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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 1.275 by root, Tue Apr 27 07:20:49 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;
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434 398
435 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
437 400
438 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
440 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
441 { 405 {
442 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
444 */ 408 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
446 if (rv.direction != dir) 410 if (rv.direction != dir)
447 { 411 {
448 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
449 * the values so it will try again. 413 * the values so it will try again.
450 */ 414 */
451 x = lastx;
452 y = lasty;
453 m = lastmap; 415 pos = lastpos;
454 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
455 } 417 }
456 else 418 else
457 { 419 {
458 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
465 */ 427 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 { 429 {
468 if (i == 0) 430 if (i == 0)
469 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
470 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in 434 * since the direction that the creature should move in
472 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
476 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
477 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully 441 * the last direction the creature has successfully
479 * moved. 442 * moved.
480 */ 443 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap; 444 pos = lastpos;
485 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
486 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
487 continue; 448 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
490 continue; 453 continue;
491 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
492 continue; 456 continue;
493 457
494 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
495 break; 459 break;
496 } 460 }
461
497 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
499 */ 464 */
500 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
501 return 0; 466 return 0;
467
502 diff--; 468 diff--;
503 lastdir = dir; 469 lastdir = dir;
504 max--; 470 max--;
505 if (!firstdir) 471 if (!firstdir)
506 firstdir = dir + i; 472 firstdir = dir + i;
510 { 476 {
511 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
512 diff--; 478 diff--;
513 max--; 479 max--;
514 lastdir = dir; 480 lastdir = dir;
481
515 if (!firstdir) 482 if (!firstdir)
516 firstdir = dir; 483 firstdir = dir;
517 } 484 }
518 485
519 if (diff <= 1) 486 if (diff <= 1)
520 { 487 {
521 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance. 489 * headed toward player for entire distance.
523 */ 490 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 } 493 }
527 494
528 if (diff > max) 495 if (diff > max)
529 return 0; 496 return 0;
547 next = op->below; 514 next = op->below;
548 515
549 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
550 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
551 */ 518 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
553 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
554 521
555 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions 523 * by this player due to race restrictions
557 */ 524 */
558 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
559 { 526 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 527 if ((!pl->flag [FLAG_USE_ARMOUR]
561 && 528 &&
562 (op->type == ARMOUR || op->type == BOOTS 529 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET 530 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES 531 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE)) 532 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
567 { 534 {
568 op->destroy (); 535 op->destroy ();
569 continue; 536 continue;
570 } 537 }
571 } 538 }
588 if (op->nrof > 1) 555 if (op->nrof > 1)
589 op->nrof = 1; 556 op->nrof = 1;
590 } 557 }
591 558
592 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
594 561
595 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
596 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
597 * merged properly. 564 * merged properly.
598 */ 565 */
599 if (need_identify (op)) 566 if (op->need_identify ())
600 { 567 {
601 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
604 } 571 }
605 572
606 if (op->type == SPELL) 573 if (op->type == SPELL)
607 { 574 {
608 op->destroy (); 575 op->destroy ();
609 continue; 576 continue;
610 } 577 }
611 else if (op->type == SKILL) 578 else if (op->type == SKILL)
612 { 579 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0; 581 op->stats.exp = 0;
615 op->level = 1; 582 op->level = 1;
616 } 583 }
617 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
620 587
621 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
622 pl->contr->link_skills (); 589 pl->contr->link_skills ();
623} 590}
637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
638} 605}
639 606
640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int 608static int
642roll_stat (void) 609roll_stat ()
643{ 610{
644 int a[4], i, j, k; 611 int a[4], i, j, k;
645 612
646 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
749 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 717 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
752 719
753 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr);
755 721
756 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
757 723
758 if (ob->msg) 724 if (ob->msg)
759 ob->msg = 0; 725 ob->msg = 0;
760 726
761 start_info (ob); 727 start_info (ob);
762 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
763 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
764 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
765 ob->update_stats (); 731 ob->update_stats ();
766 732
767 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
816 rv_vector rv; 782 rv_vector rv;
817 783
818 if (op->stats.hp < 0) 784 if (op->stats.hp < 0)
819 { 785 {
820 LOG (llevDebug, "Fleeing player is dead.\n"); 786 LOG (llevDebug, "Fleeing player is dead.\n");
821 CLEAR_FLAG (op, FLAG_SCARED); 787 op->clr_flag (FLAG_SCARED);
822 return; 788 return;
823 } 789 }
824 790
825 if (!op->enemy) 791 if (!op->enemy)
826 { 792 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n"); 793 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED); 794 op->clr_flag (FLAG_SCARED);
829 return; 795 return;
830 } 796 }
831 797
832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 798 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
833 { 799 {
834 op->enemy = NULL; 800 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED); 801 op->clr_flag (FLAG_SCARED);
836 return; 802 return;
837 } 803 }
838 804
839 get_rangevector (op, op->enemy, &rv, 0); 805 get_rangevector (op, op->enemy, &rv, 0);
840 806
841 dir = absdir (4 + rv.direction); 807 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 808 for (diff = 0; diff < 3; diff++)
843 { 809 {
844 int m = 1 - rndm (2) * 2; 810 int m = 1 - rndm (2) * 2;
845 811
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 812 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
847 return; 813 return;
848 } 814 }
849 815
850 /* Cornered, get rid of scared */ 816 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
852 op->enemy = NULL; 818 op->enemy = NULL;
853} 819}
854 820
855/* check_pick sees if there is stuff to be picked up/picks up stuff. 821/* 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 822 * It returns 1 if the player should keep on moving, 0 if he should
861{ 827{
862 object *tmp, *next; 828 object *tmp, *next;
863 int stop = 0; 829 int stop = 0;
864 int wvratio; 830 int wvratio;
865 831
866 /* if you're flying, you cna't pick up anything */ 832 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 833 if (op->move_type & MOVE_FLYING)
868 return 1; 834 return 1;
869 835
870 next = op->below; 836 next = op->below;
871 837
872 int cnt = MAX_ITEM_PER_DROP; 838 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 839#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874 840
875 /* loop while there are items on the floor that are not marked as 841 /* loop while there are items on the floor that are not marked as
876 * destroyed */ 842 * destroyed */
877 while (next && !next->destroyed ()) 843 while (next && !next->destroyed ())
948 * fighting */ 914 * fighting */
949 if (op->contr->mode & PU_INHIBIT) 915 if (op->contr->mode & PU_INHIBIT)
950 return 1; 916 return 1;
951 917
952 /* prevent us from turning into auto-thieves :) */ 918 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 919 if (tmp->flag [FLAG_UNPAID])
954 continue; 920 continue;
955 921
956 /* ignore known cursed objects */ 922 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 923 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
958 continue; 924 continue;
959 925
960 /* all food and drink if desired */ 926 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */ 927 /* question: don't pick up known-poisonous stuff? */
962 if (op->contr->mode & PU_FOOD) 928 if (op->contr->mode & PU_FOOD)
965 CHK_PICK_PICKUP; 931 CHK_PICK_PICKUP;
966 continue; 932 continue;
967 } 933 }
968 934
969 if (op->contr->mode & PU_DRINK) 935 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 936 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
971 { 937 {
972 CHK_PICK_PICKUP; 938 CHK_PICK_PICKUP;
973 continue; 939 continue;
974 } 940 }
975 941
1002 continue; 968 continue;
1003 } 969 }
1004 970
1005 /* wands/staves/rods/horns */ 971 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 972 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 973 if (tmp->type == WAND
974 || tmp->type == ROD
975 || tmp->type == HORN
976 || tmp->type == POWER_CRYSTAL)
1008 { 977 {
1009 CHK_PICK_PICKUP; 978 CHK_PICK_PICKUP;
1010 continue; 979 continue;
1011 } 980 }
1012 981
1013 /* pick up all magical items */ 982 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 983 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 984 if (tmp->flag [FLAG_KNOWN_MAGICAL]
985 && !tmp->flag [FLAG_KNOWN_CURSED])
1016 { 986 {
1017 CHK_PICK_PICKUP; 987 CHK_PICK_PICKUP;
1018 continue; 988 continue;
1019 } 989 }
1020 990
1027 } 997 }
1028 } 998 }
1029 999
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1000 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1001 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET) 1002 if (tmp->type == RING
1003 || tmp->type == AMULET
1004 || tmp->type == GIRDLE
1005 || tmp->type == SKILL_TOOL)
1033 { 1006 {
1034 CHK_PICK_PICKUP; 1007 CHK_PICK_PICKUP;
1035 continue; 1008 continue;
1036 } 1009 }
1037 1010
1086 CHK_PICK_PICKUP; 1059 CHK_PICK_PICKUP;
1087 continue; 1060 continue;
1088 } 1061 }
1089 1062
1090 if (op->contr->mode & PU_GLOVES) 1063 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1064 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1065 {
1093 CHK_PICK_PICKUP; 1066 CHK_PICK_PICKUP;
1094 continue; 1067 continue;
1095 } 1068 }
1096 1069
1101 continue; 1074 continue;
1102 } 1075 }
1103 1076
1104 /* hoping to catch throwing daggers here */ 1077 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON) 1078 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1079 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1107 { 1080 {
1108 CHK_PICK_PICKUP; 1081 CHK_PICK_PICKUP;
1109 continue; 1082 continue;
1110 } 1083 }
1111 1084
1166 * return 0. 1139 * return 0.
1167 */ 1140 */
1168static int 1141static int
1169action_makes_visible (object *op) 1142action_makes_visible (object *op)
1170{ 1143{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1144 if (op->invisible && op->flag [FLAG_ALIVE])
1172 { 1145 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1146 if (op->flag [FLAG_MAKE_INVIS])
1174 { 1147 {
1175 // artefact invisibility is permanent, but we still make noise 1148 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance. 1149 // this is important for game-balance.
1177 if (op->contr) 1150 if (op->contr)
1178 op->make_noise (); 1151 op->make_noise ();
1205 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp); 1180 return splay (tmp);
1208 1181
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1182 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1183 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type)) 1184 if (object *arrow = find_arrow (tmp, type))
1212 { 1185 {
1213 splay (tmp); 1186 splay (tmp);
1214 return arrow; 1187 return arrow;
1215 } 1188 }
1232 if (!type) 1205 if (!type)
1233 return NULL; 1206 return NULL;
1234 1207
1235 for (arrow = op->inv; arrow; arrow = arrow->below) 1208 for (arrow = op->inv; arrow; arrow = arrow->below)
1236 { 1209 {
1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1210 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1238 { 1211 {
1239 i = 0; 1212 i = 0;
1240 ntmp = find_better_arrow (arrow, target, type, &i); 1213 ntmp = find_better_arrow (arrow, target, type, &i);
1241 1214
1242 if (i > betterby) 1215 if (i > betterby)
1343 break; 1316 break;
1344 } 1317 }
1345 1318
1346 if (mflags & P_IS_ALIVE) 1319 if (mflags & P_IS_ALIVE)
1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1320 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1348 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1321 if (tmp->flag [FLAG_ALIVE])
1349 break; 1322 break;
1350 } 1323 }
1351 1324
1352 if (!tmp) 1325 if (!tmp)
1353 return find_arrow (op, type); 1326 return find_arrow (op, type);
1414 { 1387 {
1415 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1389 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 */ 1390 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1418 else 1391 else
1419 CLEAR_FLAG (op, FLAG_READY_BOW); 1392 op->clr_flag (FLAG_READY_BOW);
1420 1393
1421 return 0; 1394 return 0;
1422 } 1395 }
1423 } 1396 }
1424 1397
1580 { 1553 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1555 return;
1583 } 1556 }
1584 1557
1585 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1586 return; 1559 return;
1587 1560
1588 if (item->type == WAND) 1561 if (item->type == WAND)
1589 { 1562 {
1590 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1624 { 1597 {
1625 object *tmp; 1598 object *tmp;
1626 1599
1627 if (item->arch) 1600 if (item->arch)
1628 { 1601 {
1629 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1630 item->face = item->arch->face; 1603 item->face = item->arch->face;
1631 item->set_speed (0); 1604 item->set_speed (0);
1632 } 1605 }
1633 1606
1634 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1641} 1614}
1642 1615
1643/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1644 */ 1617 */
1645bool 1618bool
1646fire (object *op, int dir) 1619fire (object *who, int dir)
1647{ 1620{
1648 int spellcost = 0; 1621 int spellcost = 0;
1649 1622
1650 player *pl = op->contr; 1623 player *pl = who->contr;
1651 1624
1652 if (pl->golem) 1625 if (pl->golem)
1653 { 1626 {
1654 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1655 return false; 1628 return false;
1656 } 1629 }
1657 1630
1658 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1659 1632
1660 if (!ob) 1633 if (!ob)
1661 return false; 1634 return false;
1662 1635
1663 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1664 --op->speed_left; 1637 --who->speed_left;
1665 else 1638 else
1666 return false; 1639 return false;
1667 1640
1668 if (!op->change_weapon (ob)) 1641 if (!who->apply (ob))
1669 return false; 1642 return false;
1670 1643
1671 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1673 make_visible (op); 1646 make_visible (who);
1674 1647
1675 switch (ob->type) 1648 switch (ob->type)
1676 { 1649 {
1677 case BOW: 1650 case BOW:
1678 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1679 break; 1652 break;
1680 1653
1681 case SPELL: 1654 case SPELL:
1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1683 break; 1656 break;
1684 1657
1685 case BUILDER: 1658 case BUILDER:
1686 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1687 break; 1660 break;
1688 1661
1689 case SKILL: 1662 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1691 break; 1664 break;
1692 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1693 default: 1670 default:
1694 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1695 break; 1672 break;
1696 } 1673 }
1697 1674
1698 return true; 1675 return true;
1699} 1676}
1758 * 1735 *
1759 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1760 * all the others. 1737 * all the others.
1761 */ 1738 */
1762 if (pl->contr->usekeys == key_inventory 1739 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED) 1740 || !container->flag [FLAG_APPLIED]
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 { 1742 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 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)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1768 return NULL; 1745 return NULL;
1852 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
1853 */ 1830 */
1854bool 1831bool
1855move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
1856{ 1833{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1858 { 1835 {
1859 --op->speed_left; 1836 --op->speed_left;
1860 return true; 1837 return true;
1861 } 1838 }
1862 1839
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1842
1870 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
1871 return false; 1844 return false;
1872 1845
1873 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
1923 */ 1896 */
1924 if (op->type == PLAYER 1897 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op) 1900 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1929 { 1902 {
1930 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced) 1904 if (op->contr->braced)
1932 return false; 1905 return false;
1933 1906
1944 return true; 1917 return true;
1945 } 1918 }
1946 else 1919 else
1947 return false; 1920 return false;
1948 } 1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
1949 1924
1950 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
1953 * attack them either. 1928 * attack them either.
1954 */ 1929 */
1955 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1957 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
1958 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
1959 && !on_battleground)) 1934 && !on_battleground))
1960 { 1935 {
1961 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
1977 } 1952 }
1978 } 1953 }
1979 /* If the object is a boulder or other rollable object, then 1954 /* 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. 1955 * roll it if not braced. You can't roll it if you are braced.
1981 */ 1956 */
1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1983 { 1958 {
1984 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
1985 { 1960 {
1986 --op->speed_left; 1961 --op->speed_left;
1987 1962
1996 * Way it works is like this: First, it must have some hit points 1971 * 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: 1972 * 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 1973 * 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. 1974 * that party_number -1 is no party, so attacks can still happen.
2000 */ 1975 */
2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2003 { 1978 {
2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2005 { 1980 {
2006 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
2022{ 1997{
2023 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2024 return 0; 1999 return 0;
2025 2000
2026 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2028 { 2003 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0; 2005 return 0;
2031 } 2006 }
2032 2007
2033 /* peterm: added following line */ 2008 /* peterm: added following line */
2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2035 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2036 2011
2037 op->facing = dir; 2012 op->facing = dir;
2038 2013
2039 if (op->flag [FLAG_HIDDEN]) 2014 if (op->flag [FLAG_HIDDEN])
2079 * players. 2054 * players.
2080 */ 2055 */
2081bool 2056bool
2082handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2083{ 2058{
2084 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2085 { 2060 {
2086 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2087 { 2062 {
2088 --op->speed_left; 2063 --op->speed_left;
2089 flee_player (op); 2064 flee_player (op);
2108} 2083}
2109 2084
2110static int 2085static int
2111save_life (object *op) 2086save_life (object *op)
2112{ 2087{
2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2114 return 0; 2089 return 0;
2115 2090
2116 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2118 { 2093 {
2119 op->play_sound (sound_find ("ob_evaporate")); 2094 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)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2121 2096
2122 tmp->destroy (); 2097 tmp->destroy ();
2123 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2124 2099
2125 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2126 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2127 2102
2128 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2129 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2130 2105
2131 op->update_stats (); 2106 op->update_stats ();
2132 return 1; 2107 return 1;
2133 } 2108 }
2134 2109
2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2136 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2137 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2138 return 0; 2113 return 0;
2139} 2114}
2140 2115
2141/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2148{ 2123{
2149 while (op) 2124 while (op)
2150 { 2125 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152 2127
2153 if (QUERY_FLAG (op, FLAG_UNPAID)) 2128 if (op->flag [FLAG_UNPAID])
2154 op->insert_at (env); 2129 op->insert_at (env);
2155 else if (op->inv) 2130 else if (op->inv)
2156 drop_unpaid_items (op->inv, env); 2131 drop_unpaid_items (op->inv, env);
2157 2132
2158 op = next; 2133 op = next;
2188 * alternate it here for it to work correctly. 2163 * alternate it here for it to work correctly.
2189 */ 2164 */
2190 if (pticks & 2) 2165 if (pticks & 2)
2191 op->invisible--; 2166 op->invisible--;
2192 } 2167 }
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2194 { 2169 {
2195 if (!op->invisible--) 2170 if (!op->invisible--)
2196 { 2171 {
2197 make_visible (op); 2172 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2173 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2265 if (op->stats.sp < op->stats.maxsp) 2240 if (op->stats.sp < op->stats.maxsp)
2266 { 2241 {
2267 op->stats.sp++; 2242 op->stats.sp++;
2268 2243
2269 /* dms do not consume food */ 2244 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ)) 2245 if (!op->flag [FLAG_WIZ])
2271 { 2246 {
2272 op->stats.food--; 2247 op->stats.food--;
2273 2248
2274 if (op->contr->digestion < 0) 2249 if (op->contr->digestion < 0)
2275 op->stats.food += op->contr->digestion; 2250 op->stats.food += op->contr->digestion;
2309 if (op->stats.hp < op->stats.maxhp) 2284 if (op->stats.hp < op->stats.maxhp)
2310 { 2285 {
2311 op->stats.hp++; 2286 op->stats.hp++;
2312 2287
2313 /* dms do not consume food */ 2288 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ)) 2289 if (!op->flag [FLAG_WIZ])
2315 { 2290 {
2316 op->stats.food--; 2291 op->stats.food--;
2317 2292
2318 if (op->contr->digestion < 0) 2293 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion; 2294 op->stats.food += op->contr->digestion;
2346 penalty = max (0, -op->contr->digestion); 2321 penalty = max (0, -op->contr->digestion);
2347 2322
2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2349 2324
2350 /* dms do not consume food */ 2325 /* dms do not consume food */
2351 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2352 op->stats.food--; 2327 op->stats.food--;
2353 } 2328 }
2354 2329
2355 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2356 { 2331 {
2357 object *flesh = 0; 2332 object *flesh = 0;
2358 2333
2359 for_inv_removable (op, tmp) 2334 for_inv_removable (op, tmp)
2360 { 2335 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2362 continue; 2337 continue;
2363 2338
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2365 { 2340 {
2366 op->statusmsg ("You blindly grab for a bite of food. " 2341 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.>"); 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0); 2343 op->apply (tmp);
2369 2344
2370 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2371 break; 2346 break;
2372 } 2347 }
2373 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2379 */ 2354 */
2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2381 { 2356 {
2382 op->statusmsg ("You blindly grab for a bite of food. " 2357 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.>"); 2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2384 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2385 } 2360 }
2386 2361
2387 // If player is still starving, alert him! 2362 // If player is still starving, alert him!
2388 if (op->stats.food < 0) 2363 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! " 2364 op->failmsg ("You are starving! "
2401 op->contr->killer->destroy (); 2376 op->contr->killer->destroy ();
2402 } 2377 }
2403 } 2378 }
2404 2379
2405 /* killer should be set here already */ 2380 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2407 kill_player (op); 2382 kill_player (op);
2408 } 2383 }
2409} 2384}
2410 2385
2411/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2445 cure_disease (op, 0, 0); /* remove any disease */ 2420 cure_disease (op, 0, 0); /* remove any disease */
2446 2421
2447 max_it (op->stats.hp , op->stats.maxhp); 2422 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp); 2423 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace); 2424 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0) 2425 max_it (op->stats.food , 200);
2452 op->stats.food = 999;
2453 2426
2454 // remove all spell effects that are active 2427 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall 2428 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; ) 2429 for (object *item = op->inv; item; )
2457 { 2430 {
2470 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2471 { 2444 {
2472 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2473 2446
2474 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2476 { 2449
2477 tmp->name = format ("%s's finger" , &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format ( 2452 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2453 "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, 2454 &op->name, op->contr->title,
2482 (int)op->level, 2455 (int)op->level,
2483 op->contr->killer_name () 2456 op->contr->killer_name ()
2484 ); 2457 );
2485 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2487 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2488 }
2489 2461
2490 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2491 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2492 op->contr->braced = 0; 2464 op->contr->braced = 0;
2493 2465
2561 object *dep; 2533 object *dep;
2562 2534
2563 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2564 if (!dep) 2536 if (!dep)
2565 { 2537 {
2566 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2567 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2568 } 2540 }
2569 lose_this_stat = 1; 2541 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2571 { 2543 {
2609 * difference. 2581 * difference.
2610 */ 2582 */
2611 if (this_stat >= -50) 2583 if (this_stat >= -50)
2612 { 2584 {
2613 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2614 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2616 op->update_stats (); 2588 op->update_stats ();
2617 lost_a_stat = 1; 2589 lost_a_stat = 1;
2618 } 2590 }
2619 } 2591 }
2637#endif 2609#endif
2638 2610
2639 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2640 * exp loss on the stone. 2612 * exp loss on the stone.
2641 */ 2613 */
2642 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2643 tmp->name = format ("%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2644 tmp->name_pl = format ("%s's gravestones", &op->name); 2616 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", 2617 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 ()); 2618 &op->name, op->contr->title, op->contr->killer_name ());
2647 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2690 2662
2691 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2692 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2693 force->speed = 0.1f; 2665 force->speed = 0.1f;
2694 force->speed_left = -5.f; 2666 force->speed_left = -5.f;
2695 SET_FLAG (force, FLAG_APPLIED); 2667 force->set_flag (FLAG_APPLIED);
2696 for (at = 0; at < NROFATTACKS; at++) 2668 for (at = 0; at < NROFATTACKS; at++)
2697 if (will_kill_again & (1 << at)) 2669 if (will_kill_again & (1 << at))
2698 force->resist[at] = 100; 2670 force->resist[at] = 100;
2699 2671
2700 insert_ob_in_ob (force, op); 2672 insert_ob_in_ob (force, op);
2722 tmp->x = op->x, tmp->y = op->y; 2694 tmp->x = op->x, tmp->y = op->y;
2723 2695
2724 if (tmp->type == CONTAINER) 2696 if (tmp->type == CONTAINER)
2725 loot_object (tmp); /* empty container to ground */ 2697 loot_object (tmp); /* empty container to ground */
2726 2698
2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2699 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2728 { 2700 {
2729 if (tmp->nrof > 1) 2701 if (tmp->nrof > 1)
2730 { 2702 {
2731 tmp->decrease (rndm (1, tmp->nrof - 1)); 2703 tmp->decrease (rndm (1, tmp->nrof - 1));
2732 insert_ob_in_map (tmp, op->map, NULL, 0); 2704 insert_ob_in_map (tmp, op->map, NULL, 0);
2743 * fix_weight(): Check recursively the weight of all players, and fix 2715 * fix_weight(): Check recursively the weight of all players, and fix
2744 * what needs to be fixed. Refresh windows and fix speed if anything 2716 * what needs to be fixed. Refresh windows and fix speed if anything
2745 * was changed. 2717 * was changed.
2746 */ 2718 */
2747void 2719void
2748fix_weight (void) 2720fix_weight ()
2749{ 2721{
2750 for_all_players (pl) 2722 for_all_players (pl)
2751 { 2723 {
2752 sint32 old = pl->ob->carrying; 2724 sint32 old = pl->ob->carrying;
2753 2725
2760 } 2732 }
2761 } 2733 }
2762} 2734}
2763 2735
2764void 2736void
2765fix_luck (void) 2737fix_luck ()
2766{ 2738{
2767 for_all_players (pl) 2739 for_all_players (pl)
2768 if (!pl->ob->contr->ns->state) 2740 if (!pl->ob->contr->ns->state)
2769 pl->ob->change_luck (0); 2741 pl->ob->change_luck (0);
2770} 2742}
2822} 2794}
2823 2795
2824int 2796int
2825is_true_undead (object *op) 2797is_true_undead (object *op)
2826{ 2798{
2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2799 if (op->arch->flag [FLAG_UNDEAD])
2828 return 1; 2800 return 1;
2829 2801
2830 return 0; 2802 return 0;
2831} 2803}
2832 2804
2930 2902
2931 if (who->type == PLAYER) 2903 if (who->type == PLAYER)
2932 player = 1; 2904 player = 1;
2933 2905
2934 else 2906 else
2935 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2907 friendly = who->flag [FLAG_FRIENDLY];
2936 2908
2937 /* search adjacent squares */ 2909 /* search adjacent squares */
2938 for (i = 1; i < 9; i++) 2910 for (i = 1; i < 9; i++)
2939 { 2911 {
2940 x = who->x + freearr_x[i]; 2912 x = who->x + freearr_x[i];
2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2921 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2950 continue; 2922 continue;
2951 2923
2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2924 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2953 { 2925 {
2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2926 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2955 return 1; 2927 return 1;
2956 else if (tmp->type == PLAYER) 2928 else if (tmp->type == PLAYER)
2957 { 2929 {
2958 /*don't let a hidden DM prevent you from hiding */ 2930 /*don't let a hidden DM prevent you from hiding */
2959 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2931 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2960 return 1; 2932 return 1;
2961 } 2933 }
2962 } 2934 }
2963 } 2935 }
2964 return 0; 2936 return 0;
3033 * and the exit-coordinates sp/hp must both be > 0. 3005 * and the exit-coordinates sp/hp must both be > 0.
3034 * => The intention here is to prevent abuse of the battleground- 3006 * => The intention here is to prevent abuse of the battleground-
3035 * feature (like pickable or hidden battleground tiles). */ 3007 * feature (like pickable or hidden battleground tiles). */
3036 for (object *tmp = op->below; tmp; tmp = tmp->below) 3008 for (object *tmp = op->below; tmp; tmp = tmp->below)
3037 { 3009 {
3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (tmp->flag [FLAG_IS_FLOOR])
3039 { 3011 {
3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3012 if (tmp->flag [FLAG_NO_PICK]
3041 && tmp->type == BATTLEGROUND 3013 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground 3014 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp)) 3015 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 { 3016 {
3045 /* before we assign the exit, check if this is a teambattle */ 3017 /* before we assign the exit, check if this is a teambattle */
3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3018 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3047 {
3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3019 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3020 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 { 3021 {
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3051 {
3052 if (x && y) 3022 if (x && y)
3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3023 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054 3024
3055 return 1; 3025 return 1;
3056 }
3057 } 3026 }
3058 }
3059 3027
3060 if (x && y) 3028 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3029 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062 3030
3063 return 1; 3031 return 1;
3201 else 3169 else
3202 j = 1; 3170 j = 1;
3203 strcat (buf, spellpathnames[i]); 3171 strcat (buf, spellpathnames[i]);
3204 } 3172 }
3205 } 3173 }
3174
3206 strcat (buf, "."); 3175 strcat (buf, ".");
3207 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3176 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3208 } 3177 }
3209 3178
3210 /* evtl. adding flags: */ 3179 /* evtl. adding flags: */
3211 if (QUERY_FLAG (item, FLAG_XRAYS)) 3180 if (item->flag [FLAG_XRAYS])
3212 SET_FLAG (skin, FLAG_XRAYS); 3181 skin->set_flag (FLAG_XRAYS);
3213 if (QUERY_FLAG (item, FLAG_STEALTH)) 3182 if (item->flag [FLAG_STEALTH])
3214 SET_FLAG (skin, FLAG_STEALTH); 3183 skin->set_flag (FLAG_STEALTH);
3215 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3184 if (item->flag [FLAG_SEE_IN_DARK])
3216 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3185 skin->set_flag (FLAG_SEE_IN_DARK);
3217 3186
3218 /* print message if there is one */ 3187 /* print message if there is one */
3219 if (item->msg != NULL) 3188 if (item->msg != NULL)
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3189 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 } 3190 }
3222 else 3191 else
3223 { 3192 {
3224 /* generate misc. treasure */ 3193 /* generate misc. treasure */
3225 tmp = arch_to_object (tr->item); 3194 tmp = tr->item->instance ();
3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3195 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3227 who->insert (tmp); 3196 who->insert (tmp);
3228 } 3197 }
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} 3198}
3247 3199
3248//-GPL 3200//-GPL
3249 3201
3250sint8 3202sint8
3280{ 3232{
3281 play_sound (sound_find ("generic_failure")); 3233 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color); 3234 statusmsg (msg, color);
3283} 3235}
3284 3236
3237void
3238object::failmsgf (const char *format, ...)
3239{
3240 if (!contr)
3241 return;
3242
3243 va_list ap;
3244 va_start (ap, format);
3245 contr->failmsg (vformat (format, ap));
3246 va_end (ap);
3247}
3248
3249void
3250player::failmsgf (const char *format, ...)
3251{
3252 va_list ap;
3253 va_start (ap, format);
3254 failmsg (vformat (format, ap));
3255 va_end (ap);
3256}
3257

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