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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 1.273 by root, Sun Apr 18 05:54:18 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
402 */ 374 */
403int 375int
404path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
405{ 377{
406 rv_vector rv; 378 rv_vector rv;
407 sint16 x, y;
408 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
409 maptile *m, *lastmap;
410 380
411 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
412 382
413 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
414 return 0; 384 return 0;
415 385
416 x = mon->x; 386 mapxy pos (mon);
417 y = mon->y;
418 m = mon->map;
419 dir = rv.direction; 387 dir = rv.direction;
420 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422 390
423 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
424 if (diff > max) 392 if (diff > max)
425 return 0; 393 return 0;
426 394
427 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
428 { 396 {
429 lastx = x; 397 mapxy lastpos = pos;
430 lasty = y; 398 pos.move (dir);
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434 399
435 mflags = get_map_flags (m, &m, x, y, &x, &y); 400 MoveType blocked;
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); 401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
437 415
438 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
440 && (m == mon->map && blocked_link (mon, m, x, y)))) 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
441 { 419 {
442 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
444 */ 422 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
446 if (rv.direction != dir) 424 if (rv.direction != dir)
447 { 425 {
448 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
449 * the values so it will try again. 427 * the values so it will try again.
450 */ 428 */
451 x = lastx;
452 y = lasty;
453 m = lastmap; 429 pos = lastpos;
454 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
455 } 431 }
456 else 432 else
457 { 433 {
458 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
465 */ 441 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 { 443 {
468 if (i == 0) 444 if (i == 0)
469 continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
470 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in 448 * since the direction that the creature should move in
472 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
476 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
477 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully 455 * the last direction the creature has successfully
479 * moved. 456 * moved.
480 */ 457 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap; 458 pos = lastpos;
485 mflags = get_map_flags (m, &m, x, y, &x, &y); 459 pos.move (absdir (lastdir + i));
486 if (mflags & P_OUT_OF_MAP) 460
461 if (!pos.normalise ())
487 continue; 462 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 463
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
490 continue; 467 continue;
491 if (mflags & P_BLOCKSVIEW) 468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
492 continue; 470 continue;
493 471
494 if (m == mon->map && blocked_link (mon, m, x, y)) 472 if (blocked_link (mon, pos.m, pos.x, pos.y))
495 break; 473 break;
496 } 474 }
475
497 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
499 */ 478 */
500 if (i == (DETOUR_AMOUNT + 1)) 479 if (i == DETOUR_AMOUNT + 1)
501 return 0; 480 return 0;
481
502 diff--; 482 diff--;
503 lastdir = dir; 483 lastdir = dir;
504 max--; 484 max--;
505 if (!firstdir) 485 if (!firstdir)
506 firstdir = dir + i; 486 firstdir = dir + i;
510 { 490 {
511 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
512 diff--; 492 diff--;
513 max--; 493 max--;
514 lastdir = dir; 494 lastdir = dir;
495
515 if (!firstdir) 496 if (!firstdir)
516 firstdir = dir; 497 firstdir = dir;
517 } 498 }
518 499
519 if (diff <= 1) 500 if (diff <= 1)
520 { 501 {
521 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance. 503 * headed toward player for entire distance.
523 */ 504 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 } 507 }
527 508
528 if (diff > max) 509 if (diff > max)
529 return 0; 510 return 0;
547 next = op->below; 528 next = op->below;
548 529
549 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
550 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
551 */ 532 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
553 SET_FLAG (op, FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
554 535
555 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions 537 * by this player due to race restrictions
557 */ 538 */
558 if (pl->type == PLAYER) 539 if (pl->type == PLAYER)
559 { 540 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 541 if ((!pl->flag [FLAG_USE_ARMOUR]
561 && 542 &&
562 (op->type == ARMOUR || op->type == BOOTS 543 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET 544 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES 545 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE)) 546 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
567 { 548 {
568 op->destroy (); 549 op->destroy ();
569 continue; 550 continue;
570 } 551 }
571 } 552 }
588 if (op->nrof > 1) 569 if (op->nrof > 1)
589 op->nrof = 1; 570 op->nrof = 1;
590 } 571 }
591 572
592 if (op->type == SPELLBOOK && op->inv) 573 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 574 op->inv->clr_flag (FLAG_STARTEQUIP);
594 575
595 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
596 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
597 * merged properly. 578 * merged properly.
598 */ 579 */
599 if (need_identify (op)) 580 if (op->need_identify ())
600 { 581 {
601 SET_FLAG (op, FLAG_IDENTIFIED); 582 op->set_flag (FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED); 583 op->clr_flag (FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED); 584 op->clr_flag (FLAG_DAMNED);
604 } 585 }
605 586
606 if (op->type == SPELL) 587 if (op->type == SPELL)
607 { 588 {
608 op->destroy (); 589 op->destroy ();
609 continue; 590 continue;
610 } 591 }
611 else if (op->type == SKILL) 592 else if (op->type == SKILL)
612 { 593 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL); 594 op->set_flag (FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0; 595 op->stats.exp = 0;
615 op->level = 1; 596 op->level = 1;
616 } 597 }
617 else /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED); 599 op->set_flag (FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
620 601
621 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
622 pl->contr->link_skills (); 603 pl->contr->link_skills ();
623} 604}
637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 618 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
638} 619}
639 620
640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 621/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int 622static int
642roll_stat (void) 623roll_stat ()
643{ 624{
644 int a[4], i, j, k; 625 int a[4], i, j, k;
645 626
646 for (i = 0; i < 4; i++) 627 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 628 a[i] = (int) rndm (6) + 1;
757 738
758 if (ob->msg) 739 if (ob->msg)
759 ob->msg = 0; 740 ob->msg = 0;
760 741
761 start_info (ob); 742 start_info (ob);
762 CLEAR_FLAG (ob, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
763 give_initial_items (ob, ob->randomitems); 744 give_initial_items (ob, ob->randomitems);
764 esrv_send_inventory (ob, ob); 745 esrv_send_inventory (ob, ob);
765 ob->update_stats (); 746 ob->update_stats ();
766 747
767 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
816 rv_vector rv; 797 rv_vector rv;
817 798
818 if (op->stats.hp < 0) 799 if (op->stats.hp < 0)
819 { 800 {
820 LOG (llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
821 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
822 return; 803 return;
823 } 804 }
824 805
825 if (!op->enemy) 806 if (!op->enemy)
826 { 807 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
829 return; 810 return;
830 } 811 }
831 812
832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
833 { 814 {
834 op->enemy = NULL; 815 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
836 return; 817 return;
837 } 818 }
838 819
839 get_rangevector (op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
840 821
841 dir = absdir (4 + rv.direction); 822 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 823 for (diff = 0; diff < 3; diff++)
843 { 824 {
844 int m = 1 - rndm (2) * 2; 825 int m = 1 - rndm (2) * 2;
845 826
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
847 return; 828 return;
848 } 829 }
849 830
850 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
852 op->enemy = NULL; 833 op->enemy = NULL;
853} 834}
854 835
855/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* 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 837 * It returns 1 if the player should keep on moving, 0 if he should
861{ 842{
862 object *tmp, *next; 843 object *tmp, *next;
863 int stop = 0; 844 int stop = 0;
864 int wvratio; 845 int wvratio;
865 846
866 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
868 return 1; 849 return 1;
869 850
870 next = op->below; 851 next = op->below;
871 852
872 int cnt = MAX_ITEM_PER_DROP; 853 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 854#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874 855
875 /* loop while there are items on the floor that are not marked as 856 /* loop while there are items on the floor that are not marked as
876 * destroyed */ 857 * destroyed */
877 while (next && !next->destroyed ()) 858 while (next && !next->destroyed ())
948 * fighting */ 929 * fighting */
949 if (op->contr->mode & PU_INHIBIT) 930 if (op->contr->mode & PU_INHIBIT)
950 return 1; 931 return 1;
951 932
952 /* prevent us from turning into auto-thieves :) */ 933 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 934 if (tmp->flag [FLAG_UNPAID])
954 continue; 935 continue;
955 936
956 /* ignore known cursed objects */ 937 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
958 continue; 939 continue;
959 940
960 /* all food and drink if desired */ 941 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */ 942 /* question: don't pick up known-poisonous stuff? */
962 if (op->contr->mode & PU_FOOD) 943 if (op->contr->mode & PU_FOOD)
965 CHK_PICK_PICKUP; 946 CHK_PICK_PICKUP;
966 continue; 947 continue;
967 } 948 }
968 949
969 if (op->contr->mode & PU_DRINK) 950 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
971 { 952 {
972 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
973 continue; 954 continue;
974 } 955 }
975 956
1002 continue; 983 continue;
1003 } 984 }
1004 985
1005 /* wands/staves/rods/horns */ 986 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 987 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 988 if (tmp->type == WAND
989 || tmp->type == ROD
990 || tmp->type == HORN
991 || tmp->type == POWER_CRYSTAL)
1008 { 992 {
1009 CHK_PICK_PICKUP; 993 CHK_PICK_PICKUP;
1010 continue; 994 continue;
1011 } 995 }
1012 996
1013 /* pick up all magical items */ 997 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 998 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1016 { 1001 {
1017 CHK_PICK_PICKUP; 1002 CHK_PICK_PICKUP;
1018 continue; 1003 continue;
1019 } 1004 }
1020 1005
1027 } 1012 }
1028 } 1013 }
1029 1014
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1016 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET) 1017 if (tmp->type == RING
1018 || tmp->type == AMULET
1019 || tmp->type == GIRDLE
1020 || tmp->type == SKILL_TOOL)
1033 { 1021 {
1034 CHK_PICK_PICKUP; 1022 CHK_PICK_PICKUP;
1035 continue; 1023 continue;
1036 } 1024 }
1037 1025
1086 CHK_PICK_PICKUP; 1074 CHK_PICK_PICKUP;
1087 continue; 1075 continue;
1088 } 1076 }
1089 1077
1090 if (op->contr->mode & PU_GLOVES) 1078 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1079 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1080 {
1093 CHK_PICK_PICKUP; 1081 CHK_PICK_PICKUP;
1094 continue; 1082 continue;
1095 } 1083 }
1096 1084
1101 continue; 1089 continue;
1102 } 1090 }
1103 1091
1104 /* hoping to catch throwing daggers here */ 1092 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON) 1093 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1107 { 1095 {
1108 CHK_PICK_PICKUP; 1096 CHK_PICK_PICKUP;
1109 continue; 1097 continue;
1110 } 1098 }
1111 1099
1166 * return 0. 1154 * return 0.
1167 */ 1155 */
1168static int 1156static int
1169action_makes_visible (object *op) 1157action_makes_visible (object *op)
1170{ 1158{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1159 if (op->invisible && op->flag [FLAG_ALIVE])
1172 { 1160 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1161 if (op->flag [FLAG_MAKE_INVIS])
1174 { 1162 {
1175 // artefact invisibility is permanent, but we still make noise 1163 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance. 1164 // this is important for game-balance.
1177 if (op->contr) 1165 if (op->contr)
1178 op->make_noise (); 1166 op->make_noise ();
1205 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp); 1195 return splay (tmp);
1208 1196
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type)) 1199 if (object *arrow = find_arrow (tmp, type))
1212 { 1200 {
1213 splay (tmp); 1201 splay (tmp);
1214 return arrow; 1202 return arrow;
1215 } 1203 }
1232 if (!type) 1220 if (!type)
1233 return NULL; 1221 return NULL;
1234 1222
1235 for (arrow = op->inv; arrow; arrow = arrow->below) 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1236 { 1224 {
1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1238 { 1226 {
1239 i = 0; 1227 i = 0;
1240 ntmp = find_better_arrow (arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1241 1229
1242 if (i > betterby) 1230 if (i > betterby)
1343 break; 1331 break;
1344 } 1332 }
1345 1333
1346 if (mflags & P_IS_ALIVE) 1334 if (mflags & P_IS_ALIVE)
1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1348 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1336 if (tmp->flag [FLAG_ALIVE])
1349 break; 1337 break;
1350 } 1338 }
1351 1339
1352 if (!tmp) 1340 if (!tmp)
1353 return find_arrow (op, type); 1341 return find_arrow (op, type);
1414 { 1402 {
1415 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1404 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 */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1418 else 1406 else
1419 CLEAR_FLAG (op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1420 1408
1421 return 0; 1409 return 0;
1422 } 1410 }
1423 } 1411 }
1424 1412
1580 { 1568 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1570 return;
1583 } 1571 }
1584 1572
1585 if (!op->change_weapon (item)) 1573 if (!op->apply (item))
1586 return; 1574 return;
1587 1575
1588 if (item->type == WAND) 1576 if (item->type == WAND)
1589 { 1577 {
1590 if (item->stats.food <= 0) 1578 if (item->stats.food <= 0)
1624 { 1612 {
1625 object *tmp; 1613 object *tmp;
1626 1614
1627 if (item->arch) 1615 if (item->arch)
1628 { 1616 {
1629 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1630 item->face = item->arch->face; 1618 item->face = item->arch->face;
1631 item->set_speed (0); 1619 item->set_speed (0);
1632 } 1620 }
1633 1621
1634 if (object *pl = item->visible_to ()) 1622 if (object *pl = item->visible_to ())
1641} 1629}
1642 1630
1643/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1644 */ 1632 */
1645bool 1633bool
1646fire (object *op, int dir) 1634fire (object *who, int dir)
1647{ 1635{
1648 int spellcost = 0; 1636 int spellcost = 0;
1649 1637
1650 player *pl = op->contr; 1638 player *pl = who->contr;
1651 1639
1652 if (pl->golem) 1640 if (pl->golem)
1653 { 1641 {
1654 control_golem (op->contr->golem, dir); 1642 control_golem (who->contr->golem, dir);
1655 return false; 1643 return false;
1656 } 1644 }
1657 1645
1658 object *ob = pl->ranged_ob; 1646 object *ob = pl->ranged_ob;
1659 1647
1660 if (!ob) 1648 if (!ob)
1661 return false; 1649 return false;
1662 1650
1663 if (op->speed_left > 0.f) 1651 if (who->speed_left > 0.f)
1664 --op->speed_left; 1652 --who->speed_left;
1665 else 1653 else
1666 return false; 1654 return false;
1667 1655
1668 if (!op->change_weapon (ob)) 1656 if (!who->apply (ob))
1669 return false; 1657 return false;
1670 1658
1671 /* check for loss of invisiblity/hide */ 1659 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op)) 1660 if (action_makes_visible (who))
1673 make_visible (op); 1661 make_visible (who);
1674 1662
1675 switch (ob->type) 1663 switch (ob->type)
1676 { 1664 {
1677 case BOW: 1665 case BOW:
1678 player_fire_bow (op, dir); 1666 player_fire_bow (who, dir);
1679 break; 1667 break;
1680 1668
1681 case SPELL: 1669 case SPELL:
1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1683 break; 1671 break;
1684 1672
1685 case BUILDER: 1673 case BUILDER:
1686 apply_map_builder (op, dir); 1674 apply_map_builder (who, dir);
1687 break; 1675 break;
1688 1676
1689 case SKILL: 1677 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1678 do_skill (who, who, ob, dir, 0);
1691 break; 1679 break;
1692 1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1693 default: 1685 default:
1694 fire_misc_object (op, dir); 1686 fire_misc_object (who, dir);
1695 break; 1687 break;
1696 } 1688 }
1697 1689
1698 return true; 1690 return true;
1699} 1691}
1758 * 1750 *
1759 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1760 * all the others. 1752 * all the others.
1761 */ 1753 */
1762 if (pl->contr->usekeys == key_inventory 1754 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED) 1755 || !container->flag [FLAG_APPLIED]
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 { 1757 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 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)); 1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1768 return NULL; 1760 return NULL;
1852 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
1853 */ 1845 */
1854bool 1846bool
1855move_player_attack (object *op, int dir) 1847move_player_attack (object *op, int dir)
1856{ 1848{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1858 { 1850 {
1859 --op->speed_left; 1851 --op->speed_left;
1860 return true; 1852 return true;
1861 } 1853 }
1862 1854
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1857
1870 if (out_of_map (op->map, nx, ny)) 1858 if (out_of_map (op->map, nx, ny))
1871 return false; 1859 return false;
1872 1860
1873 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
1923 */ 1911 */
1924 if (op->type == PLAYER 1912 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr 1913 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party)) 1914 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op) 1915 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1929 { 1917 {
1930 /* If we're braced, we don't want to switch places with it */ 1918 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced) 1919 if (op->contr->braced)
1932 return false; 1920 return false;
1933 1921
1944 return true; 1932 return true;
1945 } 1933 }
1946 else 1934 else
1947 return false; 1935 return false;
1948 } 1936 }
1937
1938 bool on_battleground = op_on_battleground (op, 0, 0);
1949 1939
1950 /* in certain circumstances, you shouldn't attack friendly 1940 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
1953 * attack them either. 1943 * attack them either.
1954 */ 1944 */
1955 if ((mon->type == PLAYER || mon->enemy != op) 1945 if ((mon->type == PLAYER || mon->enemy != op)
1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1957 && ((op->contr->peaceful 1947 && ((op->contr->peaceful
1958 || (mon->type == PLAYER && mon->contr->peaceful)) 1948 || (mon->type == PLAYER && mon->contr->peaceful))
1959 && !on_battleground)) 1949 && !on_battleground))
1960 { 1950 {
1961 if (op->speed_left > 0.f) 1951 if (op->speed_left > 0.f)
1977 } 1967 }
1978 } 1968 }
1979 /* If the object is a boulder or other rollable object, then 1969 /* 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. 1970 * roll it if not braced. You can't roll it if you are braced.
1981 */ 1971 */
1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1983 { 1973 {
1984 if (op->speed_left > 0.f) 1974 if (op->speed_left > 0.f)
1985 { 1975 {
1986 --op->speed_left; 1976 --op->speed_left;
1987 1977
1996 * Way it works is like this: First, it must have some hit points 1986 * 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: 1987 * 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 1988 * 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. 1989 * that party_number -1 is no party, so attacks can still happen.
2000 */ 1990 */
2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2003 { 1993 {
2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2005 { 1995 {
2006 --op->contr->weapon_sp_left; 1996 --op->contr->weapon_sp_left;
2022{ 2012{
2023 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2024 return 0; 2014 return 0;
2025 2015
2026 /* Sanity check: make sure dir is valid */ 2016 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9)) 2017 if (dir < 0 || dir > 8)
2028 { 2018 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir); 2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0; 2020 return 0;
2031 } 2021 }
2032 2022
2033 /* peterm: added following line */ 2023 /* peterm: added following line */
2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2024 if (op->flag [FLAG_CONFUSED] && dir)
2035 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2036 2026
2037 op->facing = dir; 2027 op->facing = dir;
2038 2028
2039 if (op->flag [FLAG_HIDDEN]) 2029 if (op->flag [FLAG_HIDDEN])
2079 * players. 2069 * players.
2080 */ 2070 */
2081bool 2071bool
2082handle_newcs_player (object *op) 2072handle_newcs_player (object *op)
2083{ 2073{
2084 if (QUERY_FLAG (op, FLAG_SCARED)) 2074 if (op->flag [FLAG_SCARED])
2085 { 2075 {
2086 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2087 { 2077 {
2088 --op->speed_left; 2078 --op->speed_left;
2089 flee_player (op); 2079 flee_player (op);
2108} 2098}
2109 2099
2110static int 2100static int
2111save_life (object *op) 2101save_life (object *op)
2112{ 2102{
2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2103 if (!op->flag [FLAG_LIFESAVE])
2114 return 0; 2104 return 0;
2115 2105
2116 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2118 { 2108 {
2119 op->play_sound (sound_find ("ob_evaporate")); 2109 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)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2121 2111
2122 tmp->destroy (); 2112 tmp->destroy ();
2123 CLEAR_FLAG (op, FLAG_LIFESAVE); 2113 op->clr_flag (FLAG_LIFESAVE);
2124 2114
2125 if (op->stats.hp < 0) 2115 if (op->stats.hp < 0)
2126 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2127 2117
2128 if (op->stats.food < 0) 2118 if (op->stats.food < 0)
2129 op->stats.food = 999; 2119 op->stats.food = MAX_FOOD;
2130 2120
2131 op->update_stats (); 2121 op->update_stats ();
2132 return 1; 2122 return 1;
2133 } 2123 }
2134 2124
2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2136 CLEAR_FLAG (op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2137 enter_player_savebed (op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2138 return 0; 2128 return 0;
2139} 2129}
2140 2130
2141/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2148{ 2138{
2149 while (op) 2139 while (op)
2150 { 2140 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152 2142
2153 if (QUERY_FLAG (op, FLAG_UNPAID)) 2143 if (op->flag [FLAG_UNPAID])
2154 op->insert_at (env); 2144 op->insert_at (env);
2155 else if (op->inv) 2145 else if (op->inv)
2156 drop_unpaid_items (op->inv, env); 2146 drop_unpaid_items (op->inv, env);
2157 2147
2158 op = next; 2148 op = next;
2188 * alternate it here for it to work correctly. 2178 * alternate it here for it to work correctly.
2189 */ 2179 */
2190 if (pticks & 2) 2180 if (pticks & 2)
2191 op->invisible--; 2181 op->invisible--;
2192 } 2182 }
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2194 { 2184 {
2195 if (!op->invisible--) 2185 if (!op->invisible--)
2196 { 2186 {
2197 make_visible (op); 2187 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2265 if (op->stats.sp < op->stats.maxsp) 2255 if (op->stats.sp < op->stats.maxsp)
2266 { 2256 {
2267 op->stats.sp++; 2257 op->stats.sp++;
2268 2258
2269 /* dms do not consume food */ 2259 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ)) 2260 if (!op->flag [FLAG_WIZ])
2271 { 2261 {
2272 op->stats.food--; 2262 op->stats.food--;
2273 2263
2274 if (op->contr->digestion < 0) 2264 if (op->contr->digestion < 0)
2275 op->stats.food += op->contr->digestion; 2265 op->stats.food += op->contr->digestion;
2309 if (op->stats.hp < op->stats.maxhp) 2299 if (op->stats.hp < op->stats.maxhp)
2310 { 2300 {
2311 op->stats.hp++; 2301 op->stats.hp++;
2312 2302
2313 /* dms do not consume food */ 2303 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ)) 2304 if (!op->flag [FLAG_WIZ])
2315 { 2305 {
2316 op->stats.food--; 2306 op->stats.food--;
2317 2307
2318 if (op->contr->digestion < 0) 2308 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion; 2309 op->stats.food += op->contr->digestion;
2346 penalty = max (0, -op->contr->digestion); 2336 penalty = max (0, -op->contr->digestion);
2347 2337
2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2349 2339
2350 /* dms do not consume food */ 2340 /* dms do not consume food */
2351 if (!QUERY_FLAG (op, FLAG_WIZ)) 2341 if (!op->flag [FLAG_WIZ])
2352 op->stats.food--; 2342 op->stats.food--;
2353 } 2343 }
2354 2344
2355 if (op->stats.food < 0 && op->stats.hp >= 0) 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2356 { 2346 {
2357 object *flesh = 0; 2347 object *flesh = 0;
2358 2348
2359 for_inv_removable (op, tmp) 2349 for_inv_removable (op, tmp)
2360 { 2350 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2351 if (tmp->flag [FLAG_UNPAID])
2362 continue; 2352 continue;
2363 2353
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2365 { 2355 {
2366 op->statusmsg ("You blindly grab for a bite of food. " 2356 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.>"); 2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0); 2358 op->apply (tmp);
2369 2359
2370 if (op->stats.food >= 0 || op->stats.hp < 0) 2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2371 break; 2361 break;
2372 } 2362 }
2373 else if (tmp->type == FLESH) 2363 else if (tmp->type == FLESH)
2379 */ 2369 */
2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2381 { 2371 {
2382 op->statusmsg ("You blindly grab for a bite of food. " 2372 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.>"); 2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2384 manual_apply (op, flesh, 0); 2374 op->apply (flesh);
2385 } 2375 }
2386 2376
2387 // If player is still starving, alert him! 2377 // If player is still starving, alert him!
2388 if (op->stats.food < 0) 2378 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! " 2379 op->failmsg ("You are starving! "
2401 op->contr->killer->destroy (); 2391 op->contr->killer->destroy ();
2402 } 2392 }
2403 } 2393 }
2404 2394
2405 /* killer should be set here already */ 2395 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2407 kill_player (op); 2397 kill_player (op);
2408 } 2398 }
2409} 2399}
2410 2400
2411/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2445 cure_disease (op, 0, 0); /* remove any disease */ 2435 cure_disease (op, 0, 0); /* remove any disease */
2446 2436
2447 max_it (op->stats.hp , op->stats.maxhp); 2437 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp); 2438 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace); 2439 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0) 2440 max_it (op->stats.food , 200);
2452 op->stats.food = 999;
2453 2441
2454 // remove all spell effects that are active 2442 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall 2443 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; ) 2444 for (object *item = op->inv; item; )
2457 { 2445 {
2470 if (op_on_battleground (op, &x, &y)) 2458 if (op_on_battleground (op, &x, &y))
2471 { 2459 {
2472 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2460 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2473 2461
2474 /* create a bodypart-trophy to make the winner happy */ 2462 /* create a bodypart-trophy to make the winner happy */
2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2463 object *tmp = archetype::find (shstr_finger)->instance ();
2476 { 2464
2477 tmp->name = format ("%s's finger" , &op->name); 2465 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name); 2466 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format ( 2467 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2468 "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, 2469 &op->name, op->contr->title,
2482 (int)op->level, 2470 (int)op->level,
2483 op->contr->killer_name () 2471 op->contr->killer_name ()
2484 ); 2472 );
2485 tmp->value = 0, tmp->type = 0; 2473 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics"; 2474 tmp->material = name_to_material (shstr_organic);
2487 tmp->insert_at (op, tmp); 2475 tmp->insert_at (op, tmp);
2488 }
2489 2476
2490 /* teleport defeated player to new destination */ 2477 /* teleport defeated player to new destination */
2491 transfer_ob (op, x, y, 0, NULL); 2478 transfer_ob (op, x, y, 0, NULL);
2492 op->contr->braced = 0; 2479 op->contr->braced = 0;
2493 2480
2561 object *dep; 2548 object *dep;
2562 2549
2563 dep = present_arch_in_ob (deparch, op); 2550 dep = present_arch_in_ob (deparch, op);
2564 if (!dep) 2551 if (!dep)
2565 { 2552 {
2566 dep = arch_to_object (deparch); 2553 dep = deparch->instance ();
2567 insert_ob_in_ob (dep, op); 2554 insert_ob_in_ob (dep, op);
2568 } 2555 }
2569 lose_this_stat = 1; 2556 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss) 2557 if (settings.balanced_stat_loss)
2571 { 2558 {
2609 * difference. 2596 * difference.
2610 */ 2597 */
2611 if (this_stat >= -50) 2598 if (this_stat >= -50)
2612 { 2599 {
2613 change_attr_value (&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2614 SET_FLAG (dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2616 op->update_stats (); 2603 op->update_stats ();
2617 lost_a_stat = 1; 2604 lost_a_stat = 1;
2618 } 2605 }
2619 } 2606 }
2637#endif 2624#endif
2638 2625
2639 /* Put a gravestone up where the character 'almost' died. List the 2626 /* Put a gravestone up where the character 'almost' died. List the
2640 * exp loss on the stone. 2627 * exp loss on the stone.
2641 */ 2628 */
2642 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2629 tmp = archetype::find (shstr_gravestone)->instance ();
2643 tmp->name = format ("%s's gravestone", &op->name); 2630 tmp->name = format ("%s's gravestone", &op->name);
2644 tmp->name_pl = format ("%s's gravestones", &op->name); 2631 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", 2632 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 ()); 2633 &op->name, op->contr->title, op->contr->killer_name ());
2647 tmp->x = op->x, tmp->y = op->y; 2634 tmp->x = op->x, tmp->y = op->y;
2690 2677
2691 force = get_archetype (FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2692 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2693 force->speed = 0.1f; 2680 force->speed = 0.1f;
2694 force->speed_left = -5.f; 2681 force->speed_left = -5.f;
2695 SET_FLAG (force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2696 for (at = 0; at < NROFATTACKS; at++) 2683 for (at = 0; at < NROFATTACKS; at++)
2697 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2698 force->resist[at] = 100; 2685 force->resist[at] = 100;
2699 2686
2700 insert_ob_in_ob (force, op); 2687 insert_ob_in_ob (force, op);
2722 tmp->x = op->x, tmp->y = op->y; 2709 tmp->x = op->x, tmp->y = op->y;
2723 2710
2724 if (tmp->type == CONTAINER) 2711 if (tmp->type == CONTAINER)
2725 loot_object (tmp); /* empty container to ground */ 2712 loot_object (tmp); /* empty container to ground */
2726 2713
2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2728 { 2715 {
2729 if (tmp->nrof > 1) 2716 if (tmp->nrof > 1)
2730 { 2717 {
2731 tmp->decrease (rndm (1, tmp->nrof - 1)); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2732 insert_ob_in_map (tmp, op->map, NULL, 0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2743 * fix_weight(): Check recursively the weight of all players, and fix 2730 * fix_weight(): Check recursively the weight of all players, and fix
2744 * what needs to be fixed. Refresh windows and fix speed if anything 2731 * what needs to be fixed. Refresh windows and fix speed if anything
2745 * was changed. 2732 * was changed.
2746 */ 2733 */
2747void 2734void
2748fix_weight (void) 2735fix_weight ()
2749{ 2736{
2750 for_all_players (pl) 2737 for_all_players (pl)
2751 { 2738 {
2752 sint32 old = pl->ob->carrying; 2739 sint32 old = pl->ob->carrying;
2753 2740
2760 } 2747 }
2761 } 2748 }
2762} 2749}
2763 2750
2764void 2751void
2765fix_luck (void) 2752fix_luck ()
2766{ 2753{
2767 for_all_players (pl) 2754 for_all_players (pl)
2768 if (!pl->ob->contr->ns->state) 2755 if (!pl->ob->contr->ns->state)
2769 pl->ob->change_luck (0); 2756 pl->ob->change_luck (0);
2770} 2757}
2822} 2809}
2823 2810
2824int 2811int
2825is_true_undead (object *op) 2812is_true_undead (object *op)
2826{ 2813{
2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2814 if (op->arch->flag [FLAG_UNDEAD])
2828 return 1; 2815 return 1;
2829 2816
2830 return 0; 2817 return 0;
2831} 2818}
2832 2819
2930 2917
2931 if (who->type == PLAYER) 2918 if (who->type == PLAYER)
2932 player = 1; 2919 player = 1;
2933 2920
2934 else 2921 else
2935 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2922 friendly = who->flag [FLAG_FRIENDLY];
2936 2923
2937 /* search adjacent squares */ 2924 /* search adjacent squares */
2938 for (i = 1; i < 9; i++) 2925 for (i = 1; i < 9; i++)
2939 { 2926 {
2940 x = who->x + freearr_x[i]; 2927 x = who->x + freearr_x[i];
2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2950 continue; 2937 continue;
2951 2938
2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2953 { 2940 {
2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2955 return 1; 2942 return 1;
2956 else if (tmp->type == PLAYER) 2943 else if (tmp->type == PLAYER)
2957 { 2944 {
2958 /*don't let a hidden DM prevent you from hiding */ 2945 /*don't let a hidden DM prevent you from hiding */
2959 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2960 return 1; 2947 return 1;
2961 } 2948 }
2962 } 2949 }
2963 } 2950 }
2964 return 0; 2951 return 0;
3033 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3034 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3035 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3036 for (object *tmp = op->below; tmp; tmp = tmp->below) 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3037 { 3024 {
3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3025 if (tmp->flag [FLAG_IS_FLOOR])
3039 { 3026 {
3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3027 if (tmp->flag [FLAG_NO_PICK]
3041 && tmp->type == BATTLEGROUND 3028 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground 3029 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp)) 3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 { 3031 {
3045 /* before we assign the exit, check if this is a teambattle */ 3032 /* before we assign the exit, check if this is a teambattle */
3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3047 {
3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 { 3036 {
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3051 {
3052 if (x && y) 3037 if (x && y)
3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054 3039
3055 return 1; 3040 return 1;
3056 }
3057 } 3041 }
3058 }
3059 3042
3060 if (x && y) 3043 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062 3045
3063 return 1; 3046 return 1;
3201 else 3184 else
3202 j = 1; 3185 j = 1;
3203 strcat (buf, spellpathnames[i]); 3186 strcat (buf, spellpathnames[i]);
3204 } 3187 }
3205 } 3188 }
3189
3206 strcat (buf, "."); 3190 strcat (buf, ".");
3207 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3208 } 3192 }
3209 3193
3210 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3211 if (QUERY_FLAG (item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3212 SET_FLAG (skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3213 if (QUERY_FLAG (item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3214 SET_FLAG (skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3215 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3216 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3217 3201
3218 /* print message if there is one */ 3202 /* print message if there is one */
3219 if (item->msg != NULL) 3203 if (item->msg != NULL)
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 } 3205 }
3222 else 3206 else
3223 { 3207 {
3224 /* generate misc. treasure */ 3208 /* generate misc. treasure */
3225 tmp = arch_to_object (tr->item); 3209 tmp = tr->item->instance ();
3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3227 who->insert (tmp); 3211 who->insert (tmp);
3228 } 3212 }
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} 3213}
3247 3214
3248//-GPL 3215//-GPL
3249 3216
3250sint8 3217sint8
3280{ 3247{
3281 play_sound (sound_find ("generic_failure")); 3248 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color); 3249 statusmsg (msg, color);
3283} 3250}
3284 3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3256 return;
3257
3258 va_list ap;
3259 va_start (ap, format);
3260 contr->failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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