 } 2431 }
2595} 2432}
2596 2433
2597/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2601 */ 2438 */
2602void 2439void
2603kill_player (object *op) 2440kill_player (object *op)
2604{ 2441{
2605 int x, y; 2442 int x, y;
2606 char buf[MAX_BUF];
2607 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2608 int will_kill_again; 2444 int will_kill_again;
2609 archetype *at; 2445 archetype *at;
2610 object *tmp; 2446 object *tmp;
2611 2447
2612 if (save_life (op)) 2448 if (save_life (op))
2613 return; 2449 return;
2450
2451 dynbuf_text deathtab;
2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2614 2486
2615 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2616 * in cities ONLY!!! It is very important that this doesn't get abused. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2617 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2618 */ 2490 */
2619 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2620 { 2492 {
2621 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2623
2624 /* restore player */
2625 at = archetype::find ("poisoning");
2626 if (object *tmp = present_arch_in_ob (at, op))
2627 {
2628 tmp->destroy ();
2629 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2630 }
2631
2632 at = archetype::find ("confusion");
2633 if (object *tmp = present_arch_in_ob (at, op))
2634 {
2635 tmp->destroy ();
2636 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2637 }
2638
2639 cure_disease (op, 0, 0); /* remove any disease */
2640 op->stats.hp = op->stats.maxhp;
2641 if (op->stats.food <= 0)
2642 op->stats.food = 999;
2643 2494
2644 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2645 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2646 { 2497
2647 tmp->name = format ("%s's finger" , &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2648 tmp->name_pl = format ("%s's fingers", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2649 tmp->msg = format ( 2500 tmp->msg = format (
2650 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2651 &op->name, op->contr->title, 2502 &op->name, op->contr->title,
2652 (int)op->level, 2503 (int)op->level,
2653 op->contr->killer_name () 2504 op->contr->killer_name ()
2654 ); 2505 );
2655 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2656 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2657 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2658 }
2659 2509
2660 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2661 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2662 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2663 return; 2515 return;
2664 } 2516 }
2665 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2666 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2667 2522
2668 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2669
2670 if (op->stats.food < 0)
2671 {
2672 op->contr->killer = archetype::get ("killer_starvation");
2673 op->contr->killer->destroy ();
2674 }
2675 2524
2676 op->contr->play_sound (sound_find ("player_dies")); 2525 op->contr->play_sound (sound_find ("player_dies"));
2677 2526
2678 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2679 x = op->x; 2528 x = op->x;
2709 2558
2710 lost_a_stat = 0; 2559 lost_a_stat = 0;
2711 2560
2712 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2713 { 2562 {
2714 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2715 2564
2716 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2717 { 2566 {
2718 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2719 * what he lost. 2568 * what he lost.
2726 lost_a_stat = 1; 2575 lost_a_stat = 1;
2727 } 2576 }
2728 else 2577 else
2729 { 2578 {
2730 /* deplete a stat */ 2579 /* deplete a stat */
2731 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2732 object *dep; 2581 object *dep;
2733 2582
2734 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2735 if (!dep) 2584 if (!dep)
2736 { 2585 {
2737 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2738 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2739 } 2588 }
2740 lose_this_stat = 1; 2589 lose_this_stat = 1;
2741 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2742 { 2591 {
2754 2603
2755 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2756 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2757 { 2606 {
2758 lose_this_stat = 0; 2607 lose_this_stat = 0;
2759 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2760 retain the stat. */ 2609 retain the stat. */
2761 } 2610 }
2762 else 2611 else
2763 { 2612 {
2764 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2770 } 2619 }
2771 } 2620 }
2772 2621
2773 if (lose_this_stat) 2622 if (lose_this_stat)
2774 { 2623 {
2775 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2776 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2777 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2778 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2779 * and should be roughly the same, so it shouldn't make a 2628 * and should be roughly the same, so it shouldn't make a
2780 * difference. 2629 * difference.
2781 */ 2630 */
2782 if (this_stat >= -50) 2631 if (this_stat >= -50)
2783 { 2632 {
2784 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2785 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2787 op->update_stats (); 2636 op->update_stats ();
2788 lost_a_stat = 1; 2637 lost_a_stat = 1;
2789 } 2638 }
2790 } 2639 }
2794 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat) 2644 if (!lost_a_stat)
2796 { 2645 {
2797 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2799 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2800 2649
2801 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2803 else 2652 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2805 } 2654 }
2806#else 2655#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2808#endif 2657#endif
2809 2658
2810 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone. 2660 * exp loss on the stone.
2812 */ 2661 */
2813 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2814 tmp->name = format ("%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name_pl = format ("%s's gravestones", &op->name); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2666 &op->name, op->contr->title, op->contr->killer_name ());
2817 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2818 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2819 2669
2820 /**************************************/ 2670 /**************************************/
2821 /* */ 2671 /* */
2822 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2823 /* if we died cause of food, give us */
2824 /* food, and reset HP's... */
2825 /* */ 2673 /* */
2826 /**************************************/ 2674 /**************************************/
2827 2675
2828 /* remove any poisoning and confusion the character may be suffering. */
2829 /* restore player */
2830 at = archetype::find ("poisoning");
2831 tmp = present_arch_in_ob (at, op);
2832
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2837 }
2838
2839 at = archetype::find ("confusion");
2840 tmp = present_arch_in_ob (at, op);
2841 if (tmp)
2842 {
2843 tmp->destroy ();
2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2845 }
2846
2847 cure_disease (op, 0, 0); /* remove any disease */
2848
2849 // remove all spell effects that are active
2850 // to avoid long-term effects such as word-of-recall
2851 for (object *item = op->inv; item; )
2852 {
2853 object *next = item->below;
2854
2855 if (item->type == SPELL_EFFECT && item->active)
2856 item->destroy ();
2857
2858 item = next;
2859 }
2860
2861 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2862 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
2863
2864 if (op->stats.food < 100)
2865 op->stats.food = 900;
2866
2867 op->stats.hp = op->stats.maxhp;
2868 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2869 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2870 2678
2871 /* 2679 /*
2872 * Check to see if the player has any unpaid items. If so, remove them 2680 * Check to see if the player has any unpaid items. If so, remove them
2873 * and put them back in the map. 2681 * and put them back in the map.
2874 */ 2682 */
2898 if (will_kill_again) 2706 if (will_kill_again)
2899 { 2707 {
2900 object *force; 2708 object *force;
2901 int at; 2709 int at;
2902 2710
2903 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2904 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2905 force->speed = 0.1f;
2906 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2907 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2908 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2909 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2910 force->resist[at] = 100; 2719 force->resist[at] = 100;
2911 2720
2912 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2913 op->update_stats (); 2722 op->update_stats ();
2914
2915 } 2723 }
2916 2724
2917 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2918} 2726}
2919 2727
2920void 2728static void
2921loot_object (object *op) 2729loot_object (object *op)
2922{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2923 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2924 2732
2925 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2926 2734
2927 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2928 { 2736 {
2935 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2936 2744
2937 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2938 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2939 2747
2940 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2941 { 2749 {
2942 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2943 { 2751 {
2944 tmp->decrease (rndm (1, tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2945 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2956 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2957 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
2958 * was changed. 2766 * was changed.
2959 */ 2767 */
2960void 2768void
2961fix_weight (void) 2769fix_weight ()
2962{ 2770{
2963 for_all_players (pl) 2771 for_all_players (pl)
2964 { 2772 {
2965 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2966 2774
2967 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2968 2776
2969 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2970 { 2778 {
2973 } 2781 }
2974 } 2782 }
2975} 2783}
2976 2784
2977void 2785void
2978fix_luck (void) 2786fix_luck ()
2979{ 2787{
2980 for_all_players (pl) 2788 for_all_players (pl)
2981 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2982 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2983} 2791}
3020} 2828}
3021 2829
3022void 2830void
3023make_visible (object *op) 2831make_visible (object *op)
3024{ 2832{
3025 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3026 op->invisible = 0; 2834 op->invisible = 0;
3027 2835
3028 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3029 { 2837 {
3030 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3035} 2843}
3036 2844
3037int 2845int
3038is_true_undead (object *op) 2846is_true_undead (object *op)
3039{ 2847{
3040 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
3041 return 1; 2849 return 1;
3042 2850
3043 return 0; 2851 return 0;
3044} 2852}
3045 2853
3055 2863
3056 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3057 return 0; 2865 return 0;
3058 2866
3059 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3061 2869
3062 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3066 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3067 2875
3068 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
3070 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
3071 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
3072 { 2880 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3075 continue; 2883 continue;
3076 2884
3143 2951
3144 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3145 player = 1; 2953 player = 1;
3146 2954
3147 else 2955 else
3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3149 2957
3150 /* search adjacent squares */ 2958 /* search adjacent squares */
3151 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3152 { 2960 {
3153 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3154 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3155 m = who->map; 2963 m = who->map;
3156 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3157 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3158 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3159 */ 2967 */
3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 continue; 2971 continue;
3164 2972
3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 { 2974 {
3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3168 return 1; 2976 return 1;
3169 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3170 {
3171 /*don't let a hidden DM prevent you from hiding */
3172 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3173 return 1; 2978 return 1;
3174 }
3175 } 2979 }
3176 } 2980 }
3177 return 0; 2981 return 0;
3178} 2982}
3179 2983
3180/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3181 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3186 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? It's possible 2992 * imply the way your head, or body is facing? It's possible
3189 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 2994 * -b.t.
3191 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3192 */ 2996 */
3193int 2997int
3194player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3195{ 2999{
3209 3013
3210 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3211 3015
3212 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3213 * through the object and find if it has any 3017 * through the object and find if it has any
3214 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
3215 * a blocked los square. 3019 * a blocked los square.
3216 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3217 */ 3021 */
3218 while (op) 3022 while (op)
3219 { 3023 {
3220 dx = rv.distance_x + op->arch->x; 3024 dx = rv.distance_x + op->arch->x;
3221 dy = rv.distance_y + op->arch->y; 3025 dy = rv.distance_y + op->arch->y;
3222 3026
3223 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3224 * code, so we need to restrict ourselves to that range of values
3225 * for any meaningful values.
3226 */
3227 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3228 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3229 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3230 return 1; 3028 return 1;
3231 3029
3232 op = op->more; 3030 op = op->more;
3233 }
3234
3235 return 0;
3236}
3237
3238/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding
3240 * place or invisiblity spell. Artefact invisiblity is not
3241 * effected by this. If we arent invisible to begin with, we
3242 * return 0.
3243 */
3244int
3245action_makes_visible (object *op)
3246{
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0;
3251
3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3254
3255 /* If monsters, they should become visible */
3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1;
3260 }
3261 } 3031 }
3262 3032
3263 return 0; 3033 return 0;
3264} 3034}
3265 3035
3280 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3281 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3282 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3283 for (object *tmp = op->below; tmp; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3284 { 3054 {
3285 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3286 { 3056 {
3287 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3057 if (tmp->flag [FLAG_NO_PICK]
3288 && tmp->type == BATTLEGROUND 3058 && tmp->type == BATTLEGROUND
3289 && tmp->name == shstr_battleground 3059 && tmp->name == shstr_battleground
3290 && EXIT_X (tmp) && EXIT_Y (tmp)) 3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 { 3061 {
3292 /* before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 {
3295 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3066 {
3297 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3298 {
3299 if (x && y) 3067 if (x && y)
3300 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3301 3069
3302 return 1; 3070 return 1;
3303 }
3304 } 3071 }
3305 }
3306 3072
3307 if (x && y) 3073 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3309 3075
3310 return 1; 3076 return 1;
3448 else 3214 else
3449 j = 1; 3215 j = 1;
3450 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3451 } 3217 }
3452 } 3218 }
3219
3453 strcat (buf, "."); 3220 strcat (buf, ".");
3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3222 }
3456 3223
3457 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3458 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3459 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3460 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3461 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3463 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3464 3231
3465 /* print message if there is one */ 3232 /* print message if there is one */
3466 if (item->msg != NULL) 3233 if (item->msg != NULL)
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 } 3235 }
3469 else 3236 else
3470 { 3237 {
3471 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474 who->insert (tmp); 3241 who->insert (tmp);
3475 } 3242 }
3476} 3243}
3477 3244
3478/** 3245//-GPL
3479 * Unready an object for a player. This function does nothing if the object was
3480 * not readied.
3481 */
3482void
3483player_unready_range_ob (player *pl, object *ob)
3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3487
3488 if (pl->combat_ob == ob)
3489 pl->combat_ob = 0;
3490
3491 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0;
3493}
3494 3246
3495sint8 3247sint8
3496player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3497{ 3249{
3498 if (!ns) 3250 if (!ns)
3499 return 0; 3251 return LOS_BLOCKED;
3500 3252
3501 int dx, dy; 3253 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0; 3255 return LOS_BLOCKED;
3504 3256
3505 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3506 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3507 3259
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y]; 3260 return blocked_los (x, y);
3512} 3261}
3513 3262
3514void 3263void
3515player::infobox (const char *title, const char *msg, int color) 3264player::infobox (const char *title, const char *msg, int color)
3516{ 3265{
3528{ 3277{
3529 play_sound (sound_find ("generic_failure")); 3278 play_sound (sound_find ("generic_failure"));
3530 statusmsg (msg, color); 3279 statusmsg (msg, color);
3531} 3280}
3532 3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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