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Comparing deliantra/server/server/player.C (file contents):
Revision 1.236 by root, Thu Nov 5 14:56:06 2009 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 (©) 2005,2006,2007,2008,2009 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 it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * 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>
23 */ 24 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
24 30
25#include <global.h> 31#include <global.h>
26#include <sproto.h> 32#include <sproto.h>
27#include <sounds.h> 33#include <sounds.h>
28#include <living.h> 34#include <living.h>
29#include <object.h> 35#include <object.h>
30#include <spells.h> 36#include <spells.h>
31#include <skills.h> 37#include <skills.h>
32 38
33#include <algorithm>
34#include <functional>
35
36playervec players; 39playervec players;
37 40
38/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
39static void 42static void
40set_first_map (object *op) 43set_first_map (object *op)
52 55
53 players.insert (this); 56 players.insert (this);
54 ob->remove (); 57 ob->remove ();
55 ob->map = 0; 58 ob->map = 0;
56 ob->activate_recursive (); 59 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
58 add_friendly_object (ob); 61 add_friendly_object (ob);
59} 62}
60 63
61void 64void
62player::deactivate () 65player::deactivate ()
74 ob->remove (); 77 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0; 79 ob->map = 0;
77 party = 0; 80 party = 0;
78 81
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this); 82 players.erase (this);
82} 83}
83 84
84// connect the player with a specific client 85// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
105 ob->race = ob->arch->race; 106 ob->race = ob->arch->race;
106 107
107 ob->update_weight (); 108 ob->update_weight ();
108 link_skills (); 109 link_skills ();
109 110
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 111 assign (title, ob->arch->object::name);
113 112
114 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
116 { 115 {
117 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
118 117
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
128 127
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 129
131 esrv_new_player (this); 130 esrv_new_player (this);
132 131
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
133 ob->update_stats (); 137 ob->update_stats ();
134 138
135 ns->floorbox_update (); 139 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
167 // when ns = 0 171 // when ns = 0
168 observe = viewpoint = ob; 172 observe = viewpoint = ob;
169 173
170 deactivate (); 174 deactivate ();
171} 175}
176
177//-GPL
172 178
173// the need for this function can be explained 179// the need for this function can be explained
174// by load_object not returning the object 180// by load_object not returning the object
175void 181void
176player::set_object (object *op) 182player::set_object (object *op)
177{ 183{
178 ob = observe = viewpoint = op; 184 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
180 186
181 ob->speed = 1.0f; 187 ob->speed = 1.0f; // object still inactive, keep it that way
182 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
183 189
184 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212} 191}
213 192
214void 193void
215player::set_observe (object *op) 194player::set_observe (object *op)
216{ 195{
222player::set_viewpoint (object *op) 201player::set_viewpoint (object *op)
223{ 202{
224 viewpoint = op ? op : (object *)observe; 203 viewpoint = op ? op : (object *)observe;
225 do_los = 1; 204 do_los = 1;
226} 205}
206
207//+GPL
227 208
228player::player () 209player::player ()
229{ 210{
230 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point. 212 * we deal with that below this point.
254 235
255 attachable::do_destroy (); 236 attachable::do_destroy ();
256 237
257 if (ob) 238 if (ob)
258 { 239 {
259 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;
260 ob->destroy (); 243 ob->destroy ();
261 } 244 }
262 245
263 ob = observe = viewpoint = 0; 246 ob = observe = viewpoint = 0;
264} 247}
265 248
266player::~player () 249player::~player ()
267{ 250{
268 /* Clear item stack */ 251 /* Clear item stack */
269 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 }
270} 281}
271 282
272/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
273 * 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
274 * mode. 285 * mode.
276player * 287player *
277player::create () 288player::create ()
278{ 289{
279 player *pl = new player; 290 player *pl = new player;
280 291
281 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
282 293
283 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
284 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
286 297
287 set_first_map (pl->ob); 298 set_first_map (pl->ob);
288 299
289 return pl; 300 return pl;
290}
291
292/*
293 * get_player_archetype() return next player archetype from archetype
294 * list. Not very efficient routine, but used only creating new players.
295 * Note: there MUST be at least one player archetype!
296 */
297archetype *
298get_player_archetype (archetype *at)
299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
307
308 for (;;)
309 {
310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318} 301}
319 302
320object * 303object *
321get_nearest_player (object *mon) 304get_nearest_player (object *mon)
322{ 305{
350#endif 333#endif
351 return op; 334 return op;
352} 335}
353 336
354/* 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
355 * 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
356 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
357 * 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
358 * the deviation is 341 * the deviation is
359 */ 342 */
360#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
396 */ 379 */
397int 380int
398path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
399{ 382{
400 rv_vector rv; 383 rv_vector rv;
401 sint16 x, y;
402 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;
403 maptile *m, *lastmap;
404 385
405 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
406 387
407 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
408 return 0; 389 return 0;
409 390
410 x = mon->x; 391 mapxy pos (mon);
411 y = mon->y;
412 m = mon->map;
413 dir = rv.direction; 392 dir = rv.direction;
414 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 */
415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416 395
417 /* 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. */
418 if (diff > max) 397 if (diff > max)
419 return 0; 398 return 0;
420 399
421 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
422 { 401 {
423 lastx = x; 402 mapxy lastpos = pos;
424 lasty = y;
425 lastmap = m;
426 x = lastx + freearr_x[dir];
427 y = lasty + freearr_y[dir];
428 403
429 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
430 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
431 405
432 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
433 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
434 && (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)))
435 { 410 {
436 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
437 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
438 */ 413 */
439 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
440 if (rv.direction != dir) 415 if (rv.direction != dir)
441 { 416 {
442 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
443 * the values so it will try again. 418 * the values so it will try again.
444 */ 419 */
445 x = lastx;
446 y = lasty;
447 m = lastmap; 420 pos = lastpos;
448 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
449 } 422 }
450 else 423 else
451 { 424 {
452 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
453 * either the left or right. 426 * either the left or right.
454 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
455 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
456 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
457 * 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
458 * stepping back and forth 431 * stepping back and forth
459 */ 432 */
460 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
461 { 434 {
462 if (i == 0) 435 if (i == 0)
463 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
464 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
465 * since the direction that the creature should move in 439 * since the direction that the creature should move in
466 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
467 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
468 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
470 * 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
471 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
472 * the last direction the creature has successfully 446 * the last direction the creature has successfully
473 * moved. 447 * moved.
474 */ 448 */
475
476 x = lastx + freearr_x[absdir (lastdir + i)];
477 y = lasty + freearr_y[absdir (lastdir + i)];
478 m = lastmap; 449 pos = lastpos;
479 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
480 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
481 continue; 453 continue;
482 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
483 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
484 continue; 458 continue;
485 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
486 continue; 461 continue;
487 462
488 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
489 break; 464 break;
490 } 465 }
466
491 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
492 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
493 */ 469 */
494 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
495 return 0; 471 return 0;
472
496 diff--; 473 diff--;
497 lastdir = dir; 474 lastdir = dir;
498 max--; 475 max--;
499 if (!firstdir) 476 if (!firstdir)
500 firstdir = dir + i; 477 firstdir = dir + i;
504 { 481 {
505 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
506 diff--; 483 diff--;
507 max--; 484 max--;
508 lastdir = dir; 485 lastdir = dir;
486
509 if (!firstdir) 487 if (!firstdir)
510 firstdir = dir; 488 firstdir = dir;
511 } 489 }
512 490
513 if (diff <= 1) 491 if (diff <= 1)
514 { 492 {
515 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
516 * headed toward player for entire distance. 494 * headed toward player for entire distance.
517 */ 495 */
518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
520 } 498 }
521 499
522 if (diff > max) 500 if (diff > max)
523 return 0; 501 return 0;
539 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
540 { 518 {
541 next = op->below; 519 next = op->below;
542 520
543 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
544 * 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
545 */ 523 */
546 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
547 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
548 526
549 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
550 * by this player due to race restrictions 528 * by this player due to race restrictions
551 */ 529 */
552 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
553 { 531 {
554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 532 if ((!pl->flag [FLAG_USE_ARMOUR]
555 && 533 &&
556 (op->type == ARMOUR || op->type == BOOTS 534 (op->type == ARMOUR || op->type == BOOTS
557 || op->type == CLOAK || op->type == HELMET 535 || op->type == CLOAK || op->type == HELMET
558 || op->type == SHIELD || op->type == GLOVES 536 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE)) 537 || op->type == BRACERS || op->type == GIRDLE))
560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
561 { 539 {
562 op->destroy (); 540 op->destroy ();
563 continue; 541 continue;
564 } 542 }
565 } 543 }
566 544
567 /* Here we remove duplicated skills (as duplicated spell objects have 545 /* Here we remove duplicated skills (as duplicated spell objects have
568 * _very_ confusing effects for players), which could for instance be 546 * _very_ confusing effects for players), which could for instance be
569 * generated by bad treasurelists. - elmex 547 * generated by multiple treasurelists specifying the same skills.
570 */ 548 */
571 if (op->type == SKILL) 549 if (op->type == SKILL)
572 { 550 {
573 for (object *tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
574 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
575 { 553 {
576 op->destroy (); 554 op->destroy ();
577 LOG (llevError,
578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
579 break; 555 break;
580 } 556 }
581 557
582 if (op->nrof > 1) 558 if (op->nrof > 1)
583 op->nrof = 1; 559 op->nrof = 1;
584 } 560 }
585 561
586 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
588 564
589 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
590 * 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
591 * merged properly. 567 * merged properly.
592 */ 568 */
593 if (need_identify (op)) 569 if (op->need_identify ())
594 { 570 {
595 SET_FLAG (op, FLAG_IDENTIFIED); 571 op->set_flag (FLAG_IDENTIFIED);
596 CLEAR_FLAG (op, FLAG_CURSED); 572 op->clr_flag (FLAG_CURSED);
597 CLEAR_FLAG (op, FLAG_DAMNED); 573 op->clr_flag (FLAG_DAMNED);
598 } 574 }
599 575
600 if (op->type == SPELL) 576 if (op->type == SPELL)
601 { 577 {
602 op->destroy (); 578 op->destroy ();
603 continue; 579 continue;
604 } 580 }
605 else if (op->type == SKILL) 581 else if (op->type == SKILL)
606 { 582 {
607 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
608 op->stats.exp = 0; 584 op->stats.exp = 0;
609 op->level = 1; 585 op->level = 1;
610 } 586 }
611 else /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
612 SET_FLAG (op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
613 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
614 590
615 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
616 pl->contr->link_skills (); 592 pl->contr->link_skills ();
617} 593}
631 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:");
632} 608}
633 609
634/* 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. */
635static int 611static int
636roll_stat (void) 612roll_stat ()
637{ 613{
638 int a[4], i, j, k; 614 int a[4], i, j, k;
639 615
640 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
641 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
642 618
643 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
644 if (a[i] < k) 620 if (a[i] < k)
645 k = a[i], j = i; 621 k = a[i], j = i;
646 622
738player::chargen_race_done () 714player::chargen_race_done ()
739{ 715{
740 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
741 esrv_new_player (ob->contr); 717 esrv_new_player (ob->contr);
742 718
743 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
744 if (tl) 720 if (tl)
745 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
746 722
747 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
748 INVOKE_PLAYER (LOGIN, ob->contr);
749 724
750 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
751 726
752 if (ob->msg) 727 if (ob->msg)
753 ob->msg = 0; 728 ob->msg = 0;
754 729
755 start_info (ob); 730 start_info (ob);
756 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
757 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
758 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
759 ob->update_stats (); 734 ob->update_stats ();
760 735
761 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
763 */ 738 */
764 if (*first_map_ext_path) 739 if (*first_map_ext_path)
765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
766 else 741 else
767 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;
768} 762}
769 763
770void 764void
771player::chargen_race_next () 765player::chargen_race_next ()
772{ 766{
801 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
802 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
803 ob->stats.grace = 0; 797 ob->stats.grace = 0;
804} 798}
805 799
806void 800static void
807flee_player (object *op) 801flee_player (object *op)
808{ 802{
809 int dir, diff; 803 int dir, diff;
810 rv_vector rv; 804 rv_vector rv;
811 805
812 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
813 { 807 {
814 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
815 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
816 return; 810 return;
817 } 811 }
818 812
819 if (!op->enemy) 813 if (!op->enemy)
820 { 814 {
821 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
822 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
823 return; 817 return;
824 } 818 }
825 819
826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
827 { 821 {
828 op->enemy = NULL; 822 op->enemy = NULL;
829 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
830 return; 824 return;
831 } 825 }
832 826
833 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
834 828
835 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
836 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
837 { 831 {
838 int m = 1 - rndm (2) * 2; 832 int m = 1 - rndm (2) * 2;
839 833
840 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))))
841 return; 835 return;
842 } 836 }
843 837
844 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
845 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
846 op->enemy = NULL; 840 op->enemy = NULL;
847} 841}
848 842
849/* 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.
850 * 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
855{ 849{
856 object *tmp, *next; 850 object *tmp, *next;
857 int stop = 0; 851 int stop = 0;
858 int wvratio; 852 int wvratio;
859 853
860 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
861 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
862 return 1; 856 return 1;
863 857
864 next = op->below; 858 next = op->below;
865 859
866 int cnt = MAX_ITEM_PER_DROP; 860 int cnt = MAX_ITEM_PER_ACTION;
867#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)
868 862
869 /* 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
870 * destroyed */ 864 * destroyed */
871 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
897 if (op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
898 { 892 {
899 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
900 const char *str = tmp->name 894 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d", 895 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d", 897 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
905 899
906 new_draw_info (NDI_UNIQUE, 0, op, str); 900 new_draw_info (NDI_UNIQUE, 0, op, str);
907 } 901 }
908 902
909 if (op->contr->mode & PU_INHIBIT) 903 if (op->contr->mode & PU_INHIBIT)
942 * fighting */ 936 * fighting */
943 if (op->contr->mode & PU_INHIBIT) 937 if (op->contr->mode & PU_INHIBIT)
944 return 1; 938 return 1;
945 939
946 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 941 if (tmp->flag [FLAG_UNPAID])
948 continue; 942 continue;
949 943
950 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
952 continue; 946 continue;
953 947
954 /* all food and drink if desired */ 948 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
956 if (op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
959 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
960 continue; 954 continue;
961 } 955 }
962 956
963 if (op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
965 { 959 {
966 CHK_PICK_PICKUP; 960 CHK_PICK_PICKUP;
967 continue; 961 continue;
968 } 962 }
969 963
996 continue; 990 continue;
997 } 991 }
998 992
999 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
1002 { 999 {
1003 CHK_PICK_PICKUP; 1000 CHK_PICK_PICKUP;
1004 continue; 1001 continue;
1005 } 1002 }
1006 1003
1007 /* pick up all magical items */ 1004 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1010 { 1008 {
1011 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1012 continue; 1010 continue;
1013 } 1011 }
1014 1012
1021 } 1019 }
1022 } 1020 }
1023 1021
1024 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1025 if (op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET) 1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1027 { 1028 {
1028 CHK_PICK_PICKUP; 1029 CHK_PICK_PICKUP;
1029 continue; 1030 continue;
1030 } 1031 }
1031 1032
1080 CHK_PICK_PICKUP; 1081 CHK_PICK_PICKUP;
1081 continue; 1082 continue;
1082 } 1083 }
1083 1084
1084 if (op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 { 1087 {
1087 CHK_PICK_PICKUP; 1088 CHK_PICK_PICKUP;
1088 continue; 1089 continue;
1089 } 1090 }
1090 1091
1095 continue; 1096 continue;
1096 } 1097 }
1097 1098
1098 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 { 1102 {
1102 CHK_PICK_PICKUP; 1103 CHK_PICK_PICKUP;
1103 continue; 1104 continue;
1104 } 1105 }
1105 1106
1140 fprintf (stderr, "%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1141 } 1142 }
1142 else 1143 else
1143 fprintf (stderr, "%s", tmp->arch->archname); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1144 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1145 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))));
1146#endif 1147#endif
1147 CHK_PICK_PICKUP; 1148 CHK_PICK_PICKUP;
1148 continue; 1149 continue;
1149 } 1150 }
1150 } /* the new pickup model */ 1151 } /* the new pickup model */
1151 } 1152 }
1152 1153
1153 return !stop; 1154 return !stop;
1154} 1155}
1155 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
1156/* 1192/*
1157 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1158 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1159 * found object is returned. 1195 * found object is returned.
1160 */ 1196 */
1161object * 1197static object *
1162find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1163{ 1199{
1164 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp); 1202 return splay (tmp);
1167 1203
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 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))
1170 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1171 { 1207 {
1172 splay (tmp); 1208 splay (tmp);
1173 return arrow; 1209 return arrow;
1174 } 1210 }
1180 * 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
1181 * 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
1182 * 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
1183 * 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.
1184 */ 1220 */
1185object * 1221static object *
1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1187{ 1223{
1188 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1189 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1190 1226
1191 if (!type) 1227 if (!type)
1192 return NULL; 1228 return NULL;
1193 1229
1194 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1195 { 1231 {
1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1197 { 1233 {
1198 i = 0; 1234 i = 0;
1199 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1200 1236
1201 if (i > betterby) 1237 if (i > betterby)
1259 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1260 * op = the shooter 1296 * op = the shooter
1261 * type = bow->race 1297 * type = bow->race
1262 * dir = fire direction 1298 * dir = fire direction
1263 */ 1299 */
1264object * 1300static object *
1265pick_arrow_target (object *op, shstr_cmp type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1266{ 1302{
1267 object *tmp = NULL; 1303 object *tmp = NULL;
1268 maptile *m; 1304 maptile *m;
1269 int i, mflags, found, number; 1305 int i, mflags, found, number;
1282 y = op->y; 1318 y = op->y;
1283 1319
1284 /* find the first target */ 1320 /* find the first target */
1285 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1286 { 1322 {
1287 x += freearr_x[dir]; 1323 x += DIRX (dir);
1288 y += freearr_y[dir]; 1324 y += DIRY (dir);
1289 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290 1326
1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1292 { 1328 {
1293 tmp = 0; 1329 tmp = 0;
1302 break; 1338 break;
1303 } 1339 }
1304 1340
1305 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1306 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)
1307 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1308 break; 1344 break;
1309 } 1345 }
1310 1346
1311 if (!tmp) 1347 if (!tmp)
1312 return find_arrow (op, type); 1348 return find_arrow (op, type);
1316 1352
1317 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1318} 1354}
1319 1355
1320/* 1356/*
1321 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1322 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1323 * op is the object firing the bow. 1359 * op is the object firing the bow.
1324 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1325 * dir is the direction of fire. 1361 * dir is the direction of fire.
1326 * 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)
1373 { 1409 {
1374 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1375 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);
1376 /* 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 */
1377 else 1413 else
1378 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1379 1415
1380 return 0; 1416 return 0;
1381 } 1417 }
1382 } 1418 }
1383 1419
1432#endif 1468#endif
1433 1469
1434 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1435 1471
1436 /* update the speed */ 1472 /* update the speed */
1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1438 + bow->stats.dam / 7.f;
1439 1473
1440 arrow->set_speed (max (arrow->speed, 2.f));
1441 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 ));
1442 1479
1443 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;
1444 1481
1445 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1446 { 1483 {
1467 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);
1468 1505
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1472 1510
1473 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1474 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1475 1513
1476 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1484 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1485 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1486 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1487 * hence the function name. 1525 * hence the function name.
1488 */ 1526 */
1489int 1527static int
1490player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1491{ 1529{
1492 int ret; 1530 int ret;
1493 1531
1494 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1501 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);
1502 } 1540 }
1503 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1504 { 1542 {
1505 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);
1506 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)));
1507 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)));
1508 } 1546 }
1509 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1510 { 1548 {
1511 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);
1512 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);
1522} 1560}
1523 1561
1524/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1525 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1526 */ 1564 */
1527void 1565static void
1528fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1529{ 1567{
1530 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1531 1569
1532 if (!item) 1570 if (!item)
1539 { 1577 {
1540 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1541 return; 1579 return;
1542 } 1580 }
1543 1581
1544 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1545 return; 1583 return;
1546 1584
1547 if (item->type == WAND) 1585 if (item->type == WAND)
1548 { 1586 {
1549 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1554 return; 1592 return;
1555 } 1593 }
1556 } 1594 }
1557 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1558 { 1596 {
1559 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);
1560 1598
1561 // 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
1562 // for a rod or horn, this fixes some broken rods. 1600 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1564 { 1602 {
1565 op->contr->play_sound (sound_find ("wand_poof")); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1566 1604
1567 if (item->type == ROD) 1605 if (item->type == ROD)
1568 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));
1579 1617
1580 if (item->type == WAND) 1618 if (item->type == WAND)
1581 { 1619 {
1582 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1583 { 1621 {
1584 object *tmp;
1585
1586 if (item->arch) 1622 if (item->arch)
1587 { 1623 {
1588 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1589 item->face = item->arch->face; 1625 item->face = item->arch->face;
1590 item->set_speed (0); 1626 item->set_speed (0);
1591 } 1627 }
1592 1628
1593 if (object *pl = item->visible_to ()) 1629 if (object *pl = item->visible_to ())
1600} 1636}
1601 1637
1602/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1603 */ 1639 */
1604bool 1640bool
1605fire (object *op, int dir) 1641fire (object *who, int dir)
1606{ 1642{
1607 int spellcost = 0; 1643 int spellcost = 0;
1608 1644
1609 player *pl = op->contr; 1645 player *pl = who->contr;
1610 1646
1611 if (pl->golem) 1647 if (pl->golem)
1612 { 1648 {
1613 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1614 return false; 1650 return false;
1615 } 1651 }
1616 1652
1617 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1618 1654
1619 if (!ob) 1655 if (!ob)
1620 return false; 1656 return false;
1621 1657
1622 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1623 --op->speed_left; 1659 --who->speed_left;
1624 else 1660 else
1625 return false; 1661 return false;
1626 1662
1627 if (!op->change_weapon (ob)) 1663 if (!who->apply (ob))
1628 return false; 1664 return false;
1629 1665
1630 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1632 make_visible (op); 1668 make_visible (who);
1633 1669
1634 switch (ob->type) 1670 switch (ob->type)
1635 { 1671 {
1636 case BOW: 1672 case BOW:
1637 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1638 break; 1674 break;
1639 1675
1640 case SPELL: 1676 case SPELL:
1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1642 break; 1678 break;
1643 1679
1644 case BUILDER: 1680 case BUILDER:
1645 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1646 break; 1682 break;
1647 1683
1648 case SKILL: 1684 case SKILL:
1649 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1650 break; 1686 break;
1651 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1652 default: 1692 default:
1653 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1654 break; 1694 break;
1655 } 1695 }
1656 1696
1657 return true; 1697 return true;
1658} 1698}
1659 1699
1660/* find_key 1700static object *
1661 * We try to find a key for the door as passed. If we find a key
1662 * and successfully use it, we return the key, otherwise NULL
1663 * This function merges both normal and locked door, since the logic
1664 * for both is the same - just the specific key is different.
1665 * pl is the player,
1666 * inv is the objects inventory to searched
1667 * door is the door we are trying to match against.
1668 * This function can be called recursively to search containers.
1669 */
1670object *
1671find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1672{ 1702{
1673 object *tmp, *key; 1703 object *tmp, *key;
1674 1704
1675 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1676 if (!container->inv) 1706 if (!container->inv)
1680 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1681 { 1711 {
1682 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1683 break; 1713 break;
1684 1714
1685 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1686 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1687 */ 1717 */
1688 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1689 break; 1719 break;
1690 } 1720 }
1697 if (!tmp) 1727 if (!tmp)
1698 { 1728 {
1699 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1700 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1701 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1702 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1703 return key; 1733 return key;
1704 1734
1705 if (!tmp) 1735 if (!tmp)
1706 return 0; 1736 return 0;
1707 } 1737 }
1727 * 1757 *
1728 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1729 * all the others. 1759 * all the others.
1730 */ 1760 */
1731 if (pl->contr->usekeys == key_inventory 1761 if (pl->contr->usekeys == key_inventory
1732 || !QUERY_FLAG (container, FLAG_APPLIED) 1762 || !container->flag [FLAG_APPLIED]
1733 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1734 { 1764 {
1735 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1736 "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));
1737 return NULL; 1767 return NULL;
1738 } 1768 }
1739 } 1769 }
1740 1770
1741 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);
1742} 1797}
1743 1798
1744/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1745 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1746 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1751{ 1806{
1752 /* If its a door, try to find a key. If we do destroy the door, 1807 /* If its a door, try to find a key. If we do destroy the door,
1753 * might as well return immediately as there is nothing more to do - 1808 * might as well return immediately as there is nothing more to do -
1754 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1755 */ 1810 */
1756 object *key;
1757
1758 if (door->slaying && is_match_expr (door->slaying))
1759 {
1760 // for match expressions, we try to find the key by applying the match
1761 // to the op itself, which is supposed to find the "key", instead
1762 // of searching through containers ourselves.
1763
1764 key = match_one (door->slaying, op, door, op, op);
1765 }
1766 else
1767 key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
1768 1812
1769 /* If we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1770 if (key) 1814 if (key)
1771 { 1815 {
1772 object *container = key->env; 1816 object *container = key->env;
1807 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
1808 */ 1852 */
1809bool 1853bool
1810move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
1811{ 1855{
1812 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1813 { 1857 {
1814 --op->speed_left; 1858 --op->speed_left;
1815 return true; 1859 return true;
1816 } 1860 }
1817 1861
1818 int on_battleground; 1862 sint16 nx = DIRX (dir) + op->x;
1819 1863 sint16 ny = DIRY (dir) + op->y;
1820 sint16 nx = freearr_x[dir] + op->x;
1821 sint16 ny = freearr_y[dir] + op->y;
1822
1823 on_battleground = op_on_battleground (op, 0, 0);
1824 1864
1825 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1826 return false; 1866 return false;
1827 1867
1828 /* 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
1849 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
1850 && mon != op) 1890 && mon != op)
1851 break; 1891 break;
1852 } 1892 }
1853 1893
1854 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
1855 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 }
1856 1920
1857 mon = mon->head_ (); 1921 mon = mon->head_ ();
1858 1922
1859 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))
1860 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
1878 */ 1942 */
1879 if (op->type == PLAYER 1943 if (op->type == PLAYER
1880 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
1881 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
1882 || mon->owner == op) 1946 || mon->owner == op)
1883 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1884 { 1948 {
1885 /* 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 */
1886 if (op->contr->braced) 1950 if (op->contr->braced)
1887 return false; 1951 return false;
1888 1952
1899 return true; 1963 return true;
1900 } 1964 }
1901 else 1965 else
1902 return false; 1966 return false;
1903 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
1904 1970
1905 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
1906 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
1907 * 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
1908 * attack them either. 1974 * attack them either.
1909 */ 1975 */
1910 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
1911 && (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])
1912 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
1913 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
1914 && !on_battleground)) 1980 && !on_battleground))
1915 { 1981 {
1916 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
1932 } 1998 }
1933 } 1999 }
1934 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
1935 * 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.
1936 */ 2002 */
1937 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1938 { 2004 {
1939 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
1940 { 2006 {
1941 --op->speed_left; 2007 --op->speed_left;
1942 2008
1951 * 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
1952 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
1953 * 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
1954 * 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.
1955 */ 2021 */
1956 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1957 ((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)))
1958 { 2024 {
1959 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])
1960 { 2026 {
1961 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
1973} 2039}
1974 2040
1975bool 2041bool
1976move_player (object *op, int dir) 2042move_player (object *op, int dir)
1977{ 2043{
1978 int pick;
1979
1980 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
1981 return 0; 2045 return 0;
1982 2046
1983 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
1984 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
1985 { 2049 {
1986 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
1987 return 0; 2051 return 0;
1988 } 2052 }
1989 2053
1990 /* peterm: added following line */ 2054 /* peterm: added following line */
1991 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
1992 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1993 2057
1994 op->facing = dir; 2058 op->facing = dir;
1995 2059
1996 if (op->flag [FLAG_HIDDEN]) 2060 if (op->flag [FLAG_HIDDEN])
1997 do_hidden_move (op); 2061 do_hidden_move (op);
1998 2062
1999 bool retval; 2063 bool retval;
2064 int pick = 0;
2000 2065
2001 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2002 retval = RESULT_INT (0); 2067 retval = RESULT_INT (0);
2003 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2004 retval = fire (op, dir); 2069 retval = fire (op, dir);
2035 * players. 2100 * players.
2036 */ 2101 */
2037bool 2102bool
2038handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2039{ 2104{
2040 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2041 { 2106 {
2042 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2043 { 2108 {
2044 --op->speed_left; 2109 --op->speed_left;
2045 flee_player (op); 2110 flee_player (op);
2061 return move_player (op, op->direction); 2126 return move_player (op, op->direction);
2062 2127
2063 return false; 2128 return false;
2064} 2129}
2065 2130
2066int 2131static int
2067save_life (object *op) 2132save_life (object *op)
2068{ 2133{
2069 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2070 return 0; 2135 return 0;
2071 2136
2072 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2073 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2074 { 2139 {
2075 op->play_sound (sound_find ("ob_evaporate")); 2140 op->play_sound (sound_find ("ob_evaporate"));
2076 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));
2077 2142
2078 tmp->destroy (); 2143 tmp->destroy ();
2079 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2080 2145
2081 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2082 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2083 2148
2084 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2085 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2086 2151
2087 op->update_stats (); 2152 op->update_stats ();
2088 return 1; 2153 return 1;
2089 } 2154 }
2090 2155
2091 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2092 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2093 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2094 return 0; 2159 return 0;
2095} 2160}
2096 2161
2097/* 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
2104{ 2169{
2105 while (op) 2170 while (op)
2106 { 2171 {
2107 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' */
2108 2173
2109 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2110 op->insert_at (env); 2175 op->insert_at (env);
2111 else if (op->inv) 2176 else if (op->inv)
2112 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2113 2178
2114 op = next; 2179 op = next;
2120{ 2185{
2121 if (!flag [FLAG_REMOVED]) 2186 if (!flag [FLAG_REMOVED])
2122 ::drop_unpaid_items (inv, this); 2187 ::drop_unpaid_items (inv, this);
2123} 2188}
2124 2189
2125/*
2126 * Returns pointer a static string containing gravestone text
2127 * Moved from apply.c to player.c - player.c is what
2128 * actually uses this function. player.c may not be quite the
2129 * best, a misc file for object actions is probably better,
2130 * but there isn't one in the server directory.
2131 */
2132const char *
2133gravestone_text (object *op)
2134{
2135 static dynbuf_text buf;
2136
2137 buf << "---- R.I.P. ----\n\n"
2138 << op->name;
2139
2140 if (op->type == PLAYER)
2141 buf << " the " << op->contr->title;
2142
2143 buf << "\n\n";
2144
2145 buf << "who was level ";
2146 buf << (sint32)op->level << "\n\n" // OO breakdown
2147 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2148
2149 if (op->type == PLAYER)
2150 buf << "by " << op->contr->killer_name () << ".\n\n";
2151
2152 {
2153 static char buf2[128];
2154 time_t now = time (NULL);
2155 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2156 buf << buf2;
2157 }
2158
2159 return buf;
2160}
2161
2162void 2190void
2163do_some_living (object *op) 2191do_some_living (object *op)
2164{ 2192{
2165 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2166 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2167 int over_hp, over_sp, over_grace;
2168 int i;
2169 int rate_hp = 1200; 2195 int rate_hp = 1200;
2170 int rate_sp = 2500; 2196 int rate_sp = 2500;
2171 int rate_grace = 2000; 2197 int rate_grace = 2000;
2172 const int max_hp = 1; 2198 const int max_hp = 1;
2173 const int max_sp = 1; 2199 const int max_sp = 1;
2174 const int max_grace = 1; 2200 const int max_grace = 1;
2175 2201
2202#if 0
2176 if (op->contr->hidden) 2203 if (op->contr->hidden)
2177 { 2204 {
2178 op->invisible = 1000; 2205 op->invisible = 1000;
2179 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2180 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2181 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2182 */ 2209 */
2183 if (pticks & 2) 2210 if (server_tick & 2)
2184 op->invisible--; 2211 op->invisible--;
2185 } 2212 }
2213 else
2214#endif
2186 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2187 { 2216 {
2188 if (!op->invisible--) 2217 if (!op->invisible--)
2189 { 2218 {
2190 make_visible (op); 2219 make_visible (op);
2191 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.");
2225 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2226 { 2255 {
2227 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2228 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2229 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2230 if (max_grace > 1) 2261 if (max_grace > 1)
2231 { 2262 {
2232 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2233 if (over_grace > 0) 2265 if (over_grace > 0)
2234 { 2266 {
2235 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;
2236 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2237 op->last_grace = 0; 2268 op->last_grace = 0;
2238 } 2269 }
2239 else 2270 else
2240 { 2271 op->last_grace = rate_grace / temp;
2241 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2242 }
2243 } 2272 }
2244 else 2273 else
2245 { 2274 op->last_grace = rate_grace / temp;
2246 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2247 }
2248 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2249 } 2277 }
2250 2278
2251 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2252 { 2280 {
2258 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2259 { 2287 {
2260 op->stats.sp++; 2288 op->stats.sp++;
2261 2289
2262 /* dms do not consume food */ 2290 /* dms do not consume food */
2263 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2264 { 2292 {
2265 op->stats.food--; 2293 op->stats.food--;
2266 2294
2267 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2268 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2271 } 2299 }
2272 } 2300 }
2273 2301
2274 if (max_sp > 1) 2302 if (max_sp > 1)
2275 { 2303 {
2276 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2277 if (over_sp > 0) 2305 if (over_sp > 0)
2278 { 2306 {
2279 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2280 { 2308 {
2281 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2302 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2303 { 2331 {
2304 op->stats.hp++; 2332 op->stats.hp++;
2305 2333
2306 /* dms do not consume food */ 2334 /* dms do not consume food */
2307 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2308 { 2336 {
2309 op->stats.food--; 2337 op->stats.food--;
2310 2338
2311 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2312 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2313 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))
2314 op->stats.food = last_food; 2342 op->stats.food = last_food;
2315 } 2343 }
2316 } 2344 }
2317 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2318 if (max_hp > 1) 2348 if (max_hp > 1)
2319 { 2349 {
2320 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2321 2351
2322 if (over_hp > 0) 2352 if (over_hp > 0)
2323 { 2353 {
2324 op->stats.sp += over_hp + (rndm (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;
2325 op->last_heal = 0; 2355 op->last_heal = 0;
2326 } 2356 }
2327 else 2357 else
2328 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2329 } 2359 }
2330 else 2360 else
2331 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2332 } 2362 }
2333 } 2363 }
2334 2364
2335 /* Digestion */ 2365 /* Digestion */
2336 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2339 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2340 2370
2341 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);
2342 2372
2343 /* dms do not consume food */ 2373 /* dms do not consume food */
2344 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2345 op->stats.food--; 2375 op->stats.food--;
2346 } 2376 }
2347 2377
2348 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2349 { 2379 {
2350 object *flesh = 0; 2380 object *flesh = 0;
2351 2381
2352 for_inv_removable (op, tmp) 2382 for_inv_removable (op, tmp)
2353 { 2383 {
2354 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2355 continue; 2385 continue;
2356 2386
2357 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2358 { 2388 {
2359 op->statusmsg ("You blindly grab for a bite of food. " 2389 op->statusmsg ("You blindly grab for a bite of food. "
2360 "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.>");
2361 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2362 2392
2363 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2364 break; 2394 break;
2365 } 2395 }
2366 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2372 */ 2402 */
2373 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2374 { 2404 {
2375 op->statusmsg ("You blindly grab for a bite of food. " 2405 op->statusmsg ("You blindly grab for a bite of food. "
2376 "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.>");
2377 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2378 } 2408 }
2379 2409
2380 // If player is still starving, alert him! 2410 // If player is still starving, alert him!
2381 if (op->stats.food < 0) 2411 if (op->stats.food < 0)
2382 op->failmsg ("You are starving! " 2412 op->failmsg ("You are starving! "
2394 op->contr->killer->destroy (); 2424 op->contr->killer->destroy ();
2395 } 2425 }
2396 } 2426 }
2397 2427
2398 /* killer should be set here already */ 2428 /* killer should be set here already */
2399 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2400 kill_player (op); 2430 kill_player (op);
2401 } 2431 }
2402} 2432}
2403 2433
2404/* 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.
2419 return; 2449 return;
2420 2450
2421 dynbuf_text deathtab; 2451 dynbuf_text deathtab;
2422 2452
2423 /* restore player */ 2453 /* restore player */
2424 at = archetype::find ("poisoning"); 2454 at = archetype::find (shstr_poisoning);
2425 if (object *tmp = present_arch_in_ob (at, op)) 2455 if (object *tmp = present_arch_in_ob (at, op))
2426 { 2456 {
2427 tmp->destroy (); 2457 tmp->destroy ();
2428 deathtab << "Your body feels cleansed...\r"; 2458 deathtab << "Your body feels cleansed...\r";
2429 } 2459 }
2430 2460
2431 at = archetype::find ("confusion"); 2461 at = archetype::find (shstr_confusion);
2432 if (object *tmp = present_arch_in_ob (at, op)) 2462 if (object *tmp = present_arch_in_ob (at, op))
2433 { 2463 {
2434 tmp->destroy (); 2464 tmp->destroy ();
2435 deathtab << "Your mind feels clearer...\r"; 2465 deathtab << "Your mind feels clearer...\r";
2436 } 2466 }
2438 cure_disease (op, 0, 0); /* remove any disease */ 2468 cure_disease (op, 0, 0); /* remove any disease */
2439 2469
2440 max_it (op->stats.hp , op->stats.maxhp); 2470 max_it (op->stats.hp , op->stats.maxhp);
2441 max_it (op->stats.sp , op->stats.maxsp); 2471 max_it (op->stats.sp , op->stats.maxsp);
2442 max_it (op->stats.grace, op->stats.maxgrace); 2472 max_it (op->stats.grace, op->stats.maxgrace);
2443
2444 if (op->stats.food <= 0) 2473 max_it (op->stats.food , 200);
2445 op->stats.food = 999;
2446 2474
2447 // remove all spell effects that are active 2475 // remove all spell effects that are active
2448 // to avoid long-term effects such as word-of-recall 2476 // to avoid long-term effects such as word-of-recall
2449 for (object *item = op->inv; item; ) 2477 for (object *item = op->inv; item; )
2450 { 2478 {
2463 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2464 { 2492 {
2465 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2466 2494
2467 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2468 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2469 { 2497
2470 tmp->name = format ("%s's finger" , &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2471 tmp->name_pl = format ("%s's fingers", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2472 tmp->msg = format ( 2500 tmp->msg = format (
2473 "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",
2474 &op->name, op->contr->title, 2502 &op->name, op->contr->title,
2475 (int)op->level, 2503 (int)op->level,
2476 op->contr->killer_name () 2504 op->contr->killer_name ()
2477 ); 2505 );
2478 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2479 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2480 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2481 }
2482 2509
2483 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2484 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2485 op->contr->braced = 0; 2512 op->contr->braced = 0;
2486 2513
2548 lost_a_stat = 1; 2575 lost_a_stat = 1;
2549 } 2576 }
2550 else 2577 else
2551 { 2578 {
2552 /* deplete a stat */ 2579 /* deplete a stat */
2553 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2554 object *dep; 2581 object *dep;
2555 2582
2556 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2557 if (!dep) 2584 if (!dep)
2558 { 2585 {
2559 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2560 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2561 } 2588 }
2562 lose_this_stat = 1; 2589 lose_this_stat = 1;
2563 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2564 { 2591 {
2576 2603
2577 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2578 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2579 { 2606 {
2580 lose_this_stat = 0; 2607 lose_this_stat = 0;
2581 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2582 retain the stat. */ 2609 retain the stat. */
2583 } 2610 }
2584 else 2611 else
2585 { 2612 {
2586 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)
2602 * difference. 2629 * difference.
2603 */ 2630 */
2604 if (this_stat >= -50) 2631 if (this_stat >= -50)
2605 { 2632 {
2606 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2607 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2608 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2609 op->update_stats (); 2636 op->update_stats ();
2610 lost_a_stat = 1; 2637 lost_a_stat = 1;
2611 } 2638 }
2612 } 2639 }
2630#endif 2657#endif
2631 2658
2632 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2633 * exp loss on the stone. 2660 * exp loss on the stone.
2634 */ 2661 */
2635 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2636 tmp->name = format ("%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2637 tmp->name_pl = format ("%s's gravestones", &op->name); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2638 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2639 &op->name, op->contr->title, op->contr->killer_name ()); 2666 &op->name, op->contr->title, op->contr->killer_name ());
2640 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2679 if (will_kill_again) 2706 if (will_kill_again)
2680 { 2707 {
2681 object *force; 2708 object *force;
2682 int at; 2709 int at;
2683 2710
2684 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2685 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2686 force->speed = 0.1f;
2687 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2688 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2689 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2690 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2691 force->resist[at] = 100; 2719 force->resist[at] = 100;
2692 2720
2693 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2695 } 2723 }
2696 2724
2697 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2698} 2726}
2699 2727
2700void 2728static void
2701loot_object (object *op) 2729loot_object (object *op)
2702{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2703 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2704 2732
2705 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2706 2734
2707 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2708 { 2736 {
2715 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2716 2744
2717 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2718 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2719 2747
2720 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))))
2721 { 2749 {
2722 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2723 { 2751 {
2724 tmp->decrease (rndm (1, tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2725 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2736 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2737 * 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
2738 * was changed. 2766 * was changed.
2739 */ 2767 */
2740void 2768void
2741fix_weight (void) 2769fix_weight ()
2742{ 2770{
2743 for_all_players (pl) 2771 for_all_players (pl)
2744 { 2772 {
2745 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2746 2774
2747 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2748 2776
2749 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2750 { 2778 {
2753 } 2781 }
2754 } 2782 }
2755} 2783}
2756 2784
2757void 2785void
2758fix_luck (void) 2786fix_luck ()
2759{ 2787{
2760 for_all_players (pl) 2788 for_all_players (pl)
2761 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2762 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2763} 2791}
2815} 2843}
2816 2844
2817int 2845int
2818is_true_undead (object *op) 2846is_true_undead (object *op)
2819{ 2847{
2820 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
2821 return 1; 2849 return 1;
2822 2850
2823 return 0; 2851 return 0;
2824} 2852}
2825 2853
2846 level = -(10 + (2 * ob->map->darklevel ())); 2874 level = -(10 + (2 * ob->map->darklevel ()));
2847 2875
2848 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
2849 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
2850 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
2851 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))
2852 { 2880 {
2853 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2854 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
2855 continue; 2883 continue;
2856 2884
2923 2951
2924 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
2925 player = 1; 2953 player = 1;
2926 2954
2927 else 2955 else
2928 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
2929 2957
2930 /* search adjacent squares */ 2958 /* search adjacent squares */
2931 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
2932 { 2960 {
2933 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
2934 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
2935 m = who->map; 2963 m = who->map;
2936 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2937 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
2938 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
2939 */ 2967 */
2942 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)))
2943 continue; 2971 continue;
2944 2972
2945 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)
2946 { 2974 {
2947 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])
2948 return 1; 2976 return 1;
2949 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
2950 {
2951 /*don't let a hidden DM prevent you from hiding */
2952 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2953 return 1; 2978 return 1;
2954 }
2955 } 2979 }
2956 } 2980 }
2957 return 0; 2981 return 0;
2958} 2982}
2959 2983
2960/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
2961 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
2962 * 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
2963 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
2964 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
2965 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
2966 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
2967 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
2968 * 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
2969 * 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.
2970 * -b.t. 2994 * -b.t.
2971 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
2972 */ 2996 */
2973int 2997int
2974player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
2975{ 2999{
2989 3013
2990 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
2991 3015
2992 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
2993 * through the object and find if it has any 3017 * through the object and find if it has any
2994 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
2995 * a blocked los square. 3019 * a blocked los square.
2996 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
2997 */ 3021 */
2998 while (op) 3022 while (op)
2999 { 3023 {
3002 3026
3003 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3004 return 1; 3028 return 1;
3005 3029
3006 op = op->more; 3030 op = op->more;
3007 }
3008
3009 return 0;
3010}
3011
3012/* routine for both players and monsters. We call this when
3013 * there is a possibility for our action distrubing our hiding
3014 * place or invisiblity spell. Artefact invisiblity causes
3015 * "noise" instead. If we arent invisible to begin with, we
3016 * return 0.
3017 */
3018int
3019action_makes_visible (object *op)
3020{
3021 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3022 {
3023 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3024 {
3025 // artefact invisibility is permanent, but we still make noise
3026 // this is important for game-balance.
3027 if (op->contr)
3028 op->make_noise ();
3029
3030 return 0;
3031 }
3032
3033 if (op->contr && op->contr->tmp_invis == 0)
3034 return 0;
3035
3036 /* If monsters, they should become visible */
3037 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3038 {
3039 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3040 return 1;
3041 }
3042 } 3031 }
3043 3032
3044 return 0; 3033 return 0;
3045} 3034}
3046 3035
3061 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3062 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3063 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3064 for (object *tmp = op->below; tmp; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3065 { 3054 {
3066 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3067 { 3056 {
3068 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3057 if (tmp->flag [FLAG_NO_PICK]
3069 && tmp->type == BATTLEGROUND 3058 && tmp->type == BATTLEGROUND
3070 && tmp->name == shstr_battleground 3059 && tmp->name == shstr_battleground
3071 && EXIT_X (tmp) && EXIT_Y (tmp)) 3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3072 { 3061 {
3073 /* before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3074 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))
3075 {
3076 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)
3077 { 3066 {
3078 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3079 {
3080 if (x && y) 3067 if (x && y)
3081 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3082 3069
3083 return 1; 3070 return 1;
3084 }
3085 } 3071 }
3086 }
3087 3072
3088 if (x && y) 3073 if (x && y)
3089 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3090 3075
3091 return 1; 3076 return 1;
3229 else 3214 else
3230 j = 1; 3215 j = 1;
3231 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3232 } 3217 }
3233 } 3218 }
3219
3234 strcat (buf, "."); 3220 strcat (buf, ".");
3235 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3236 } 3222 }
3237 3223
3238 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3239 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3240 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3241 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3242 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3243 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3244 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3245 3231
3246 /* print message if there is one */ 3232 /* print message if there is one */
3247 if (item->msg != NULL) 3233 if (item->msg != NULL)
3248 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3249 } 3235 }
3250 else 3236 else
3251 { 3237 {
3252 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3253 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3254 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));
3255 who->insert (tmp); 3241 who->insert (tmp);
3256 } 3242 }
3257} 3243}
3258 3244
3259/** 3245//-GPL
3260 * Unready an object for a player. This function does nothing if the object was
3261 * not readied.
3262 */
3263void
3264player_unready_range_ob (player *pl, object *ob)
3265{
3266 if (pl->ob->current_weapon == ob)
3267 pl->ob->current_weapon = 0;
3268
3269 if (pl->combat_ob == ob)
3270 pl->combat_ob = 0;
3271
3272 if (pl->ranged_ob == ob)
3273 pl->ranged_ob = 0;
3274}
3275 3246
3276sint8 3247sint8
3277player::darkness_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3278{ 3249{
3279 if (!ns) 3250 if (!ns)
3306{ 3277{
3307 play_sound (sound_find ("generic_failure")); 3278 play_sound (sound_find ("generic_failure"));
3308 statusmsg (msg, color); 3279 statusmsg (msg, color);
3309} 3280}
3310 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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