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Comparing deliantra/server/server/player.C (file contents):
Revision 1.241 by root, Fri Nov 6 13:03:34 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}
310player * 287player *
311player::create () 288player::create ()
312{ 289{
313 player *pl = new player; 290 player *pl = new player;
314 291
315 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
316 293
317 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
320 297
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{
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 */
1160} 1155}
1161 1156
1162/* routine for both players and monsters. We call this when 1157/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding 1158 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes 1159 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we 1160 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0. 1161 * return 0.
1167 */ 1162 */
1168static int 1163static int
1169action_makes_visible (object *op) 1164action_makes_visible (object *op)
1170{ 1165{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1166 if (op->invisible && op->flag [FLAG_ALIVE])
1172 { 1167 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1168 if (op->flag [FLAG_MAKE_INVIS])
1174 { 1169 {
1175 // artefact invisibility is permanent, but we still make noise 1170 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance. 1171 // this is important for game-balance.
1177 if (op->contr) 1172 if (op->contr)
1178 op->make_noise (); 1173 op->make_noise ();
1194 return 0; 1189 return 0;
1195} 1190}
1196 1191
1197/* 1192/*
1198 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1199 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1200 * found object is returned. 1195 * found object is returned.
1201 */ 1196 */
1202static object * 1197static object *
1203find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1204{ 1199{
1205 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp); 1202 return splay (tmp);
1208 1203
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 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))
1211 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1212 { 1207 {
1213 splay (tmp); 1208 splay (tmp);
1214 return arrow; 1209 return arrow;
1215 } 1210 }
1232 if (!type) 1227 if (!type)
1233 return NULL; 1228 return NULL;
1234 1229
1235 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1236 { 1231 {
1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1238 { 1233 {
1239 i = 0; 1234 i = 0;
1240 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1241 1236
1242 if (i > betterby) 1237 if (i > betterby)
1323 y = op->y; 1318 y = op->y;
1324 1319
1325 /* find the first target */ 1320 /* find the first target */
1326 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1327 { 1322 {
1328 x += freearr_x[dir]; 1323 x += DIRX (dir);
1329 y += freearr_y[dir]; 1324 y += DIRY (dir);
1330 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331 1326
1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1333 { 1328 {
1334 tmp = 0; 1329 tmp = 0;
1343 break; 1338 break;
1344 } 1339 }
1345 1340
1346 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1347 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)
1348 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1349 break; 1344 break;
1350 } 1345 }
1351 1346
1352 if (!tmp) 1347 if (!tmp)
1353 return find_arrow (op, type); 1348 return find_arrow (op, type);
1357 1352
1358 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1359} 1354}
1360 1355
1361/* 1356/*
1362 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1363 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1364 * op is the object firing the bow. 1359 * op is the object firing the bow.
1365 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1366 * dir is the direction of fire. 1361 * dir is the direction of fire.
1367 * 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)
1414 { 1409 {
1415 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1416 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);
1417 /* 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 */
1418 else 1413 else
1419 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1420 1415
1421 return 0; 1416 return 0;
1422 } 1417 }
1423 } 1418 }
1424 1419
1473#endif 1468#endif
1474 1469
1475 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1476 1471
1477 /* update the speed */ 1472 /* update the speed */
1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1479 + bow->stats.dam / 7.f;
1480 1473
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 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 ));
1483 1479
1484 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;
1485 1481
1486 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1487 { 1483 {
1508 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);
1509 1505
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1511 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1513 1510
1514 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1515 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1516 1513
1517 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1542 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);
1543 } 1540 }
1544 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1545 { 1542 {
1546 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);
1547 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)));
1548 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)));
1549 } 1546 }
1550 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1551 { 1548 {
1552 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);
1553 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);
1580 { 1577 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1579 return;
1583 } 1580 }
1584 1581
1585 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1586 return; 1583 return;
1587 1584
1588 if (item->type == WAND) 1585 if (item->type == WAND)
1589 { 1586 {
1590 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1595 return; 1592 return;
1596 } 1593 }
1597 } 1594 }
1598 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1599 { 1596 {
1600 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);
1601 1598
1602 // 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
1603 // for a rod or horn, this fixes some broken rods. 1600 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1605 { 1602 {
1606 op->contr->play_sound (sound_find ("wand_poof")); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1607 1604
1608 if (item->type == ROD) 1605 if (item->type == ROD)
1609 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));
1620 1617
1621 if (item->type == WAND) 1618 if (item->type == WAND)
1622 { 1619 {
1623 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1624 { 1621 {
1625 object *tmp;
1626
1627 if (item->arch) 1622 if (item->arch)
1628 { 1623 {
1629 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1630 item->face = item->arch->face; 1625 item->face = item->arch->face;
1631 item->set_speed (0); 1626 item->set_speed (0);
1632 } 1627 }
1633 1628
1634 if (object *pl = item->visible_to ()) 1629 if (object *pl = item->visible_to ())
1641} 1636}
1642 1637
1643/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1644 */ 1639 */
1645bool 1640bool
1646fire (object *op, int dir) 1641fire (object *who, int dir)
1647{ 1642{
1648 int spellcost = 0; 1643 int spellcost = 0;
1649 1644
1650 player *pl = op->contr; 1645 player *pl = who->contr;
1651 1646
1652 if (pl->golem) 1647 if (pl->golem)
1653 { 1648 {
1654 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1655 return false; 1650 return false;
1656 } 1651 }
1657 1652
1658 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1659 1654
1660 if (!ob) 1655 if (!ob)
1661 return false; 1656 return false;
1662 1657
1663 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1664 --op->speed_left; 1659 --who->speed_left;
1665 else 1660 else
1666 return false; 1661 return false;
1667 1662
1668 if (!op->change_weapon (ob)) 1663 if (!who->apply (ob))
1669 return false; 1664 return false;
1670 1665
1671 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1673 make_visible (op); 1668 make_visible (who);
1674 1669
1675 switch (ob->type) 1670 switch (ob->type)
1676 { 1671 {
1677 case BOW: 1672 case BOW:
1678 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1679 break; 1674 break;
1680 1675
1681 case SPELL: 1676 case SPELL:
1682 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);
1683 break; 1678 break;
1684 1679
1685 case BUILDER: 1680 case BUILDER:
1686 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1687 break; 1682 break;
1688 1683
1689 case SKILL: 1684 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1691 break; 1686 break;
1692 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1693 default: 1692 default:
1694 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1695 break; 1694 break;
1696 } 1695 }
1697 1696
1698 return true; 1697 return true;
1699} 1698}
1711 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1712 { 1711 {
1713 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1714 break; 1713 break;
1715 1714
1716 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1717 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1718 */ 1717 */
1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1720 break; 1719 break;
1721 } 1720 }
1758 * 1757 *
1759 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1760 * all the others. 1759 * all the others.
1761 */ 1760 */
1762 if (pl->contr->usekeys == key_inventory 1761 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED) 1762 || !container->flag [FLAG_APPLIED]
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 { 1764 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1767 "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));
1768 return NULL; 1767 return NULL;
1775/* find_key 1774/* find_key
1776 * 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
1777 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1780 * pl is the player, 1779 * pl is the player,
1781 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1784 */ 1783 */
1785object * 1784object *
1786find_key (object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1852 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
1853 */ 1852 */
1854bool 1853bool
1855move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
1856{ 1855{
1857 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))
1858 { 1857 {
1859 --op->speed_left; 1858 --op->speed_left;
1860 return true; 1859 return true;
1861 } 1860 }
1862 1861
1863 int on_battleground; 1862 sint16 nx = DIRX (dir) + op->x;
1864 1863 sint16 ny = DIRY (dir) + op->y;
1865 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1864
1870 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1871 return false; 1866 return false;
1872 1867
1873 /* 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
1894 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op) 1890 && mon != op)
1896 break; 1891 break;
1897 } 1892 }
1898 1893
1899 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
1900 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 }
1901 1920
1902 mon = mon->head_ (); 1921 mon = mon->head_ ();
1903 1922
1904 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))
1905 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
1923 */ 1942 */
1924 if (op->type == PLAYER 1943 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op) 1946 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1929 { 1948 {
1930 /* 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 */
1931 if (op->contr->braced) 1950 if (op->contr->braced)
1932 return false; 1951 return false;
1933 1952
1944 return true; 1963 return true;
1945 } 1964 }
1946 else 1965 else
1947 return false; 1966 return false;
1948 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
1949 1970
1950 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
1952 * 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
1953 * attack them either. 1974 * attack them either.
1954 */ 1975 */
1955 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
1956 && (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])
1957 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
1958 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
1959 && !on_battleground)) 1980 && !on_battleground))
1960 { 1981 {
1961 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
1977 } 1998 }
1978 } 1999 }
1979 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
1980 * 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.
1981 */ 2002 */
1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1983 { 2004 {
1984 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
1985 { 2006 {
1986 --op->speed_left; 2007 --op->speed_left;
1987 2008
1996 * 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
1997 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
1998 * 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
1999 * 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.
2000 */ 2021 */
2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2002 ((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)))
2003 { 2024 {
2004 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])
2005 { 2026 {
2006 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
2018} 2039}
2019 2040
2020bool 2041bool
2021move_player (object *op, int dir) 2042move_player (object *op, int dir)
2022{ 2043{
2023 int pick;
2024
2025 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2026 return 0; 2045 return 0;
2027 2046
2028 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2029 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2030 { 2049 {
2031 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2032 return 0; 2051 return 0;
2033 } 2052 }
2034 2053
2035 /* peterm: added following line */ 2054 /* peterm: added following line */
2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2037 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2038 2057
2039 op->facing = dir; 2058 op->facing = dir;
2040 2059
2041 if (op->flag [FLAG_HIDDEN]) 2060 if (op->flag [FLAG_HIDDEN])
2042 do_hidden_move (op); 2061 do_hidden_move (op);
2043 2062
2044 bool retval; 2063 bool retval;
2064 int pick = 0;
2045 2065
2046 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2047 retval = RESULT_INT (0); 2067 retval = RESULT_INT (0);
2048 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2049 retval = fire (op, dir); 2069 retval = fire (op, dir);
2080 * players. 2100 * players.
2081 */ 2101 */
2082bool 2102bool
2083handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2084{ 2104{
2085 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2086 { 2106 {
2087 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2088 { 2108 {
2089 --op->speed_left; 2109 --op->speed_left;
2090 flee_player (op); 2110 flee_player (op);
2109} 2129}
2110 2130
2111static int 2131static int
2112save_life (object *op) 2132save_life (object *op)
2113{ 2133{
2114 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2115 return 0; 2135 return 0;
2116 2136
2117 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2118 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2119 { 2139 {
2120 op->play_sound (sound_find ("ob_evaporate")); 2140 op->play_sound (sound_find ("ob_evaporate"));
2121 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));
2122 2142
2123 tmp->destroy (); 2143 tmp->destroy ();
2124 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2125 2145
2126 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2127 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2128 2148
2129 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2130 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2131 2151
2132 op->update_stats (); 2152 op->update_stats ();
2133 return 1; 2153 return 1;
2134 } 2154 }
2135 2155
2136 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2137 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2138 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2139 return 0; 2159 return 0;
2140} 2160}
2141 2161
2142/* 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
2149{ 2169{
2150 while (op) 2170 while (op)
2151 { 2171 {
2152 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' */
2153 2173
2154 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2155 op->insert_at (env); 2175 op->insert_at (env);
2156 else if (op->inv) 2176 else if (op->inv)
2157 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2158 2178
2159 op = next; 2179 op = next;
2165{ 2185{
2166 if (!flag [FLAG_REMOVED]) 2186 if (!flag [FLAG_REMOVED])
2167 ::drop_unpaid_items (inv, this); 2187 ::drop_unpaid_items (inv, this);
2168} 2188}
2169 2189
2170/*
2171 * Returns pointer a static string containing gravestone text
2172 * Moved from apply.c to player.c - player.c is what
2173 * actually uses this function. player.c may not be quite the
2174 * best, a misc file for object actions is probably better,
2175 * but there isn't one in the server directory.
2176 */
2177static const char *
2178gravestone_text (object *op)
2179{
2180 static dynbuf_text buf;
2181
2182 buf << "---- R.I.P. ----\n\n"
2183 << op->name;
2184
2185 if (op->type == PLAYER)
2186 buf << " the " << op->contr->title;
2187
2188 buf << "\n\n";
2189
2190 buf << "who was level ";
2191 buf << (sint32)op->level << "\n\n" // OO breakdown
2192 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2193
2194 if (op->type == PLAYER)
2195 buf << "by " << op->contr->killer_name () << ".\n\n";
2196
2197 {
2198 static char buf2[128];
2199 time_t now = time (NULL);
2200 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2201 buf << buf2;
2202 }
2203
2204 return buf;
2205}
2206
2207void 2190void
2208do_some_living (object *op) 2191do_some_living (object *op)
2209{ 2192{
2210 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2211 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2212 int over_hp, over_sp, over_grace;
2213 int i;
2214 int rate_hp = 1200; 2195 int rate_hp = 1200;
2215 int rate_sp = 2500; 2196 int rate_sp = 2500;
2216 int rate_grace = 2000; 2197 int rate_grace = 2000;
2217 const int max_hp = 1; 2198 const int max_hp = 1;
2218 const int max_sp = 1; 2199 const int max_sp = 1;
2219 const int max_grace = 1; 2200 const int max_grace = 1;
2220 2201
2202#if 0
2221 if (op->contr->hidden) 2203 if (op->contr->hidden)
2222 { 2204 {
2223 op->invisible = 1000; 2205 op->invisible = 1000;
2224 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2225 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2226 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2227 */ 2209 */
2228 if (pticks & 2) 2210 if (server_tick & 2)
2229 op->invisible--; 2211 op->invisible--;
2230 } 2212 }
2213 else
2214#endif
2231 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2232 { 2216 {
2233 if (!op->invisible--) 2217 if (!op->invisible--)
2234 { 2218 {
2235 make_visible (op); 2219 make_visible (op);
2236 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.");
2270 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2271 { 2255 {
2272 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2273 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2274 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2275 if (max_grace > 1) 2261 if (max_grace > 1)
2276 { 2262 {
2277 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2278 if (over_grace > 0) 2265 if (over_grace > 0)
2279 { 2266 {
2280 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;
2281 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2282 op->last_grace = 0; 2268 op->last_grace = 0;
2283 } 2269 }
2284 else 2270 else
2285 { 2271 op->last_grace = rate_grace / temp;
2286 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2287 }
2288 } 2272 }
2289 else 2273 else
2290 { 2274 op->last_grace = rate_grace / temp;
2291 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2292 }
2293 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2294 } 2277 }
2295 2278
2296 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2297 { 2280 {
2303 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2304 { 2287 {
2305 op->stats.sp++; 2288 op->stats.sp++;
2306 2289
2307 /* dms do not consume food */ 2290 /* dms do not consume food */
2308 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2309 { 2292 {
2310 op->stats.food--; 2293 op->stats.food--;
2311 2294
2312 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2313 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2316 } 2299 }
2317 } 2300 }
2318 2301
2319 if (max_sp > 1) 2302 if (max_sp > 1)
2320 { 2303 {
2321 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2322 if (over_sp > 0) 2305 if (over_sp > 0)
2323 { 2306 {
2324 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2325 { 2308 {
2326 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2347 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2348 { 2331 {
2349 op->stats.hp++; 2332 op->stats.hp++;
2350 2333
2351 /* dms do not consume food */ 2334 /* dms do not consume food */
2352 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2353 { 2336 {
2354 op->stats.food--; 2337 op->stats.food--;
2355 2338
2356 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2357 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2358 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))
2359 op->stats.food = last_food; 2342 op->stats.food = last_food;
2360 } 2343 }
2361 } 2344 }
2362 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2363 if (max_hp > 1) 2348 if (max_hp > 1)
2364 { 2349 {
2365 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2366 2351
2367 if (over_hp > 0) 2352 if (over_hp > 0)
2368 { 2353 {
2369 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;
2370 op->last_heal = 0; 2355 op->last_heal = 0;
2371 } 2356 }
2372 else 2357 else
2373 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2374 } 2359 }
2375 else 2360 else
2376 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2377 } 2362 }
2378 } 2363 }
2379 2364
2380 /* Digestion */ 2365 /* Digestion */
2381 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2384 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2385 2370
2386 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);
2387 2372
2388 /* dms do not consume food */ 2373 /* dms do not consume food */
2389 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2390 op->stats.food--; 2375 op->stats.food--;
2391 } 2376 }
2392 2377
2393 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2394 { 2379 {
2395 object *flesh = 0; 2380 object *flesh = 0;
2396 2381
2397 for_inv_removable (op, tmp) 2382 for_inv_removable (op, tmp)
2398 { 2383 {
2399 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2400 continue; 2385 continue;
2401 2386
2402 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2403 { 2388 {
2404 op->statusmsg ("You blindly grab for a bite of food. " 2389 op->statusmsg ("You blindly grab for a bite of food. "
2405 "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.>");
2406 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2407 2392
2408 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2409 break; 2394 break;
2410 } 2395 }
2411 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2417 */ 2402 */
2418 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2419 { 2404 {
2420 op->statusmsg ("You blindly grab for a bite of food. " 2405 op->statusmsg ("You blindly grab for a bite of food. "
2421 "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.>");
2422 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2423 } 2408 }
2424 2409
2425 // If player is still starving, alert him! 2410 // If player is still starving, alert him!
2426 if (op->stats.food < 0) 2411 if (op->stats.food < 0)
2427 op->failmsg ("You are starving! " 2412 op->failmsg ("You are starving! "
2439 op->contr->killer->destroy (); 2424 op->contr->killer->destroy ();
2440 } 2425 }
2441 } 2426 }
2442 2427
2443 /* killer should be set here already */ 2428 /* killer should be set here already */
2444 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2445 kill_player (op); 2430 kill_player (op);
2446 } 2431 }
2447} 2432}
2448 2433
2449/* 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.
2464 return; 2449 return;
2465 2450
2466 dynbuf_text deathtab; 2451 dynbuf_text deathtab;
2467 2452
2468 /* restore player */ 2453 /* restore player */
2469 at = archetype::find ("poisoning"); 2454 at = archetype::find (shstr_poisoning);
2470 if (object *tmp = present_arch_in_ob (at, op)) 2455 if (object *tmp = present_arch_in_ob (at, op))
2471 { 2456 {
2472 tmp->destroy (); 2457 tmp->destroy ();
2473 deathtab << "Your body feels cleansed...\r"; 2458 deathtab << "Your body feels cleansed...\r";
2474 } 2459 }
2475 2460
2476 at = archetype::find ("confusion"); 2461 at = archetype::find (shstr_confusion);
2477 if (object *tmp = present_arch_in_ob (at, op)) 2462 if (object *tmp = present_arch_in_ob (at, op))
2478 { 2463 {
2479 tmp->destroy (); 2464 tmp->destroy ();
2480 deathtab << "Your mind feels clearer...\r"; 2465 deathtab << "Your mind feels clearer...\r";
2481 } 2466 }
2483 cure_disease (op, 0, 0); /* remove any disease */ 2468 cure_disease (op, 0, 0); /* remove any disease */
2484 2469
2485 max_it (op->stats.hp , op->stats.maxhp); 2470 max_it (op->stats.hp , op->stats.maxhp);
2486 max_it (op->stats.sp , op->stats.maxsp); 2471 max_it (op->stats.sp , op->stats.maxsp);
2487 max_it (op->stats.grace, op->stats.maxgrace); 2472 max_it (op->stats.grace, op->stats.maxgrace);
2488
2489 if (op->stats.food <= 0) 2473 max_it (op->stats.food , 200);
2490 op->stats.food = 999;
2491 2474
2492 // remove all spell effects that are active 2475 // remove all spell effects that are active
2493 // to avoid long-term effects such as word-of-recall 2476 // to avoid long-term effects such as word-of-recall
2494 for (object *item = op->inv; item; ) 2477 for (object *item = op->inv; item; )
2495 { 2478 {
2508 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2509 { 2492 {
2510 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";
2511 2494
2512 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2513 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2514 { 2497
2515 tmp->name = format ("%s's finger" , &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2516 tmp->name_pl = format ("%s's fingers", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2517 tmp->msg = format ( 2500 tmp->msg = format (
2518 "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",
2519 &op->name, op->contr->title, 2502 &op->name, op->contr->title,
2520 (int)op->level, 2503 (int)op->level,
2521 op->contr->killer_name () 2504 op->contr->killer_name ()
2522 ); 2505 );
2523 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2524 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2525 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2526 }
2527 2509
2528 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2529 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2530 op->contr->braced = 0; 2512 op->contr->braced = 0;
2531 2513
2593 lost_a_stat = 1; 2575 lost_a_stat = 1;
2594 } 2576 }
2595 else 2577 else
2596 { 2578 {
2597 /* deplete a stat */ 2579 /* deplete a stat */
2598 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2599 object *dep; 2581 object *dep;
2600 2582
2601 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2602 if (!dep) 2584 if (!dep)
2603 { 2585 {
2604 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2605 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2606 } 2588 }
2607 lose_this_stat = 1; 2589 lose_this_stat = 1;
2608 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2609 { 2591 {
2621 2603
2622 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2623 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2624 { 2606 {
2625 lose_this_stat = 0; 2607 lose_this_stat = 0;
2626 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2627 retain the stat. */ 2609 retain the stat. */
2628 } 2610 }
2629 else 2611 else
2630 { 2612 {
2631 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)
2647 * difference. 2629 * difference.
2648 */ 2630 */
2649 if (this_stat >= -50) 2631 if (this_stat >= -50)
2650 { 2632 {
2651 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2652 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2653 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2654 op->update_stats (); 2636 op->update_stats ();
2655 lost_a_stat = 1; 2637 lost_a_stat = 1;
2656 } 2638 }
2657 } 2639 }
2675#endif 2657#endif
2676 2658
2677 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2678 * exp loss on the stone. 2660 * exp loss on the stone.
2679 */ 2661 */
2680 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2681 tmp->name = format ("%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2682 tmp->name_pl = format ("%s's gravestones", &op->name); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2683 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",
2684 &op->name, op->contr->title, op->contr->killer_name ()); 2666 &op->name, op->contr->title, op->contr->killer_name ());
2685 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2724 if (will_kill_again) 2706 if (will_kill_again)
2725 { 2707 {
2726 object *force; 2708 object *force;
2727 int at; 2709 int at;
2728 2710
2729 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2730 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2731 force->speed = 0.1f;
2732 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2733 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2734 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2735 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2736 force->resist[at] = 100; 2719 force->resist[at] = 100;
2737 2720
2738 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2743} 2726}
2744 2727
2745static void 2728static void
2746loot_object (object *op) 2729loot_object (object *op)
2747{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2748 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2749 2732
2750 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2751 2734
2752 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2753 { 2736 {
2760 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2761 2744
2762 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2763 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2764 2747
2765 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))))
2766 { 2749 {
2767 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2768 { 2751 {
2769 tmp->decrease (rndm (1, tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2770 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2781 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2782 * 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
2783 * was changed. 2766 * was changed.
2784 */ 2767 */
2785void 2768void
2786fix_weight (void) 2769fix_weight ()
2787{ 2770{
2788 for_all_players (pl) 2771 for_all_players (pl)
2789 { 2772 {
2790 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2791 2774
2792 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2793 2776
2794 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2795 { 2778 {
2798 } 2781 }
2799 } 2782 }
2800} 2783}
2801 2784
2802void 2785void
2803fix_luck (void) 2786fix_luck ()
2804{ 2787{
2805 for_all_players (pl) 2788 for_all_players (pl)
2806 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2807 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2808} 2791}
2860} 2843}
2861 2844
2862int 2845int
2863is_true_undead (object *op) 2846is_true_undead (object *op)
2864{ 2847{
2865 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
2866 return 1; 2849 return 1;
2867 2850
2868 return 0; 2851 return 0;
2869} 2852}
2870 2853
2891 level = -(10 + (2 * ob->map->darklevel ())); 2874 level = -(10 + (2 * ob->map->darklevel ()));
2892 2875
2893 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
2894 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
2895 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
2896 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))
2897 { 2880 {
2898 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2899 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
2900 continue; 2883 continue;
2901 2884
2968 2951
2969 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
2970 player = 1; 2953 player = 1;
2971 2954
2972 else 2955 else
2973 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
2974 2957
2975 /* search adjacent squares */ 2958 /* search adjacent squares */
2976 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
2977 { 2960 {
2978 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
2979 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
2980 m = who->map; 2963 m = who->map;
2981 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2982 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
2983 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
2984 */ 2967 */
2987 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)))
2988 continue; 2971 continue;
2989 2972
2990 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)
2991 { 2974 {
2992 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])
2993 return 1; 2976 return 1;
2994 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
2995 {
2996 /*don't let a hidden DM prevent you from hiding */
2997 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2998 return 1; 2978 return 1;
2999 }
3000 } 2979 }
3001 } 2980 }
3002 return 0; 2981 return 0;
3003} 2982}
3004 2983
3005/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3006 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3007 * 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
3008 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3009 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3010 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3011 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3012 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3013 * 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
3014 * 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.
3015 * -b.t. 2994 * -b.t.
3016 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3017 */ 2996 */
3018int 2997int
3019player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3020{ 2999{
3034 3013
3035 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3036 3015
3037 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3038 * through the object and find if it has any 3017 * through the object and find if it has any
3039 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
3040 * a blocked los square. 3019 * a blocked los square.
3041 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3042 */ 3021 */
3043 while (op) 3022 while (op)
3044 { 3023 {
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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