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Comparing deliantra/server/server/player.C (file contents):
Revision 1.238 by root, Thu Nov 5 16:09:51 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 */
24 25
25//+GPL 26//+GPL
27
28#include <algorithm>
29#include <functional>
26 30
27#include <global.h> 31#include <global.h>
28#include <sproto.h> 32#include <sproto.h>
29#include <sounds.h> 33#include <sounds.h>
30#include <living.h> 34#include <living.h>
31#include <object.h> 35#include <object.h>
32#include <spells.h> 36#include <spells.h>
33#include <skills.h> 37#include <skills.h>
34 38
35#include <algorithm>
36#include <functional>
37
38playervec players; 39playervec players;
39 40
40/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
41static void 42static void
42set_first_map (object *op) 43set_first_map (object *op)
54 55
55 players.insert (this); 56 players.insert (this);
56 ob->remove (); 57 ob->remove ();
57 ob->map = 0; 58 ob->map = 0;
58 ob->activate_recursive (); 59 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 61 add_friendly_object (ob);
61} 62}
62 63
63void 64void
64player::deactivate () 65player::deactivate ()
76 ob->remove (); 77 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 79 ob->map = 0;
79 party = 0; 80 party = 0;
80 81
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 82 players.erase (this);
84} 83}
85 84
86// connect the player with a specific client 85// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
107 ob->race = ob->arch->race; 106 ob->race = ob->arch->race;
108 107
109 ob->update_weight (); 108 ob->update_weight ();
110 link_skills (); 109 link_skills ();
111 110
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name); 111 assign (title, ob->arch->object::name);
115 112
116 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
118 { 115 {
119 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
120 117
121 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
130 127
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132 129
133 esrv_new_player (this); 130 esrv_new_player (this);
134 131
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
135 ob->update_stats (); 137 ob->update_stats ();
136 138
137 ns->floorbox_update (); 139 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
180player::set_object (object *op) 182player::set_object (object *op)
181{ 183{
182 ob = observe = viewpoint = op; 184 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
184 186
185 ob->speed = 1.0f; 187 ob->speed = 1.0f; // object still inactive, keep it that way
186 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
187 189
188 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
216} 191}
217 192
218void 193void
219player::set_observe (object *op) 194player::set_observe (object *op)
220{ 195{
260 235
261 attachable::do_destroy (); 236 attachable::do_destroy ();
262 237
263 if (ob) 238 if (ob)
264 { 239 {
265 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;
266 ob->destroy (); 243 ob->destroy ();
267 } 244 }
268 245
269 ob = observe = viewpoint = 0; 246 ob = observe = viewpoint = 0;
270} 247}
271 248
272player::~player () 249player::~player ()
273{ 250{
274 /* Clear item stack */ 251 /* Clear item stack */
275 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 }
276} 281}
277 282
278/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
279 * 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
280 * mode. 285 * mode.
282player * 287player *
283player::create () 288player::create ()
284{ 289{
285 player *pl = new player; 290 player *pl = new player;
286 291
287 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
288 293
289 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
292 297
293 set_first_map (pl->ob); 298 set_first_map (pl->ob);
294 299
295 return pl; 300 return pl;
296}
297
298/*
299 * get_player_archetype() return next player archetype from archetype
300 * list. Not very efficient routine, but used only creating new players.
301 * Note: there MUST be at least one player archetype!
302 */
303archetype *
304get_player_archetype (archetype *at)
305{
306 // archetypes could have been reloaded
307 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
308
309 if (!nat)
310 return at;
311
312 archvec::iterator i = archetypes.find (nat);
313
314 for (;;)
315 {
316 if (++i == archetypes.end ())
317 i = archetypes.begin ();
318 else if (*i == at)
319 cleanup ("not a single player archetype found");
320
321 if ((*i)->type == PLAYER)
322 return *i;
323 }
324} 301}
325 302
326object * 303object *
327get_nearest_player (object *mon) 304get_nearest_player (object *mon)
328{ 305{
356#endif 333#endif
357 return op; 334 return op;
358} 335}
359 336
360/* 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
361 * 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
362 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
363 * 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
364 * the deviation is 341 * the deviation is
365 */ 342 */
366#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
402 */ 379 */
403int 380int
404path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
405{ 382{
406 rv_vector rv; 383 rv_vector rv;
407 sint16 x, y;
408 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;
409 maptile *m, *lastmap;
410 385
411 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
412 387
413 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
414 return 0; 389 return 0;
415 390
416 x = mon->x; 391 mapxy pos (mon);
417 y = mon->y;
418 m = mon->map;
419 dir = rv.direction; 392 dir = rv.direction;
420 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 */
421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422 395
423 /* 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. */
424 if (diff > max) 397 if (diff > max)
425 return 0; 398 return 0;
426 399
427 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
428 { 401 {
429 lastx = x; 402 mapxy lastpos = pos;
430 lasty = y;
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434 403
435 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
437 405
438 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
440 && (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)))
441 { 410 {
442 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
444 */ 413 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
446 if (rv.direction != dir) 415 if (rv.direction != dir)
447 { 416 {
448 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
449 * the values so it will try again. 418 * the values so it will try again.
450 */ 419 */
451 x = lastx;
452 y = lasty;
453 m = lastmap; 420 pos = lastpos;
454 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
455 } 422 }
456 else 423 else
457 { 424 {
458 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
459 * either the left or right. 426 * either the left or right.
460 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
461 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
462 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
463 * 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
464 * stepping back and forth 431 * stepping back and forth
465 */ 432 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 { 434 {
468 if (i == 0) 435 if (i == 0)
469 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
470 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in 439 * since the direction that the creature should move in
472 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
476 * 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
477 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully 446 * the last direction the creature has successfully
479 * moved. 447 * moved.
480 */ 448 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap; 449 pos = lastpos;
485 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
486 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
487 continue; 453 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
490 continue; 458 continue;
491 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
492 continue; 461 continue;
493 462
494 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
495 break; 464 break;
496 } 465 }
466
497 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
499 */ 469 */
500 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
501 return 0; 471 return 0;
472
502 diff--; 473 diff--;
503 lastdir = dir; 474 lastdir = dir;
504 max--; 475 max--;
505 if (!firstdir) 476 if (!firstdir)
506 firstdir = dir + i; 477 firstdir = dir + i;
510 { 481 {
511 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
512 diff--; 483 diff--;
513 max--; 484 max--;
514 lastdir = dir; 485 lastdir = dir;
486
515 if (!firstdir) 487 if (!firstdir)
516 firstdir = dir; 488 firstdir = dir;
517 } 489 }
518 490
519 if (diff <= 1) 491 if (diff <= 1)
520 { 492 {
521 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance. 494 * headed toward player for entire distance.
523 */ 495 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 } 498 }
527 499
528 if (diff > max) 500 if (diff > max)
529 return 0; 501 return 0;
545 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
546 { 518 {
547 next = op->below; 519 next = op->below;
548 520
549 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
550 * 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
551 */ 523 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
553 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
554 526
555 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions 528 * by this player due to race restrictions
557 */ 529 */
558 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
559 { 531 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 532 if ((!pl->flag [FLAG_USE_ARMOUR]
561 && 533 &&
562 (op->type == ARMOUR || op->type == BOOTS 534 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET 535 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES 536 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE)) 537 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
567 { 539 {
568 op->destroy (); 540 op->destroy ();
569 continue; 541 continue;
570 } 542 }
571 } 543 }
572 544
573 /* Here we remove duplicated skills (as duplicated spell objects have 545 /* Here we remove duplicated skills (as duplicated spell objects have
574 * _very_ confusing effects for players), which could for instance be 546 * _very_ confusing effects for players), which could for instance be
575 * generated by bad treasurelists. - elmex 547 * generated by multiple treasurelists specifying the same skills.
576 */ 548 */
577 if (op->type == SKILL) 549 if (op->type == SKILL)
578 { 550 {
579 for (object *tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
580 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
581 { 553 {
582 op->destroy (); 554 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
585 break; 555 break;
586 } 556 }
587 557
588 if (op->nrof > 1) 558 if (op->nrof > 1)
589 op->nrof = 1; 559 op->nrof = 1;
590 } 560 }
591 561
592 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
594 564
595 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
596 * 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
597 * merged properly. 567 * merged properly.
598 */ 568 */
599 if (need_identify (op)) 569 if (op->need_identify ())
600 { 570 {
601 SET_FLAG (op, FLAG_IDENTIFIED); 571 op->set_flag (FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED); 572 op->clr_flag (FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED); 573 op->clr_flag (FLAG_DAMNED);
604 } 574 }
605 575
606 if (op->type == SPELL) 576 if (op->type == SPELL)
607 { 577 {
608 op->destroy (); 578 op->destroy ();
609 continue; 579 continue;
610 } 580 }
611 else if (op->type == SKILL) 581 else if (op->type == SKILL)
612 { 582 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0; 584 op->stats.exp = 0;
615 op->level = 1; 585 op->level = 1;
616 } 586 }
617 else /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
620 590
621 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
622 pl->contr->link_skills (); 592 pl->contr->link_skills ();
623} 593}
637 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:");
638} 608}
639 609
640/* 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. */
641static int 611static int
642roll_stat (void) 612roll_stat ()
643{ 613{
644 int a[4], i, j, k; 614 int a[4], i, j, k;
645 615
646 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
648 618
649 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
650 if (a[i] < k) 620 if (a[i] < k)
651 k = a[i], j = i; 621 k = a[i], j = i;
652 622
744player::chargen_race_done () 714player::chargen_race_done ()
745{ 715{
746 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
747 esrv_new_player (ob->contr); 717 esrv_new_player (ob->contr);
748 718
749 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 720 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
752 722
753 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr);
755 724
756 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
757 726
758 if (ob->msg) 727 if (ob->msg)
759 ob->msg = 0; 728 ob->msg = 0;
760 729
761 start_info (ob); 730 start_info (ob);
762 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
763 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
764 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
765 ob->update_stats (); 734 ob->update_stats ();
766 735
767 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
769 */ 738 */
770 if (*first_map_ext_path) 739 if (*first_map_ext_path)
771 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);
772 else 741 else
773 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;
774} 762}
775 763
776void 764void
777player::chargen_race_next () 765player::chargen_race_next ()
778{ 766{
807 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
808 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
809 ob->stats.grace = 0; 797 ob->stats.grace = 0;
810} 798}
811 799
812void 800static void
813flee_player (object *op) 801flee_player (object *op)
814{ 802{
815 int dir, diff; 803 int dir, diff;
816 rv_vector rv; 804 rv_vector rv;
817 805
818 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
819 { 807 {
820 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
821 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
822 return; 810 return;
823 } 811 }
824 812
825 if (!op->enemy) 813 if (!op->enemy)
826 { 814 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
829 return; 817 return;
830 } 818 }
831 819
832 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))
833 { 821 {
834 op->enemy = NULL; 822 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
836 return; 824 return;
837 } 825 }
838 826
839 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
840 828
841 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
843 { 831 {
844 int m = 1 - rndm (2) * 2; 832 int m = 1 - rndm (2) * 2;
845 833
846 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))))
847 return; 835 return;
848 } 836 }
849 837
850 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
852 op->enemy = NULL; 840 op->enemy = NULL;
853} 841}
854 842
855/* 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.
856 * 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
861{ 849{
862 object *tmp, *next; 850 object *tmp, *next;
863 int stop = 0; 851 int stop = 0;
864 int wvratio; 852 int wvratio;
865 853
866 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
868 return 1; 856 return 1;
869 857
870 next = op->below; 858 next = op->below;
871 859
872 int cnt = MAX_ITEM_PER_DROP; 860 int cnt = MAX_ITEM_PER_ACTION;
873#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)
874 862
875 /* 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
876 * destroyed */ 864 * destroyed */
877 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
903 if (op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
904 { 892 {
905 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
906 const char *str = tmp->name 894 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d", 895 ? format ("item name: %s item type: %d weight/value: %d",
908 &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))))
909 : format ("item name: %s item type: %d weight/value: %d", 897 : format ("item name: %s item type: %d weight/value: %d",
910 &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))));
911 899
912 new_draw_info (NDI_UNIQUE, 0, op, str); 900 new_draw_info (NDI_UNIQUE, 0, op, str);
913 } 901 }
914 902
915 if (op->contr->mode & PU_INHIBIT) 903 if (op->contr->mode & PU_INHIBIT)
948 * fighting */ 936 * fighting */
949 if (op->contr->mode & PU_INHIBIT) 937 if (op->contr->mode & PU_INHIBIT)
950 return 1; 938 return 1;
951 939
952 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 941 if (tmp->flag [FLAG_UNPAID])
954 continue; 942 continue;
955 943
956 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
957 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)
958 continue; 946 continue;
959 947
960 /* all food and drink if desired */ 948 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
962 if (op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
965 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
966 continue; 954 continue;
967 } 955 }
968 956
969 if (op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
970 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]))
971 { 959 {
972 CHK_PICK_PICKUP; 960 CHK_PICK_PICKUP;
973 continue; 961 continue;
974 } 962 }
975 963
1002 continue; 990 continue;
1003 } 991 }
1004 992
1005 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 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)
1008 { 999 {
1009 CHK_PICK_PICKUP; 1000 CHK_PICK_PICKUP;
1010 continue; 1001 continue;
1011 } 1002 }
1012 1003
1013 /* pick up all magical items */ 1004 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1015 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])
1016 { 1008 {
1017 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1018 continue; 1010 continue;
1019 } 1011 }
1020 1012
1027 } 1019 }
1028 } 1020 }
1029 1021
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1032 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)
1033 { 1028 {
1034 CHK_PICK_PICKUP; 1029 CHK_PICK_PICKUP;
1035 continue; 1030 continue;
1036 } 1031 }
1037 1032
1086 CHK_PICK_PICKUP; 1081 CHK_PICK_PICKUP;
1087 continue; 1082 continue;
1088 } 1083 }
1089 1084
1090 if (op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1087 {
1093 CHK_PICK_PICKUP; 1088 CHK_PICK_PICKUP;
1094 continue; 1089 continue;
1095 } 1090 }
1096 1091
1101 continue; 1096 continue;
1102 } 1097 }
1103 1098
1104 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1107 { 1102 {
1108 CHK_PICK_PICKUP; 1103 CHK_PICK_PICKUP;
1109 continue; 1104 continue;
1110 } 1105 }
1111 1106
1146 fprintf (stderr, "%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1147 } 1142 }
1148 else 1143 else
1149 fprintf (stderr, "%s", tmp->arch->archname); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1150 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1151 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))));
1152#endif 1147#endif
1153 CHK_PICK_PICKUP; 1148 CHK_PICK_PICKUP;
1154 continue; 1149 continue;
1155 } 1150 }
1156 } /* the new pickup model */ 1151 } /* the new pickup model */
1157 } 1152 }
1158 1153
1159 return !stop; 1154 return !stop;
1160} 1155}
1161 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
1162/* 1192/*
1163 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1164 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1165 * found object is returned. 1195 * found object is returned.
1166 */ 1196 */
1167object * 1197static object *
1168find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1169{ 1199{
1170 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1171 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1172 return splay (tmp); 1202 return splay (tmp);
1173 1203
1174 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1175 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))
1176 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1177 { 1207 {
1178 splay (tmp); 1208 splay (tmp);
1179 return arrow; 1209 return arrow;
1180 } 1210 }
1186 * 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
1187 * 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
1188 * 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
1189 * 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.
1190 */ 1220 */
1191object * 1221static object *
1192find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1193{ 1223{
1194 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1195 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1196 1226
1197 if (!type) 1227 if (!type)
1198 return NULL; 1228 return NULL;
1199 1229
1200 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1201 { 1231 {
1202 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1203 { 1233 {
1204 i = 0; 1234 i = 0;
1205 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1206 1236
1207 if (i > betterby) 1237 if (i > betterby)
1265 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1266 * op = the shooter 1296 * op = the shooter
1267 * type = bow->race 1297 * type = bow->race
1268 * dir = fire direction 1298 * dir = fire direction
1269 */ 1299 */
1270object * 1300static object *
1271pick_arrow_target (object *op, shstr_cmp type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1272{ 1302{
1273 object *tmp = NULL; 1303 object *tmp = NULL;
1274 maptile *m; 1304 maptile *m;
1275 int i, mflags, found, number; 1305 int i, mflags, found, number;
1288 y = op->y; 1318 y = op->y;
1289 1319
1290 /* find the first target */ 1320 /* find the first target */
1291 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1292 { 1322 {
1293 x += freearr_x[dir]; 1323 x += DIRX (dir);
1294 y += freearr_y[dir]; 1324 y += DIRY (dir);
1295 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1296 1326
1297 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1298 { 1328 {
1299 tmp = 0; 1329 tmp = 0;
1308 break; 1338 break;
1309 } 1339 }
1310 1340
1311 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1312 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)
1313 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1314 break; 1344 break;
1315 } 1345 }
1316 1346
1317 if (!tmp) 1347 if (!tmp)
1318 return find_arrow (op, type); 1348 return find_arrow (op, type);
1322 1352
1323 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1324} 1354}
1325 1355
1326/* 1356/*
1327 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1328 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1329 * op is the object firing the bow. 1359 * op is the object firing the bow.
1330 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1331 * dir is the direction of fire. 1361 * dir is the direction of fire.
1332 * 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)
1379 { 1409 {
1380 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1381 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);
1382 /* 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 */
1383 else 1413 else
1384 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1385 1415
1386 return 0; 1416 return 0;
1387 } 1417 }
1388 } 1418 }
1389 1419
1438#endif 1468#endif
1439 1469
1440 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1441 1471
1442 /* update the speed */ 1472 /* update the speed */
1443 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1444 + bow->stats.dam / 7.f;
1445 1473
1446 arrow->set_speed (max (arrow->speed, 2.f));
1447 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 ));
1448 1479
1449 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;
1450 1481
1451 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1452 { 1483 {
1473 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);
1474 1505
1475 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1476 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1477 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1478 1510
1479 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1480 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1481 1513
1482 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1490 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1491 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1492 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1493 * hence the function name. 1525 * hence the function name.
1494 */ 1526 */
1495int 1527static int
1496player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1497{ 1529{
1498 int ret; 1530 int ret;
1499 1531
1500 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1507 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);
1508 } 1540 }
1509 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1510 { 1542 {
1511 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);
1512 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)));
1513 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)));
1514 } 1546 }
1515 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1516 { 1548 {
1517 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);
1518 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);
1528} 1560}
1529 1561
1530/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1531 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1532 */ 1564 */
1533void 1565static void
1534fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1535{ 1567{
1536 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1537 1569
1538 if (!item) 1570 if (!item)
1545 { 1577 {
1546 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1547 return; 1579 return;
1548 } 1580 }
1549 1581
1550 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1551 return; 1583 return;
1552 1584
1553 if (item->type == WAND) 1585 if (item->type == WAND)
1554 { 1586 {
1555 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1560 return; 1592 return;
1561 } 1593 }
1562 } 1594 }
1563 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1564 { 1596 {
1565 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);
1566 1598
1567 // 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
1568 // for a rod or horn, this fixes some broken rods. 1600 // for a rod or horn, this fixes some broken rods.
1569 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1570 { 1602 {
1571 op->contr->play_sound (sound_find ("wand_poof")); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1572 1604
1573 if (item->type == ROD) 1605 if (item->type == ROD)
1574 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));
1585 1617
1586 if (item->type == WAND) 1618 if (item->type == WAND)
1587 { 1619 {
1588 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1589 { 1621 {
1590 object *tmp;
1591
1592 if (item->arch) 1622 if (item->arch)
1593 { 1623 {
1594 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1595 item->face = item->arch->face; 1625 item->face = item->arch->face;
1596 item->set_speed (0); 1626 item->set_speed (0);
1597 } 1627 }
1598 1628
1599 if (object *pl = item->visible_to ()) 1629 if (object *pl = item->visible_to ())
1606} 1636}
1607 1637
1608/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1609 */ 1639 */
1610bool 1640bool
1611fire (object *op, int dir) 1641fire (object *who, int dir)
1612{ 1642{
1613 int spellcost = 0; 1643 int spellcost = 0;
1614 1644
1615 player *pl = op->contr; 1645 player *pl = who->contr;
1616 1646
1617 if (pl->golem) 1647 if (pl->golem)
1618 { 1648 {
1619 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1620 return false; 1650 return false;
1621 } 1651 }
1622 1652
1623 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1624 1654
1625 if (!ob) 1655 if (!ob)
1626 return false; 1656 return false;
1627 1657
1628 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1629 --op->speed_left; 1659 --who->speed_left;
1630 else 1660 else
1631 return false; 1661 return false;
1632 1662
1633 if (!op->change_weapon (ob)) 1663 if (!who->apply (ob))
1634 return false; 1664 return false;
1635 1665
1636 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1637 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1638 make_visible (op); 1668 make_visible (who);
1639 1669
1640 switch (ob->type) 1670 switch (ob->type)
1641 { 1671 {
1642 case BOW: 1672 case BOW:
1643 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1644 break; 1674 break;
1645 1675
1646 case SPELL: 1676 case SPELL:
1647 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);
1648 break; 1678 break;
1649 1679
1650 case BUILDER: 1680 case BUILDER:
1651 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1652 break; 1682 break;
1653 1683
1654 case SKILL: 1684 case SKILL:
1655 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1656 break; 1686 break;
1657 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1658 default: 1692 default:
1659 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1660 break; 1694 break;
1661 } 1695 }
1662 1696
1663 return true; 1697 return true;
1664} 1698}
1676 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1677 { 1711 {
1678 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1679 break; 1713 break;
1680 1714
1681 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1682 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1683 */ 1717 */
1684 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1685 break; 1719 break;
1686 } 1720 }
1723 * 1757 *
1724 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1725 * all the others. 1759 * all the others.
1726 */ 1760 */
1727 if (pl->contr->usekeys == key_inventory 1761 if (pl->contr->usekeys == key_inventory
1728 || !QUERY_FLAG (container, FLAG_APPLIED) 1762 || !container->flag [FLAG_APPLIED]
1729 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1730 { 1764 {
1731 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1732 "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));
1733 return NULL; 1767 return NULL;
1740/* find_key 1774/* find_key
1741 * We try to find a key for the door as passed. If we find a key 1775 * We try to find a key for the door as passed. If we find a key
1742 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1743 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1744 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1745 * pl is the player, 1779 * pl is the player,
1746 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1747 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1748 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1749 */ 1783 */
1750object * 1784object *
1751find_key (object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1817 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
1818 */ 1852 */
1819bool 1853bool
1820move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
1821{ 1855{
1822 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))
1823 { 1857 {
1824 --op->speed_left; 1858 --op->speed_left;
1825 return true; 1859 return true;
1826 } 1860 }
1827 1861
1828 int on_battleground; 1862 sint16 nx = DIRX (dir) + op->x;
1829 1863 sint16 ny = DIRY (dir) + op->y;
1830 sint16 nx = freearr_x[dir] + op->x;
1831 sint16 ny = freearr_y[dir] + op->y;
1832
1833 on_battleground = op_on_battleground (op, 0, 0);
1834 1864
1835 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1836 return false; 1866 return false;
1837 1867
1838 /* 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
1859 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
1860 && mon != op) 1890 && mon != op)
1861 break; 1891 break;
1862 } 1892 }
1863 1893
1864 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
1865 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 }
1866 1920
1867 mon = mon->head_ (); 1921 mon = mon->head_ ();
1868 1922
1869 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))
1870 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
1888 */ 1942 */
1889 if (op->type == PLAYER 1943 if (op->type == PLAYER
1890 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
1891 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
1892 || mon->owner == op) 1946 || mon->owner == op)
1893 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1894 { 1948 {
1895 /* 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 */
1896 if (op->contr->braced) 1950 if (op->contr->braced)
1897 return false; 1951 return false;
1898 1952
1909 return true; 1963 return true;
1910 } 1964 }
1911 else 1965 else
1912 return false; 1966 return false;
1913 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
1914 1970
1915 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
1916 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
1917 * 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
1918 * attack them either. 1974 * attack them either.
1919 */ 1975 */
1920 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
1921 && (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])
1922 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
1923 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
1924 && !on_battleground)) 1980 && !on_battleground))
1925 { 1981 {
1926 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
1942 } 1998 }
1943 } 1999 }
1944 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
1945 * 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.
1946 */ 2002 */
1947 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1948 { 2004 {
1949 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
1950 { 2006 {
1951 --op->speed_left; 2007 --op->speed_left;
1952 2008
1961 * 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
1962 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
1963 * 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
1964 * 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.
1965 */ 2021 */
1966 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1967 ((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)))
1968 { 2024 {
1969 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])
1970 { 2026 {
1971 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
1983} 2039}
1984 2040
1985bool 2041bool
1986move_player (object *op, int dir) 2042move_player (object *op, int dir)
1987{ 2043{
1988 int pick;
1989
1990 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
1991 return 0; 2045 return 0;
1992 2046
1993 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
1994 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
1995 { 2049 {
1996 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
1997 return 0; 2051 return 0;
1998 } 2052 }
1999 2053
2000 /* peterm: added following line */ 2054 /* peterm: added following line */
2001 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2002 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2003 2057
2004 op->facing = dir; 2058 op->facing = dir;
2005 2059
2006 if (op->flag [FLAG_HIDDEN]) 2060 if (op->flag [FLAG_HIDDEN])
2007 do_hidden_move (op); 2061 do_hidden_move (op);
2008 2062
2009 bool retval; 2063 bool retval;
2064 int pick = 0;
2010 2065
2011 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2012 retval = RESULT_INT (0); 2067 retval = RESULT_INT (0);
2013 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2014 retval = fire (op, dir); 2069 retval = fire (op, dir);
2045 * players. 2100 * players.
2046 */ 2101 */
2047bool 2102bool
2048handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2049{ 2104{
2050 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2051 { 2106 {
2052 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2053 { 2108 {
2054 --op->speed_left; 2109 --op->speed_left;
2055 flee_player (op); 2110 flee_player (op);
2071 return move_player (op, op->direction); 2126 return move_player (op, op->direction);
2072 2127
2073 return false; 2128 return false;
2074} 2129}
2075 2130
2076int 2131static int
2077save_life (object *op) 2132save_life (object *op)
2078{ 2133{
2079 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2080 return 0; 2135 return 0;
2081 2136
2082 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2083 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2084 { 2139 {
2085 op->play_sound (sound_find ("ob_evaporate")); 2140 op->play_sound (sound_find ("ob_evaporate"));
2086 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));
2087 2142
2088 tmp->destroy (); 2143 tmp->destroy ();
2089 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2090 2145
2091 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2092 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2093 2148
2094 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2095 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2096 2151
2097 op->update_stats (); 2152 op->update_stats ();
2098 return 1; 2153 return 1;
2099 } 2154 }
2100 2155
2101 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2102 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2103 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2104 return 0; 2159 return 0;
2105} 2160}
2106 2161
2107/* 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
2114{ 2169{
2115 while (op) 2170 while (op)
2116 { 2171 {
2117 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' */
2118 2173
2119 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2120 op->insert_at (env); 2175 op->insert_at (env);
2121 else if (op->inv) 2176 else if (op->inv)
2122 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2123 2178
2124 op = next; 2179 op = next;
2130{ 2185{
2131 if (!flag [FLAG_REMOVED]) 2186 if (!flag [FLAG_REMOVED])
2132 ::drop_unpaid_items (inv, this); 2187 ::drop_unpaid_items (inv, this);
2133} 2188}
2134 2189
2135/*
2136 * Returns pointer a static string containing gravestone text
2137 * Moved from apply.c to player.c - player.c is what
2138 * actually uses this function. player.c may not be quite the
2139 * best, a misc file for object actions is probably better,
2140 * but there isn't one in the server directory.
2141 */
2142const char *
2143gravestone_text (object *op)
2144{
2145 static dynbuf_text buf;
2146
2147 buf << "---- R.I.P. ----\n\n"
2148 << op->name;
2149
2150 if (op->type == PLAYER)
2151 buf << " the " << op->contr->title;
2152
2153 buf << "\n\n";
2154
2155 buf << "who was level ";
2156 buf << (sint32)op->level << "\n\n" // OO breakdown
2157 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2158
2159 if (op->type == PLAYER)
2160 buf << "by " << op->contr->killer_name () << ".\n\n";
2161
2162 {
2163 static char buf2[128];
2164 time_t now = time (NULL);
2165 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2166 buf << buf2;
2167 }
2168
2169 return buf;
2170}
2171
2172void 2190void
2173do_some_living (object *op) 2191do_some_living (object *op)
2174{ 2192{
2175 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2176 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2177 int over_hp, over_sp, over_grace;
2178 int i;
2179 int rate_hp = 1200; 2195 int rate_hp = 1200;
2180 int rate_sp = 2500; 2196 int rate_sp = 2500;
2181 int rate_grace = 2000; 2197 int rate_grace = 2000;
2182 const int max_hp = 1; 2198 const int max_hp = 1;
2183 const int max_sp = 1; 2199 const int max_sp = 1;
2184 const int max_grace = 1; 2200 const int max_grace = 1;
2185 2201
2202#if 0
2186 if (op->contr->hidden) 2203 if (op->contr->hidden)
2187 { 2204 {
2188 op->invisible = 1000; 2205 op->invisible = 1000;
2189 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2190 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2191 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2192 */ 2209 */
2193 if (pticks & 2) 2210 if (server_tick & 2)
2194 op->invisible--; 2211 op->invisible--;
2195 } 2212 }
2213 else
2214#endif
2196 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2197 { 2216 {
2198 if (!op->invisible--) 2217 if (!op->invisible--)
2199 { 2218 {
2200 make_visible (op); 2219 make_visible (op);
2201 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.");
2235 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2236 { 2255 {
2237 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2238 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2239 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2240 if (max_grace > 1) 2261 if (max_grace > 1)
2241 { 2262 {
2242 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2243 if (over_grace > 0) 2265 if (over_grace > 0)
2244 { 2266 {
2245 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;
2246 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2247 op->last_grace = 0; 2268 op->last_grace = 0;
2248 } 2269 }
2249 else 2270 else
2250 { 2271 op->last_grace = rate_grace / temp;
2251 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2252 }
2253 } 2272 }
2254 else 2273 else
2255 { 2274 op->last_grace = rate_grace / temp;
2256 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2257 }
2258 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2259 } 2277 }
2260 2278
2261 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2262 { 2280 {
2268 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2269 { 2287 {
2270 op->stats.sp++; 2288 op->stats.sp++;
2271 2289
2272 /* dms do not consume food */ 2290 /* dms do not consume food */
2273 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2274 { 2292 {
2275 op->stats.food--; 2293 op->stats.food--;
2276 2294
2277 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2278 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2281 } 2299 }
2282 } 2300 }
2283 2301
2284 if (max_sp > 1) 2302 if (max_sp > 1)
2285 { 2303 {
2286 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2287 if (over_sp > 0) 2305 if (over_sp > 0)
2288 { 2306 {
2289 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2290 { 2308 {
2291 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2312 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2313 { 2331 {
2314 op->stats.hp++; 2332 op->stats.hp++;
2315 2333
2316 /* dms do not consume food */ 2334 /* dms do not consume food */
2317 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2318 { 2336 {
2319 op->stats.food--; 2337 op->stats.food--;
2320 2338
2321 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2322 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2323 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))
2324 op->stats.food = last_food; 2342 op->stats.food = last_food;
2325 } 2343 }
2326 } 2344 }
2327 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2328 if (max_hp > 1) 2348 if (max_hp > 1)
2329 { 2349 {
2330 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2331 2351
2332 if (over_hp > 0) 2352 if (over_hp > 0)
2333 { 2353 {
2334 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;
2335 op->last_heal = 0; 2355 op->last_heal = 0;
2336 } 2356 }
2337 else 2357 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2339 } 2359 }
2340 else 2360 else
2341 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2342 } 2362 }
2343 } 2363 }
2344 2364
2345 /* Digestion */ 2365 /* Digestion */
2346 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2349 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2350 2370
2351 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);
2352 2372
2353 /* dms do not consume food */ 2373 /* dms do not consume food */
2354 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2355 op->stats.food--; 2375 op->stats.food--;
2356 } 2376 }
2357 2377
2358 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2359 { 2379 {
2360 object *flesh = 0; 2380 object *flesh = 0;
2361 2381
2362 for_inv_removable (op, tmp) 2382 for_inv_removable (op, tmp)
2363 { 2383 {
2364 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2365 continue; 2385 continue;
2366 2386
2367 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2368 { 2388 {
2369 op->statusmsg ("You blindly grab for a bite of food. " 2389 op->statusmsg ("You blindly grab for a bite of food. "
2370 "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.>");
2371 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2372 2392
2373 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2374 break; 2394 break;
2375 } 2395 }
2376 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2382 */ 2402 */
2383 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2384 { 2404 {
2385 op->statusmsg ("You blindly grab for a bite of food. " 2405 op->statusmsg ("You blindly grab for a bite of food. "
2386 "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.>");
2387 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2388 } 2408 }
2389 2409
2390 // If player is still starving, alert him! 2410 // If player is still starving, alert him!
2391 if (op->stats.food < 0) 2411 if (op->stats.food < 0)
2392 op->failmsg ("You are starving! " 2412 op->failmsg ("You are starving! "
2404 op->contr->killer->destroy (); 2424 op->contr->killer->destroy ();
2405 } 2425 }
2406 } 2426 }
2407 2427
2408 /* killer should be set here already */ 2428 /* killer should be set here already */
2409 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2410 kill_player (op); 2430 kill_player (op);
2411 } 2431 }
2412} 2432}
2413 2433
2414/* 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.
2429 return; 2449 return;
2430 2450
2431 dynbuf_text deathtab; 2451 dynbuf_text deathtab;
2432 2452
2433 /* restore player */ 2453 /* restore player */
2434 at = archetype::find ("poisoning"); 2454 at = archetype::find (shstr_poisoning);
2435 if (object *tmp = present_arch_in_ob (at, op)) 2455 if (object *tmp = present_arch_in_ob (at, op))
2436 { 2456 {
2437 tmp->destroy (); 2457 tmp->destroy ();
2438 deathtab << "Your body feels cleansed...\r"; 2458 deathtab << "Your body feels cleansed...\r";
2439 } 2459 }
2440 2460
2441 at = archetype::find ("confusion"); 2461 at = archetype::find (shstr_confusion);
2442 if (object *tmp = present_arch_in_ob (at, op)) 2462 if (object *tmp = present_arch_in_ob (at, op))
2443 { 2463 {
2444 tmp->destroy (); 2464 tmp->destroy ();
2445 deathtab << "Your mind feels clearer...\r"; 2465 deathtab << "Your mind feels clearer...\r";
2446 } 2466 }
2448 cure_disease (op, 0, 0); /* remove any disease */ 2468 cure_disease (op, 0, 0); /* remove any disease */
2449 2469
2450 max_it (op->stats.hp , op->stats.maxhp); 2470 max_it (op->stats.hp , op->stats.maxhp);
2451 max_it (op->stats.sp , op->stats.maxsp); 2471 max_it (op->stats.sp , op->stats.maxsp);
2452 max_it (op->stats.grace, op->stats.maxgrace); 2472 max_it (op->stats.grace, op->stats.maxgrace);
2453
2454 if (op->stats.food <= 0) 2473 max_it (op->stats.food , 200);
2455 op->stats.food = 999;
2456 2474
2457 // remove all spell effects that are active 2475 // remove all spell effects that are active
2458 // to avoid long-term effects such as word-of-recall 2476 // to avoid long-term effects such as word-of-recall
2459 for (object *item = op->inv; item; ) 2477 for (object *item = op->inv; item; )
2460 { 2478 {
2473 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2474 { 2492 {
2475 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";
2476 2494
2477 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2478 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2479 { 2497
2480 tmp->name = format ("%s's finger" , &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2481 tmp->name_pl = format ("%s's fingers", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2482 tmp->msg = format ( 2500 tmp->msg = format (
2483 "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",
2484 &op->name, op->contr->title, 2502 &op->name, op->contr->title,
2485 (int)op->level, 2503 (int)op->level,
2486 op->contr->killer_name () 2504 op->contr->killer_name ()
2487 ); 2505 );
2488 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2489 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2490 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2491 }
2492 2509
2493 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2494 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2495 op->contr->braced = 0; 2512 op->contr->braced = 0;
2496 2513
2558 lost_a_stat = 1; 2575 lost_a_stat = 1;
2559 } 2576 }
2560 else 2577 else
2561 { 2578 {
2562 /* deplete a stat */ 2579 /* deplete a stat */
2563 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2564 object *dep; 2581 object *dep;
2565 2582
2566 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2567 if (!dep) 2584 if (!dep)
2568 { 2585 {
2569 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2570 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2571 } 2588 }
2572 lose_this_stat = 1; 2589 lose_this_stat = 1;
2573 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2574 { 2591 {
2586 2603
2587 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2588 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2589 { 2606 {
2590 lose_this_stat = 0; 2607 lose_this_stat = 0;
2591 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2592 retain the stat. */ 2609 retain the stat. */
2593 } 2610 }
2594 else 2611 else
2595 { 2612 {
2596 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)
2612 * difference. 2629 * difference.
2613 */ 2630 */
2614 if (this_stat >= -50) 2631 if (this_stat >= -50)
2615 { 2632 {
2616 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2617 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats (); 2636 op->update_stats ();
2620 lost_a_stat = 1; 2637 lost_a_stat = 1;
2621 } 2638 }
2622 } 2639 }
2640#endif 2657#endif
2641 2658
2642 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2643 * exp loss on the stone. 2660 * exp loss on the stone.
2644 */ 2661 */
2645 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2646 tmp->name = format ("%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2647 tmp->name_pl = format ("%s's gravestones", &op->name); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2648 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",
2649 &op->name, op->contr->title, op->contr->killer_name ()); 2666 &op->name, op->contr->title, op->contr->killer_name ());
2650 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2689 if (will_kill_again) 2706 if (will_kill_again)
2690 { 2707 {
2691 object *force; 2708 object *force;
2692 int at; 2709 int at;
2693 2710
2694 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2695 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2696 force->speed = 0.1f;
2697 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2698 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2699 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2700 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2701 force->resist[at] = 100; 2719 force->resist[at] = 100;
2702 2720
2703 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2705 } 2723 }
2706 2724
2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2708} 2726}
2709 2727
2710void 2728static void
2711loot_object (object *op) 2729loot_object (object *op)
2712{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2713 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2714 2732
2715 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2716 2734
2717 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2718 { 2736 {
2725 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2726 2744
2727 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2728 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2729 2747
2730 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))))
2731 { 2749 {
2732 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2733 { 2751 {
2734 tmp->decrease (rndm (1, tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2735 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2746 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2747 * 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
2748 * was changed. 2766 * was changed.
2749 */ 2767 */
2750void 2768void
2751fix_weight (void) 2769fix_weight ()
2752{ 2770{
2753 for_all_players (pl) 2771 for_all_players (pl)
2754 { 2772 {
2755 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2756 2774
2757 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2758 2776
2759 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2760 { 2778 {
2763 } 2781 }
2764 } 2782 }
2765} 2783}
2766 2784
2767void 2785void
2768fix_luck (void) 2786fix_luck ()
2769{ 2787{
2770 for_all_players (pl) 2788 for_all_players (pl)
2771 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2772 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2773} 2791}
2825} 2843}
2826 2844
2827int 2845int
2828is_true_undead (object *op) 2846is_true_undead (object *op)
2829{ 2847{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
2831 return 1; 2849 return 1;
2832 2850
2833 return 0; 2851 return 0;
2834} 2852}
2835 2853
2856 level = -(10 + (2 * ob->map->darklevel ())); 2874 level = -(10 + (2 * ob->map->darklevel ()));
2857 2875
2858 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
2859 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
2861 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))
2862 { 2880 {
2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2864 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
2865 continue; 2883 continue;
2866 2884
2933 2951
2934 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
2935 player = 1; 2953 player = 1;
2936 2954
2937 else 2955 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
2939 2957
2940 /* search adjacent squares */ 2958 /* search adjacent squares */
2941 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
2942 { 2960 {
2943 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
2944 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
2945 m = who->map; 2963 m = who->map;
2946 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2947 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
2948 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
2949 */ 2967 */
2952 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)))
2953 continue; 2971 continue;
2954 2972
2955 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)
2956 { 2974 {
2957 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])
2958 return 1; 2976 return 1;
2959 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
2960 {
2961 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2963 return 1; 2978 return 1;
2964 }
2965 } 2979 }
2966 } 2980 }
2967 return 0; 2981 return 0;
2968} 2982}
2969 2983
2970/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
2971 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
2972 * 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
2973 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
2974 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
2975 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
2976 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
2977 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
2978 * 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
2979 * 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.
2980 * -b.t. 2994 * -b.t.
2981 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
2982 */ 2996 */
2983int 2997int
2984player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
2985{ 2999{
2999 3013
3000 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3001 3015
3002 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3003 * through the object and find if it has any 3017 * through the object and find if it has any
3004 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
3005 * a blocked los square. 3019 * a blocked los square.
3006 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3007 */ 3021 */
3008 while (op) 3022 while (op)
3009 { 3023 {
3012 3026
3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3014 return 1; 3028 return 1;
3015 3029
3016 op = op->more; 3030 op = op->more;
3017 }
3018
3019 return 0;
3020}
3021
3022/* routine for both players and monsters. We call this when
3023 * there is a possibility for our action distrubing our hiding
3024 * place or invisiblity spell. Artefact invisiblity causes
3025 * "noise" instead. If we arent invisible to begin with, we
3026 * return 0.
3027 */
3028int
3029action_makes_visible (object *op)
3030{
3031 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3032 {
3033 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3034 {
3035 // artefact invisibility is permanent, but we still make noise
3036 // this is important for game-balance.
3037 if (op->contr)
3038 op->make_noise ();
3039
3040 return 0;
3041 }
3042
3043 if (op->contr && op->contr->tmp_invis == 0)
3044 return 0;
3045
3046 /* If monsters, they should become visible */
3047 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3048 {
3049 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3050 return 1;
3051 }
3052 } 3031 }
3053 3032
3054 return 0; 3033 return 0;
3055} 3034}
3056 3035
3071 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3072 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3073 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3074 for (object *tmp = op->below; tmp; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3075 { 3054 {
3076 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3077 { 3056 {
3078 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3057 if (tmp->flag [FLAG_NO_PICK]
3079 && tmp->type == BATTLEGROUND 3058 && tmp->type == BATTLEGROUND
3080 && tmp->name == shstr_battleground 3059 && tmp->name == shstr_battleground
3081 && EXIT_X (tmp) && EXIT_Y (tmp)) 3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3082 { 3061 {
3083 /* before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3084 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))
3085 {
3086 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)
3087 { 3066 {
3088 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3089 {
3090 if (x && y) 3067 if (x && y)
3091 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3092 3069
3093 return 1; 3070 return 1;
3094 }
3095 } 3071 }
3096 }
3097 3072
3098 if (x && y) 3073 if (x && y)
3099 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3100 3075
3101 return 1; 3076 return 1;
3239 else 3214 else
3240 j = 1; 3215 j = 1;
3241 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3242 } 3217 }
3243 } 3218 }
3219
3244 strcat (buf, "."); 3220 strcat (buf, ".");
3245 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3246 } 3222 }
3247 3223
3248 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3249 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3250 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3251 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3252 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3253 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3254 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3255 3231
3256 /* print message if there is one */ 3232 /* print message if there is one */
3257 if (item->msg != NULL) 3233 if (item->msg != NULL)
3258 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3259 } 3235 }
3260 else 3236 else
3261 { 3237 {
3262 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3263 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3264 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));
3265 who->insert (tmp); 3241 who->insert (tmp);
3266 } 3242 }
3267}
3268
3269/**
3270 * Unready an object for a player. This function does nothing if the object was
3271 * not readied.
3272 */
3273void
3274player_unready_range_ob (player *pl, object *ob)
3275{
3276 if (pl->ob->current_weapon == ob)
3277 pl->ob->current_weapon = 0;
3278
3279 if (pl->combat_ob == ob)
3280 pl->combat_ob = 0;
3281
3282 if (pl->ranged_ob == ob)
3283 pl->ranged_ob = 0;
3284} 3243}
3285 3244
3286//-GPL 3245//-GPL
3287 3246
3288sint8 3247sint8
3318{ 3277{
3319 play_sound (sound_find ("generic_failure")); 3278 play_sound (sound_find ("generic_failure"));
3320 statusmsg (msg, color); 3279 statusmsg (msg, color);
3321} 3280}
3322 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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