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Comparing deliantra/server/server/player.C (file contents):
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC vs.
Revision 1.271 by root, Sun Apr 11 23:32:10 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
107 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
108 106
109 ob->update_weight (); 107 ob->update_weight ();
110 link_skills (); 108 link_skills ();
111 109
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
115 111
116 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
118 { 114 {
119 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
120 116
121 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
136 132
137 ns->floorbox_update (); 133 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
140 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
141 activate (); 143 activate ();
142 144
143 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
145} 147}
184 186
185 ob->speed = 1.0f; 187 ob->speed = 1.0f;
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{
259 disconnect (); 234 disconnect ();
260 235
261 attachable::do_destroy (); 236 attachable::do_destroy ();
262 237
263 if (ob) 238 if (ob)
264 {
265 ob->destroy_inv (false);
266 ob->destroy (); 239 ob->destroy ();
267 }
268 240
269 ob = observe = viewpoint = 0; 241 ob = observe = viewpoint = 0;
270} 242}
271 243
272player::~player () 244player::~player ()
310player * 282player *
311player::create () 283player::create ()
312{ 284{
313 player *pl = new player; 285 player *pl = new player;
314 286
315 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
316 288
317 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
320 292
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 }
588 if (op->nrof > 1) 560 if (op->nrof > 1)
589 op->nrof = 1; 561 op->nrof = 1;
590 } 562 }
591 563
592 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 op->inv->clr_flag (FLAG_STARTEQUIP);
594 566
595 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
596 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
597 * merged properly. 569 * merged properly.
598 */ 570 */
599 if (need_identify (op)) 571 if (need_identify (op))
600 { 572 {
601 SET_FLAG (op, FLAG_IDENTIFIED); 573 op->set_flag (FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED); 574 op->clr_flag (FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED); 575 op->clr_flag (FLAG_DAMNED);
604 } 576 }
605 577
606 if (op->type == SPELL) 578 if (op->type == SPELL)
607 { 579 {
608 op->destroy (); 580 op->destroy ();
609 continue; 581 continue;
610 } 582 }
611 else if (op->type == SKILL) 583 else if (op->type == SKILL)
612 { 584 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 op->set_flag (FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0; 586 op->stats.exp = 0;
615 op->level = 1; 587 op->level = 1;
616 } 588 }
617 else /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED); 590 op->set_flag (FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
620 592
621 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
622 pl->contr->link_skills (); 594 pl->contr->link_skills ();
623} 595}
637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
638} 610}
639 611
640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int 613static int
642roll_stat (void) 614roll_stat ()
643{ 615{
644 int a[4], i, j, k; 616 int a[4], i, j, k;
645 617
646 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
757 729
758 if (ob->msg) 730 if (ob->msg)
759 ob->msg = 0; 731 ob->msg = 0;
760 732
761 start_info (ob); 733 start_info (ob);
762 CLEAR_FLAG (ob, FLAG_WIZ); 734 ob->clr_flag (FLAG_WIZ);
763 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
764 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
765 ob->update_stats (); 737 ob->update_stats ();
766 738
767 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
816 rv_vector rv; 788 rv_vector rv;
817 789
818 if (op->stats.hp < 0) 790 if (op->stats.hp < 0)
819 { 791 {
820 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
821 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
822 return; 794 return;
823 } 795 }
824 796
825 if (!op->enemy) 797 if (!op->enemy)
826 { 798 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
829 return; 801 return;
830 } 802 }
831 803
832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
833 { 805 {
834 op->enemy = NULL; 806 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED); 807 op->clr_flag (FLAG_SCARED);
836 return; 808 return;
837 } 809 }
838 810
839 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
840 812
841 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
843 { 815 {
844 int m = 1 - rndm (2) * 2; 816 int m = 1 - rndm (2) * 2;
845 817
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
847 return; 819 return;
848 } 820 }
849 821
850 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
852 op->enemy = NULL; 824 op->enemy = NULL;
853} 825}
854 826
855/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* 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 828 * It returns 1 if the player should keep on moving, 0 if he should
861{ 833{
862 object *tmp, *next; 834 object *tmp, *next;
863 int stop = 0; 835 int stop = 0;
864 int wvratio; 836 int wvratio;
865 837
866 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
868 return 1; 840 return 1;
869 841
870 next = op->below; 842 next = op->below;
871 843
872 int cnt = MAX_ITEM_PER_DROP; 844 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874 846
875 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
876 * destroyed */ 848 * destroyed */
877 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
948 * fighting */ 920 * fighting */
949 if (op->contr->mode & PU_INHIBIT) 921 if (op->contr->mode & PU_INHIBIT)
950 return 1; 922 return 1;
951 923
952 /* prevent us from turning into auto-thieves :) */ 924 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 925 if (tmp->flag [FLAG_UNPAID])
954 continue; 926 continue;
955 927
956 /* ignore known cursed objects */ 928 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 929 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
958 continue; 930 continue;
959 931
960 /* all food and drink if desired */ 932 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */ 933 /* question: don't pick up known-poisonous stuff? */
962 if (op->contr->mode & PU_FOOD) 934 if (op->contr->mode & PU_FOOD)
965 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
966 continue; 938 continue;
967 } 939 }
968 940
969 if (op->contr->mode & PU_DRINK) 941 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 942 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
971 { 943 {
972 CHK_PICK_PICKUP; 944 CHK_PICK_PICKUP;
973 continue; 945 continue;
974 } 946 }
975 947
1002 continue; 974 continue;
1003 } 975 }
1004 976
1005 /* wands/staves/rods/horns */ 977 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 978 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
1008 { 983 {
1009 CHK_PICK_PICKUP; 984 CHK_PICK_PICKUP;
1010 continue; 985 continue;
1011 } 986 }
1012 987
1013 /* pick up all magical items */ 988 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 990 if (tmp->flag [FLAG_KNOWN_MAGICAL]
991 && !tmp->flag [FLAG_KNOWN_CURSED])
1016 { 992 {
1017 CHK_PICK_PICKUP; 993 CHK_PICK_PICKUP;
1018 continue; 994 continue;
1019 } 995 }
1020 996
1027 } 1003 }
1028 } 1004 }
1029 1005
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1007 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET) 1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1033 { 1012 {
1034 CHK_PICK_PICKUP; 1013 CHK_PICK_PICKUP;
1035 continue; 1014 continue;
1036 } 1015 }
1037 1016
1086 CHK_PICK_PICKUP; 1065 CHK_PICK_PICKUP;
1087 continue; 1066 continue;
1088 } 1067 }
1089 1068
1090 if (op->contr->mode & PU_GLOVES) 1069 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1071 {
1093 CHK_PICK_PICKUP; 1072 CHK_PICK_PICKUP;
1094 continue; 1073 continue;
1095 } 1074 }
1096 1075
1101 continue; 1080 continue;
1102 } 1081 }
1103 1082
1104 /* hoping to catch throwing daggers here */ 1083 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON) 1084 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1085 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1107 { 1086 {
1108 CHK_PICK_PICKUP; 1087 CHK_PICK_PICKUP;
1109 continue; 1088 continue;
1110 } 1089 }
1111 1090
1166 * return 0. 1145 * return 0.
1167 */ 1146 */
1168static int 1147static int
1169action_makes_visible (object *op) 1148action_makes_visible (object *op)
1170{ 1149{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1150 if (op->invisible && op->flag [FLAG_ALIVE])
1172 { 1151 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1152 if (op->flag [FLAG_MAKE_INVIS])
1174 { 1153 {
1175 // artefact invisibility is permanent, but we still make noise 1154 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance. 1155 // this is important for game-balance.
1177 if (op->contr) 1156 if (op->contr)
1178 op->make_noise (); 1157 op->make_noise ();
1205 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp); 1186 return splay (tmp);
1208 1187
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1189 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type)) 1190 if (object *arrow = find_arrow (tmp, type))
1212 { 1191 {
1213 splay (tmp); 1192 splay (tmp);
1214 return arrow; 1193 return arrow;
1215 } 1194 }
1232 if (!type) 1211 if (!type)
1233 return NULL; 1212 return NULL;
1234 1213
1235 for (arrow = op->inv; arrow; arrow = arrow->below) 1214 for (arrow = op->inv; arrow; arrow = arrow->below)
1236 { 1215 {
1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1238 { 1217 {
1239 i = 0; 1218 i = 0;
1240 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1241 1220
1242 if (i > betterby) 1221 if (i > betterby)
1343 break; 1322 break;
1344 } 1323 }
1345 1324
1346 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1348 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (tmp->flag [FLAG_ALIVE])
1349 break; 1328 break;
1350 } 1329 }
1351 1330
1352 if (!tmp) 1331 if (!tmp)
1353 return find_arrow (op, type); 1332 return find_arrow (op, type);
1414 { 1393 {
1415 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1395 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 */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1418 else 1397 else
1419 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 op->clr_flag (FLAG_READY_BOW);
1420 1399
1421 return 0; 1400 return 0;
1422 } 1401 }
1423 } 1402 }
1424 1403
1580 { 1559 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1561 return;
1583 } 1562 }
1584 1563
1585 if (!op->change_weapon (item)) 1564 if (!op->apply (item))
1586 return; 1565 return;
1587 1566
1588 if (item->type == WAND) 1567 if (item->type == WAND)
1589 { 1568 {
1590 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1624 { 1603 {
1625 object *tmp; 1604 object *tmp;
1626 1605
1627 if (item->arch) 1606 if (item->arch)
1628 { 1607 {
1629 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 item->clr_flag (FLAG_ANIMATE);
1630 item->face = item->arch->face; 1609 item->face = item->arch->face;
1631 item->set_speed (0); 1610 item->set_speed (0);
1632 } 1611 }
1633 1612
1634 if (object *pl = item->visible_to ()) 1613 if (object *pl = item->visible_to ())
1641} 1620}
1642 1621
1643/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1644 */ 1623 */
1645bool 1624bool
1646fire (object *op, int dir) 1625fire (object *who, int dir)
1647{ 1626{
1648 int spellcost = 0; 1627 int spellcost = 0;
1649 1628
1650 player *pl = op->contr; 1629 player *pl = who->contr;
1651 1630
1652 if (pl->golem) 1631 if (pl->golem)
1653 { 1632 {
1654 control_golem (op->contr->golem, dir); 1633 control_golem (who->contr->golem, dir);
1655 return false; 1634 return false;
1656 } 1635 }
1657 1636
1658 object *ob = pl->ranged_ob; 1637 object *ob = pl->ranged_ob;
1659 1638
1660 if (!ob) 1639 if (!ob)
1661 return false; 1640 return false;
1662 1641
1663 if (op->speed_left > 0.f) 1642 if (who->speed_left > 0.f)
1664 --op->speed_left; 1643 --who->speed_left;
1665 else 1644 else
1666 return false; 1645 return false;
1667 1646
1668 if (!op->change_weapon (ob)) 1647 if (!who->apply (ob))
1669 return false; 1648 return false;
1670 1649
1671 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1673 make_visible (op); 1652 make_visible (who);
1674 1653
1675 switch (ob->type) 1654 switch (ob->type)
1676 { 1655 {
1677 case BOW: 1656 case BOW:
1678 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1679 break; 1658 break;
1680 1659
1681 case SPELL: 1660 case SPELL:
1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1683 break; 1662 break;
1684 1663
1685 case BUILDER: 1664 case BUILDER:
1686 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1687 break; 1666 break;
1688 1667
1689 case SKILL: 1668 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1669 do_skill (who, who, ob, dir, 0);
1691 break; 1670 break;
1692 1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1693 default: 1676 default:
1694 fire_misc_object (op, dir); 1677 fire_misc_object (who, dir);
1695 break; 1678 break;
1696 } 1679 }
1697 1680
1698 return true; 1681 return true;
1699} 1682}
1758 * 1741 *
1759 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1760 * all the others. 1743 * all the others.
1761 */ 1744 */
1762 if (pl->contr->usekeys == key_inventory 1745 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED) 1746 || !container->flag [FLAG_APPLIED]
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 { 1748 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 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)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1768 return NULL; 1751 return NULL;
1852 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
1853 */ 1836 */
1854bool 1837bool
1855move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
1856{ 1839{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1858 { 1841 {
1859 --op->speed_left; 1842 --op->speed_left;
1860 return true; 1843 return true;
1861 } 1844 }
1862 1845
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1848
1870 if (out_of_map (op->map, nx, ny)) 1849 if (out_of_map (op->map, nx, ny))
1871 return false; 1850 return false;
1872 1851
1873 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
1923 */ 1902 */
1924 if (op->type == PLAYER 1903 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr 1904 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party)) 1905 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op) 1906 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1907 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1929 { 1908 {
1930 /* If we're braced, we don't want to switch places with it */ 1909 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced) 1910 if (op->contr->braced)
1932 return false; 1911 return false;
1933 1912
1944 return true; 1923 return true;
1945 } 1924 }
1946 else 1925 else
1947 return false; 1926 return false;
1948 } 1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1949 1930
1950 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
1953 * attack them either. 1934 * attack them either.
1954 */ 1935 */
1955 if ((mon->type == PLAYER || mon->enemy != op) 1936 if ((mon->type == PLAYER || mon->enemy != op)
1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1937 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1957 && ((op->contr->peaceful 1938 && ((op->contr->peaceful
1958 || (mon->type == PLAYER && mon->contr->peaceful)) 1939 || (mon->type == PLAYER && mon->contr->peaceful))
1959 && !on_battleground)) 1940 && !on_battleground))
1960 { 1941 {
1961 if (op->speed_left > 0.f) 1942 if (op->speed_left > 0.f)
1977 } 1958 }
1978 } 1959 }
1979 /* If the object is a boulder or other rollable object, then 1960 /* 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. 1961 * roll it if not braced. You can't roll it if you are braced.
1981 */ 1962 */
1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1983 { 1964 {
1984 if (op->speed_left > 0.f) 1965 if (op->speed_left > 0.f)
1985 { 1966 {
1986 --op->speed_left; 1967 --op->speed_left;
1987 1968
1996 * Way it works is like this: First, it must have some hit points 1977 * 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: 1978 * 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 1979 * 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. 1980 * that party_number -1 is no party, so attacks can still happen.
2000 */ 1981 */
2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2003 { 1984 {
2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2005 { 1986 {
2006 --op->contr->weapon_sp_left; 1987 --op->contr->weapon_sp_left;
2022{ 2003{
2023 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2024 return 0; 2005 return 0;
2025 2006
2026 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir > 8)
2028 { 2009 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0; 2011 return 0;
2031 } 2012 }
2032 2013
2033 /* peterm: added following line */ 2014 /* peterm: added following line */
2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (op->flag [FLAG_CONFUSED] && dir)
2035 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2036 2017
2037 op->facing = dir; 2018 op->facing = dir;
2038 2019
2039 if (op->flag [FLAG_HIDDEN]) 2020 if (op->flag [FLAG_HIDDEN])
2079 * players. 2060 * players.
2080 */ 2061 */
2081bool 2062bool
2082handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2083{ 2064{
2084 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (op->flag [FLAG_SCARED])
2085 { 2066 {
2086 if (op->speed_left > 0.f) 2067 if (op->speed_left > 0.f)
2087 { 2068 {
2088 --op->speed_left; 2069 --op->speed_left;
2089 flee_player (op); 2070 flee_player (op);
2108} 2089}
2109 2090
2110static int 2091static int
2111save_life (object *op) 2092save_life (object *op)
2112{ 2093{
2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!op->flag [FLAG_LIFESAVE])
2114 return 0; 2095 return 0;
2115 2096
2116 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2118 { 2099 {
2119 op->play_sound (sound_find ("ob_evaporate")); 2100 op->play_sound (sound_find ("ob_evaporate"));
2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2121 2102
2122 tmp->destroy (); 2103 tmp->destroy ();
2123 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 op->clr_flag (FLAG_LIFESAVE);
2124 2105
2125 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2126 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2127 2108
2128 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2129 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2130 2111
2131 op->update_stats (); 2112 op->update_stats ();
2132 return 1; 2113 return 1;
2133 } 2114 }
2134 2115
2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2136 CLEAR_FLAG (op, FLAG_LIFESAVE); 2117 op->clr_flag (FLAG_LIFESAVE);
2137 enter_player_savebed (op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2138 return 0; 2119 return 0;
2139} 2120}
2140 2121
2141/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2148{ 2129{
2149 while (op) 2130 while (op)
2150 { 2131 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152 2133
2153 if (QUERY_FLAG (op, FLAG_UNPAID)) 2134 if (op->flag [FLAG_UNPAID])
2154 op->insert_at (env); 2135 op->insert_at (env);
2155 else if (op->inv) 2136 else if (op->inv)
2156 drop_unpaid_items (op->inv, env); 2137 drop_unpaid_items (op->inv, env);
2157 2138
2158 op = next; 2139 op = next;
2188 * alternate it here for it to work correctly. 2169 * alternate it here for it to work correctly.
2189 */ 2170 */
2190 if (pticks & 2) 2171 if (pticks & 2)
2191 op->invisible--; 2172 op->invisible--;
2192 } 2173 }
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2174 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2194 { 2175 {
2195 if (!op->invisible--) 2176 if (!op->invisible--)
2196 { 2177 {
2197 make_visible (op); 2178 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2265 if (op->stats.sp < op->stats.maxsp) 2246 if (op->stats.sp < op->stats.maxsp)
2266 { 2247 {
2267 op->stats.sp++; 2248 op->stats.sp++;
2268 2249
2269 /* dms do not consume food */ 2250 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ)) 2251 if (!op->flag [FLAG_WIZ])
2271 { 2252 {
2272 op->stats.food--; 2253 op->stats.food--;
2273 2254
2274 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2275 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2309 if (op->stats.hp < op->stats.maxhp) 2290 if (op->stats.hp < op->stats.maxhp)
2310 { 2291 {
2311 op->stats.hp++; 2292 op->stats.hp++;
2312 2293
2313 /* dms do not consume food */ 2294 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ)) 2295 if (!op->flag [FLAG_WIZ])
2315 { 2296 {
2316 op->stats.food--; 2297 op->stats.food--;
2317 2298
2318 if (op->contr->digestion < 0) 2299 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion; 2300 op->stats.food += op->contr->digestion;
2346 penalty = max (0, -op->contr->digestion); 2327 penalty = max (0, -op->contr->digestion);
2347 2328
2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2349 2330
2350 /* dms do not consume food */ 2331 /* dms do not consume food */
2351 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2352 op->stats.food--; 2333 op->stats.food--;
2353 } 2334 }
2354 2335
2355 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2356 { 2337 {
2357 object *flesh = 0; 2338 object *flesh = 0;
2358 2339
2359 for_inv_removable (op, tmp) 2340 for_inv_removable (op, tmp)
2360 { 2341 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (tmp->flag [FLAG_UNPAID])
2362 continue; 2343 continue;
2363 2344
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2365 { 2346 {
2366 op->statusmsg ("You blindly grab for a bite of food. " 2347 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0); 2349 op->apply (tmp);
2369 2350
2370 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2371 break; 2352 break;
2372 } 2353 }
2373 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2379 */ 2360 */
2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2381 { 2362 {
2382 op->statusmsg ("You blindly grab for a bite of food. " 2363 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2384 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2385 } 2366 }
2386 2367
2387 // If player is still starving, alert him! 2368 // If player is still starving, alert him!
2388 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! " 2370 op->failmsg ("You are starving! "
2401 op->contr->killer->destroy (); 2382 op->contr->killer->destroy ();
2402 } 2383 }
2403 } 2384 }
2404 2385
2405 /* killer should be set here already */ 2386 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2407 kill_player (op); 2388 kill_player (op);
2408 } 2389 }
2409} 2390}
2410 2391
2411/* If the player should die (lack of hp, food, etc), we call this. 2392/* If the player should die (lack of hp, food, etc), we call this.
2445 cure_disease (op, 0, 0); /* remove any disease */ 2426 cure_disease (op, 0, 0); /* remove any disease */
2446 2427
2447 max_it (op->stats.hp , op->stats.maxhp); 2428 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp); 2429 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace); 2430 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0) 2431 max_it (op->stats.food , 200);
2452 op->stats.food = 999;
2453 2432
2454 // remove all spell effects that are active 2433 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall 2434 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; ) 2435 for (object *item = op->inv; item; )
2457 { 2436 {
2470 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2471 { 2450 {
2472 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2473 2452
2474 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2476 { 2455
2477 tmp->name = format ("%s's finger" , &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format ( 2458 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title, 2460 &op->name, op->contr->title,
2482 (int)op->level, 2461 (int)op->level,
2483 op->contr->killer_name () 2462 op->contr->killer_name ()
2484 ); 2463 );
2485 tmp->value = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics"; 2465 tmp->material = name_to_material (shstr_organic);
2487 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2488 }
2489 2467
2490 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2491 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2492 op->contr->braced = 0; 2470 op->contr->braced = 0;
2493 2471
2561 object *dep; 2539 object *dep;
2562 2540
2563 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2564 if (!dep) 2542 if (!dep)
2565 { 2543 {
2566 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2567 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2568 } 2546 }
2569 lose_this_stat = 1; 2547 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2571 { 2549 {
2609 * difference. 2587 * difference.
2610 */ 2588 */
2611 if (this_stat >= -50) 2589 if (this_stat >= -50)
2612 { 2590 {
2613 change_attr_value (&(dep->stats), i, -1); 2591 change_attr_value (&(dep->stats), i, -1);
2614 SET_FLAG (dep, FLAG_APPLIED); 2592 dep->set_flag (FLAG_APPLIED);
2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2616 op->update_stats (); 2594 op->update_stats ();
2617 lost_a_stat = 1; 2595 lost_a_stat = 1;
2618 } 2596 }
2619 } 2597 }
2637#endif 2615#endif
2638 2616
2639 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2640 * exp loss on the stone. 2618 * exp loss on the stone.
2641 */ 2619 */
2642 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2643 tmp->name = format ("%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2644 tmp->name_pl = format ("%s's gravestones", &op->name); 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2646 &op->name, op->contr->title, op->contr->killer_name ()); 2624 &op->name, op->contr->title, op->contr->killer_name ());
2647 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2690 2668
2691 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2692 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2693 force->speed = 0.1f; 2671 force->speed = 0.1f;
2694 force->speed_left = -5.f; 2672 force->speed_left = -5.f;
2695 SET_FLAG (force, FLAG_APPLIED); 2673 force->set_flag (FLAG_APPLIED);
2696 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
2697 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2698 force->resist[at] = 100; 2676 force->resist[at] = 100;
2699 2677
2700 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2722 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2723 2701
2724 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
2725 loot_object (tmp); /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
2726 2704
2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2728 { 2706 {
2729 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2730 { 2708 {
2731 tmp->decrease (rndm (1, tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2732 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2743 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
2744 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
2745 * was changed. 2723 * was changed.
2746 */ 2724 */
2747void 2725void
2748fix_weight (void) 2726fix_weight ()
2749{ 2727{
2750 for_all_players (pl) 2728 for_all_players (pl)
2751 { 2729 {
2752 sint32 old = pl->ob->carrying; 2730 sint32 old = pl->ob->carrying;
2753 2731
2760 } 2738 }
2761 } 2739 }
2762} 2740}
2763 2741
2764void 2742void
2765fix_luck (void) 2743fix_luck ()
2766{ 2744{
2767 for_all_players (pl) 2745 for_all_players (pl)
2768 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
2769 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
2770} 2748}
2822} 2800}
2823 2801
2824int 2802int
2825is_true_undead (object *op) 2803is_true_undead (object *op)
2826{ 2804{
2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2805 if (op->arch->flag [FLAG_UNDEAD])
2828 return 1; 2806 return 1;
2829 2807
2830 return 0; 2808 return 0;
2831} 2809}
2832 2810
2930 2908
2931 if (who->type == PLAYER) 2909 if (who->type == PLAYER)
2932 player = 1; 2910 player = 1;
2933 2911
2934 else 2912 else
2935 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2913 friendly = who->flag [FLAG_FRIENDLY];
2936 2914
2937 /* search adjacent squares */ 2915 /* search adjacent squares */
2938 for (i = 1; i < 9; i++) 2916 for (i = 1; i < 9; i++)
2939 { 2917 {
2940 x = who->x + freearr_x[i]; 2918 x = who->x + freearr_x[i];
2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2950 continue; 2928 continue;
2951 2929
2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2953 { 2931 {
2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2932 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2955 return 1; 2933 return 1;
2956 else if (tmp->type == PLAYER) 2934 else if (tmp->type == PLAYER)
2957 { 2935 {
2958 /*don't let a hidden DM prevent you from hiding */ 2936 /*don't let a hidden DM prevent you from hiding */
2959 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2937 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2960 return 1; 2938 return 1;
2961 } 2939 }
2962 } 2940 }
2963 } 2941 }
2964 return 0; 2942 return 0;
3033 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3034 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3035 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3036 for (object *tmp = op->below; tmp; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3037 { 3015 {
3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (tmp->flag [FLAG_IS_FLOOR])
3039 { 3017 {
3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3018 if (tmp->flag [FLAG_NO_PICK]
3041 && tmp->type == BATTLEGROUND 3019 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 { 3022 {
3045 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3047 {
3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 { 3027 {
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3051 {
3052 if (x && y) 3028 if (x && y)
3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054 3030
3055 return 1; 3031 return 1;
3056 }
3057 } 3032 }
3058 }
3059 3033
3060 if (x && y) 3034 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062 3036
3063 return 1; 3037 return 1;
3201 else 3175 else
3202 j = 1; 3176 j = 1;
3203 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3204 } 3178 }
3205 } 3179 }
3180
3206 strcat (buf, "."); 3181 strcat (buf, ".");
3207 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3208 } 3183 }
3209 3184
3210 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3211 if (QUERY_FLAG (item, FLAG_XRAYS)) 3186 if (item->flag [FLAG_XRAYS])
3212 SET_FLAG (skin, FLAG_XRAYS); 3187 skin->set_flag (FLAG_XRAYS);
3213 if (QUERY_FLAG (item, FLAG_STEALTH)) 3188 if (item->flag [FLAG_STEALTH])
3214 SET_FLAG (skin, FLAG_STEALTH); 3189 skin->set_flag (FLAG_STEALTH);
3215 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3190 if (item->flag [FLAG_SEE_IN_DARK])
3216 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3191 skin->set_flag (FLAG_SEE_IN_DARK);
3217 3192
3218 /* print message if there is one */ 3193 /* print message if there is one */
3219 if (item->msg != NULL) 3194 if (item->msg != NULL)
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 } 3196 }
3222 else 3197 else
3223 { 3198 {
3224 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3225 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3227 who->insert (tmp); 3202 who->insert (tmp);
3228 } 3203 }
3229}
3230
3231/**
3232 * Unready an object for a player. This function does nothing if the object was
3233 * not readied.
3234 */
3235void
3236player_unready_range_ob (player *pl, object *ob)
3237{
3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3240
3241 if (pl->combat_ob == ob)
3242 pl->combat_ob = 0;
3243
3244 if (pl->ranged_ob == ob)
3245 pl->ranged_ob = 0;
3246} 3204}
3247 3205
3248//-GPL 3206//-GPL
3249 3207
3250sint8 3208sint8
3280{ 3238{
3281 play_sound (sound_find ("generic_failure")); 3239 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color); 3240 statusmsg (msg, color);
3283} 3241}
3284 3242
3243void
3244object::failmsgf (const char *format, ...)
3245{
3246 if (!contr)
3247 return;
3248
3249 va_list ap;
3250 va_start (ap, format);
3251 contr->failmsg (vformat (format, ap));
3252 va_end (ap);
3253}
3254
3255void
3256player::failmsgf (const char *format, ...)
3257{
3258 va_list ap;
3259 va_start (ap, format);
3260 failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263

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