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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 1.295 by root, Thu Nov 17 04:49:22 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26
27#include <algorithm>
28#include <functional>
26 29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
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)
130 126
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132 128
133 esrv_new_player (this); 129 esrv_new_player (this);
134 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
135 ob->update_stats (); 136 ob->update_stats ();
136 137
137 ns->floorbox_update (); 138 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
180player::set_object (object *op) 181player::set_object (object *op)
181{ 182{
182 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
184 185
185 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
186 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
187 188
188 ob->direction = 5; /* So player faces south */ 189 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} 190}
217 191
218void 192void
219player::set_observe (object *op) 193player::set_observe (object *op)
220{ 194{
259 disconnect (); 233 disconnect ();
260 234
261 attachable::do_destroy (); 235 attachable::do_destroy ();
262 236
263 if (ob) 237 if (ob)
264 {
265 ob->destroy_inv (false);
266 ob->destroy (); 238 ob->destroy ();
267 }
268 239
269 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
270} 241}
271 242
272player::~player () 243player::~player ()
310player * 281player *
311player::create () 282player::create ()
312{ 283{
313 player *pl = new player; 284 player *pl = new player;
314 285
315 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
316 287
317 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
320 291
402 */ 373 */
403int 374int
404path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
405{ 376{
406 rv_vector rv; 377 rv_vector rv;
407 sint16 x, y;
408 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
409 maptile *m, *lastmap;
410 379
411 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
412 381
413 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
414 return 0; 383 return 0;
415 384
416 x = mon->x; 385 mapxy pos (mon);
417 y = mon->y;
418 m = mon->map;
419 dir = rv.direction; 386 dir = rv.direction;
420 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422 389
423 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
424 if (diff > max) 391 if (diff > max)
425 return 0; 392 return 0;
426 393
427 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
428 { 395 {
429 lastx = x; 396 mapxy lastpos = pos;
430 lasty = y;
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434 397
435 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
437 399
438 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
440 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
441 { 404 {
442 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
444 */ 407 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
446 if (rv.direction != dir) 409 if (rv.direction != dir)
447 { 410 {
448 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
449 * the values so it will try again. 412 * the values so it will try again.
450 */ 413 */
451 x = lastx;
452 y = lasty;
453 m = lastmap; 414 pos = lastpos;
454 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
455 } 416 }
456 else 417 else
457 { 418 {
458 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
465 */ 426 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 { 428 {
468 if (i == 0) 429 if (i == 0)
469 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
470 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in 433 * since the direction that the creature should move in
472 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
476 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
477 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully 440 * the last direction the creature has successfully
479 * moved. 441 * moved.
480 */ 442 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap; 443 pos = lastpos;
485 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
486 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
487 continue; 447 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
490 continue; 452 continue;
491 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
492 continue; 455 continue;
493 456
494 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
495 break; 458 break;
496 } 459 }
460
497 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
499 */ 463 */
500 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
501 return 0; 465 return 0;
466
502 diff--; 467 diff--;
503 lastdir = dir; 468 lastdir = dir;
504 max--; 469 max--;
505 if (!firstdir) 470 if (!firstdir)
506 firstdir = dir + i; 471 firstdir = dir + i;
510 { 475 {
511 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
512 diff--; 477 diff--;
513 max--; 478 max--;
514 lastdir = dir; 479 lastdir = dir;
480
515 if (!firstdir) 481 if (!firstdir)
516 firstdir = dir; 482 firstdir = dir;
517 } 483 }
518 484
519 if (diff <= 1) 485 if (diff <= 1)
520 { 486 {
521 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance. 488 * headed toward player for entire distance.
523 */ 489 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 } 492 }
527 493
528 if (diff > max) 494 if (diff > max)
529 return 0; 495 return 0;
547 next = op->below; 513 next = op->below;
548 514
549 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
550 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
551 */ 517 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
553 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
554 520
555 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions 522 * by this player due to race restrictions
557 */ 523 */
558 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
559 { 525 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
561 && 527 &&
562 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
567 { 533 {
568 op->destroy (); 534 op->destroy ();
569 continue; 535 continue;
570 } 536 }
571 } 537 }
572 538
573 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
574 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
575 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
576 */ 542 */
577 if (op->type == SKILL) 543 if (op->type == SKILL)
578 { 544 {
579 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
580 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
581 { 547 {
582 op->destroy (); 548 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
585 break; 549 break;
586 } 550 }
587 551
588 if (op->nrof > 1) 552 if (op->nrof > 1)
589 op->nrof = 1; 553 op->nrof = 1;
590 } 554 }
591 555
592 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
594 558
595 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
596 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
597 * merged properly. 561 * merged properly.
598 */ 562 */
599 if (need_identify (op)) 563 if (op->need_identify ())
600 { 564 {
601 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
604 } 568 }
605 569
606 if (op->type == SPELL) 570 if (op->type == SPELL)
607 { 571 {
608 op->destroy (); 572 op->destroy ();
609 continue; 573 continue;
610 } 574 }
611 else if (op->type == SKILL) 575 else if (op->type == SKILL)
612 { 576 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0; 578 op->stats.exp = 0;
615 op->level = 1; 579 op->level = 1;
616 } 580 }
617 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
620 584
621 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
622 pl->contr->link_skills (); 586 pl->contr->link_skills ();
623} 587}
637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
638} 602}
639 603
640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int 605static int
642roll_stat (void) 606roll_stat ()
643{ 607{
644 int a[4], i, j, k; 608 int a[4], i, j, k;
645 609
646 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
648 612
649 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
650 if (a[i] < k) 614 if (a[i] < k)
651 k = a[i], j = i; 615 k = a[i], j = i;
652 616
749 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 714 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
752 716
753 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr);
755 718
756 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
757 720
758 if (ob->msg) 721 if (ob->msg)
759 ob->msg = 0; 722 ob->msg = 0;
760 723
761 start_info (ob); 724 start_info (ob);
762 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
763 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
764 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
765 ob->update_stats (); 728 ob->update_stats ();
766 729
767 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
769 */ 732 */
770 if (*first_map_ext_path) 733 if (*first_map_ext_path)
771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
772 else 735 else
773 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
774} 756}
775 757
776void 758void
777player::chargen_race_next () 759player::chargen_race_next ()
778{ 760{
816 rv_vector rv; 798 rv_vector rv;
817 799
818 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
819 { 801 {
820 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
821 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
822 return; 804 return;
823 } 805 }
824 806
825 if (!op->enemy) 807 if (!op->enemy)
826 { 808 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
829 return; 811 return;
830 } 812 }
831 813
832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
833 { 815 {
834 op->enemy = NULL; 816 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
836 return; 818 return;
837 } 819 }
838 820
839 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
840 822
841 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
843 { 825 {
844 int m = 1 - rndm (2) * 2; 826 int m = 1 - rndm (2) * 2;
845 827
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
847 return; 829 return;
848 } 830 }
849 831
850 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
852 op->enemy = NULL; 834 op->enemy = NULL;
853} 835}
854 836
855/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* 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 838 * It returns 1 if the player should keep on moving, 0 if he should
861{ 843{
862 object *tmp, *next; 844 object *tmp, *next;
863 int stop = 0; 845 int stop = 0;
864 int wvratio; 846 int wvratio;
865 847
866 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
868 return 1; 850 return 1;
869 851
870 next = op->below; 852 next = op->below;
871 853
872 int cnt = MAX_ITEM_PER_DROP; 854 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874 856
875 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
876 * destroyed */ 858 * destroyed */
877 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
948 * fighting */ 930 * fighting */
949 if (op->contr->mode & PU_INHIBIT) 931 if (op->contr->mode & PU_INHIBIT)
950 return 1; 932 return 1;
951 933
952 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 935 if (tmp->flag [FLAG_UNPAID])
954 continue; 936 continue;
955 937
956 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
958 continue; 940 continue;
959 941
960 /* all food and drink if desired */ 942 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
962 if (op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
965 CHK_PICK_PICKUP; 947 CHK_PICK_PICKUP;
966 continue; 948 continue;
967 } 949 }
968 950
969 if (op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
971 { 953 {
972 CHK_PICK_PICKUP; 954 CHK_PICK_PICKUP;
973 continue; 955 continue;
974 } 956 }
975 957
1002 continue; 984 continue;
1003 } 985 }
1004 986
1005 /* wands/staves/rods/horns */ 987 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 988 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
1008 { 993 {
1009 CHK_PICK_PICKUP; 994 CHK_PICK_PICKUP;
1010 continue; 995 continue;
1011 } 996 }
1012 997
1013 /* pick up all magical items */ 998 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1016 { 1002 {
1017 CHK_PICK_PICKUP; 1003 CHK_PICK_PICKUP;
1018 continue; 1004 continue;
1019 } 1005 }
1020 1006
1027 } 1013 }
1028 } 1014 }
1029 1015
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1017 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET) 1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1033 { 1022 {
1034 CHK_PICK_PICKUP; 1023 CHK_PICK_PICKUP;
1035 continue; 1024 continue;
1036 } 1025 }
1037 1026
1086 CHK_PICK_PICKUP; 1075 CHK_PICK_PICKUP;
1087 continue; 1076 continue;
1088 } 1077 }
1089 1078
1090 if (op->contr->mode & PU_GLOVES) 1079 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1081 {
1093 CHK_PICK_PICKUP; 1082 CHK_PICK_PICKUP;
1094 continue; 1083 continue;
1095 } 1084 }
1096 1085
1101 continue; 1090 continue;
1102 } 1091 }
1103 1092
1104 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1107 { 1096 {
1108 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1109 continue; 1098 continue;
1110 } 1099 }
1111 1100
1166 * return 0. 1155 * return 0.
1167 */ 1156 */
1168static int 1157static int
1169action_makes_visible (object *op) 1158action_makes_visible (object *op)
1170{ 1159{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1160 if (op->invisible && op->flag [FLAG_ALIVE])
1172 { 1161 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1162 if (op->flag [FLAG_MAKE_INVIS])
1174 { 1163 {
1175 // artefact invisibility is permanent, but we still make noise 1164 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance. 1165 // this is important for game-balance.
1177 if (op->contr) 1166 if (op->contr)
1178 op->make_noise (); 1167 op->make_noise ();
1205 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp); 1196 return splay (tmp);
1208 1197
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1212 { 1201 {
1213 splay (tmp); 1202 splay (tmp);
1214 return arrow; 1203 return arrow;
1215 } 1204 }
1232 if (!type) 1221 if (!type)
1233 return NULL; 1222 return NULL;
1234 1223
1235 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1236 { 1225 {
1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1238 { 1227 {
1239 i = 0; 1228 i = 0;
1240 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1241 1230
1242 if (i > betterby) 1231 if (i > betterby)
1343 break; 1332 break;
1344 } 1333 }
1345 1334
1346 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1348 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1349 break; 1338 break;
1350 } 1339 }
1351 1340
1352 if (!tmp) 1341 if (!tmp)
1353 return find_arrow (op, type); 1342 return find_arrow (op, type);
1414 { 1403 {
1415 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 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 */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1418 else 1407 else
1419 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1420 1409
1421 return 0; 1410 return 0;
1422 } 1411 }
1423 } 1412 }
1424 1413
1473#endif 1462#endif
1474 1463
1475 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1476 1465
1477 /* update the speed */ 1466 /* update the speed */
1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1479 + bow->stats.dam / 7.f;
1480 1467
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1483 1473
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1485 1475
1486 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1487 { 1477 {
1580 { 1570 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1571 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1572 return;
1583 } 1573 }
1584 1574
1585 if (!op->change_weapon (item)) 1575 if (!op->apply (item))
1586 return; 1576 return;
1587 1577
1588 if (item->type == WAND) 1578 if (item->type == WAND)
1589 { 1579 {
1590 if (item->stats.food <= 0) 1580 if (item->stats.food <= 0)
1620 1610
1621 if (item->type == WAND) 1611 if (item->type == WAND)
1622 { 1612 {
1623 if (!(--item->stats.food)) 1613 if (!(--item->stats.food))
1624 { 1614 {
1625 object *tmp;
1626
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
1894 || mon->flag [FLAG_CAN_ROLL]) 1882 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op) 1883 && mon != op)
1896 break; 1884 break;
1897 } 1885 }
1898 1886
1899 if (!mon) /* This happens anytime the player tries to move */ 1887 /* no monster == player tries to move into a wall or so */
1900 return false; /* into a wall */ 1888 if (!mon)
1889 {
1890 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1891 if (op->move_type & ob->move_block)
1892 {
1893 if (ob->move_block == MOVE_ALL)
1894 move_into_wall (op, ob);
1895 else
1896 {
1897 if (op->contr->ns->bumpmsg)
1898 {
1899 op->play_sound (sound_find ("blocked_move"));
1900
1901 op->statusmsg (ob->invisible
1902 ? "Something blocks you."
1903 : format ("Something blocks you from entering the %s.", query_name (ob))
1904 );
1905 }
1906 }
1907
1908 break;
1909 }
1910
1911 return false;
1912 }
1901 1913
1902 mon = mon->head_ (); 1914 mon = mon->head_ ();
1903 1915
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1916 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f) 1917 if (op->contr->weapon_sp_left > 0.f)
1923 */ 1935 */
1924 if (op->type == PLAYER 1936 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr 1937 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party)) 1938 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op) 1939 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1940 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1929 { 1941 {
1930 /* If we're braced, we don't want to switch places with it */ 1942 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced) 1943 if (op->contr->braced)
1932 return false; 1944 return false;
1933 1945
1944 return true; 1956 return true;
1945 } 1957 }
1946 else 1958 else
1947 return false; 1959 return false;
1948 } 1960 }
1961
1962 bool on_battleground = op_on_battleground (op, 0, 0);
1949 1963
1950 /* in certain circumstances, you shouldn't attack friendly 1964 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1965 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't 1966 * someone, but put it inside this loop so that you won't
1953 * attack them either. 1967 * attack them either.
1954 */ 1968 */
1955 if ((mon->type == PLAYER || mon->enemy != op) 1969 if ((mon->type == PLAYER || mon->enemy != op)
1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1970 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1957 && ((op->contr->peaceful 1971 && ((op->contr->peaceful
1958 || (mon->type == PLAYER && mon->contr->peaceful)) 1972 || (mon->type == PLAYER && mon->contr->peaceful))
1959 && !on_battleground)) 1973 && !on_battleground))
1960 { 1974 {
1961 if (op->speed_left > 0.f) 1975 if (op->speed_left > 0.f)
1977 } 1991 }
1978 } 1992 }
1979 /* If the object is a boulder or other rollable object, then 1993 /* 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. 1994 * roll it if not braced. You can't roll it if you are braced.
1981 */ 1995 */
1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1996 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1983 { 1997 {
1984 if (op->speed_left > 0.f) 1998 if (op->speed_left > 0.f)
1985 { 1999 {
1986 --op->speed_left; 2000 --op->speed_left;
1987 2001
1996 * Way it works is like this: First, it must have some hit points 2010 * 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: 2011 * 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 2012 * 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. 2013 * that party_number -1 is no party, so attacks can still happen.
2000 */ 2014 */
2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2015 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2016 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2003 { 2017 {
2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2018 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2005 { 2019 {
2006 --op->contr->weapon_sp_left; 2020 --op->contr->weapon_sp_left;
2018} 2032}
2019 2033
2020bool 2034bool
2021move_player (object *op, int dir) 2035move_player (object *op, int dir)
2022{ 2036{
2023 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2037 if (!op->map || op->map->state != MAP_ACTIVE)
2024 return 0; 2038 return 0;
2025 2039
2026 /* Sanity check: make sure dir is valid */ 2040 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9)) 2041 if (dir < 0 || dir > 8)
2028 { 2042 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir); 2043 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0; 2044 return 0;
2031 } 2045 }
2032 2046
2033 /* peterm: added following line */ 2047 /* peterm: added following line */
2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2048 if (op->flag [FLAG_CONFUSED] && dir)
2035 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2049 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2036 2050
2037 op->facing = dir; 2051 op->facing = dir;
2038 2052
2039 if (op->flag [FLAG_HIDDEN]) 2053 if (op->flag [FLAG_HIDDEN])
2079 * players. 2093 * players.
2080 */ 2094 */
2081bool 2095bool
2082handle_newcs_player (object *op) 2096handle_newcs_player (object *op)
2083{ 2097{
2084 if (QUERY_FLAG (op, FLAG_SCARED)) 2098 if (op->flag [FLAG_SCARED])
2085 { 2099 {
2086 if (op->speed_left > 0.f) 2100 if (op->speed_left > 0.f)
2087 { 2101 {
2088 --op->speed_left; 2102 --op->speed_left;
2089 flee_player (op); 2103 flee_player (op);
2108} 2122}
2109 2123
2110static int 2124static int
2111save_life (object *op) 2125save_life (object *op)
2112{ 2126{
2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2127 if (!op->flag [FLAG_LIFESAVE])
2114 return 0; 2128 return 0;
2115 2129
2116 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2130 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2131 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2118 { 2132 {
2119 op->play_sound (sound_find ("ob_evaporate")); 2133 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)); 2134 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2121 2135
2122 tmp->destroy (); 2136 tmp->destroy ();
2123 CLEAR_FLAG (op, FLAG_LIFESAVE); 2137 op->clr_flag (FLAG_LIFESAVE);
2124 2138
2125 if (op->stats.hp < 0) 2139 if (op->stats.hp < 0)
2126 op->stats.hp = op->stats.maxhp; 2140 op->stats.hp = op->stats.maxhp;
2127 2141
2128 if (op->stats.food < 0) 2142 if (op->stats.food < 0)
2129 op->stats.food = 999; 2143 op->stats.food = MAX_FOOD;
2130 2144
2131 op->update_stats (); 2145 op->update_stats ();
2132 return 1; 2146 return 1;
2133 } 2147 }
2134 2148
2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2149 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2136 CLEAR_FLAG (op, FLAG_LIFESAVE); 2150 op->clr_flag (FLAG_LIFESAVE);
2137 enter_player_savebed (op); /* bring him home. */ 2151 enter_player_savebed (op); /* bring him home. */
2138 return 0; 2152 return 0;
2139} 2153}
2140 2154
2141/* This goes throws the inventory and removes unpaid objects, and puts them 2155/* This goes throws the inventory and removes unpaid objects, and puts them
2148{ 2162{
2149 while (op) 2163 while (op)
2150 { 2164 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2165 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152 2166
2153 if (QUERY_FLAG (op, FLAG_UNPAID)) 2167 if (op->flag [FLAG_UNPAID])
2154 op->insert_at (env); 2168 op->insert_at (env);
2155 else if (op->inv) 2169 else if (op->inv)
2156 drop_unpaid_items (op->inv, env); 2170 drop_unpaid_items (op->inv, env);
2157 2171
2158 op = next; 2172 op = next;
2169void 2183void
2170do_some_living (object *op) 2184do_some_living (object *op)
2171{ 2185{
2172 int last_food = op->stats.food; 2186 int last_food = op->stats.food;
2173 int gen_hp, gen_sp, gen_grace; 2187 int gen_hp, gen_sp, gen_grace;
2174 int over_hp, over_sp, over_grace;
2175 int i;
2176 int rate_hp = 1200; 2188 int rate_hp = 1200;
2177 int rate_sp = 2500; 2189 int rate_sp = 2500;
2178 int rate_grace = 2000; 2190 int rate_grace = 2000;
2179 const int max_hp = 1; 2191 const int max_hp = 1;
2180 const int max_sp = 1; 2192 const int max_sp = 1;
2181 const int max_grace = 1; 2193 const int max_grace = 1;
2182 2194
2195#if 0
2183 if (op->contr->hidden) 2196 if (op->contr->hidden)
2184 { 2197 {
2185 op->invisible = 1000; 2198 op->invisible = 1000;
2186 /* the socket code flashes the player visible/invisible 2199 /* the socket code flashes the player visible/invisible
2187 * depending on the value of invisible, so we need to 2200 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly. 2201 * alternate it here for it to work correctly.
2189 */ 2202 */
2190 if (pticks & 2) 2203 if (server_tick & 2)
2191 op->invisible--; 2204 op->invisible--;
2192 } 2205 }
2206 else
2207#endif
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2208 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2194 { 2209 {
2195 if (!op->invisible--) 2210 if (!op->invisible--)
2196 { 2211 {
2197 make_visible (op); 2212 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2232 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2233 { 2248 {
2234 if (op->stats.grace < op->stats.maxgrace / 2) 2249 if (op->stats.grace < op->stats.maxgrace / 2)
2235 op->stats.grace++; /* no penalty in food for regaining grace */ 2250 op->stats.grace++; /* no penalty in food for regaining grace */
2236 2251
2252 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2253
2237 if (max_grace > 1) 2254 if (max_grace > 1)
2238 { 2255 {
2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2256 int over_grace = temp / rate_grace;
2257
2240 if (over_grace > 0) 2258 if (over_grace > 0)
2241 { 2259 {
2242 op->stats.sp += over_grace 2260 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2243 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2244 op->last_grace = 0; 2261 op->last_grace = 0;
2245 } 2262 }
2246 else 2263 else
2247 { 2264 op->last_grace = rate_grace / temp;
2248 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2249 }
2250 } 2265 }
2251 else 2266 else
2252 { 2267 op->last_grace = rate_grace / temp;
2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268
2254 }
2255 /* wearing stuff doesn't detract from grace generation. */ 2269 /* wearing stuff doesn't detract from grace generation. */
2256 } 2270 }
2257 2271
2258 if (op->stats.food > 0) 2272 if (op->stats.food > 0)
2259 { 2273 {
2265 if (op->stats.sp < op->stats.maxsp) 2279 if (op->stats.sp < op->stats.maxsp)
2266 { 2280 {
2267 op->stats.sp++; 2281 op->stats.sp++;
2268 2282
2269 /* dms do not consume food */ 2283 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ)) 2284 if (!op->flag [FLAG_WIZ])
2271 { 2285 {
2272 op->stats.food--; 2286 op->stats.food--;
2273 2287
2274 if (op->contr->digestion < 0) 2288 if (op->contr->digestion < 0)
2275 op->stats.food += op->contr->digestion; 2289 op->stats.food += op->contr->digestion;
2278 } 2292 }
2279 } 2293 }
2280 2294
2281 if (max_sp > 1) 2295 if (max_sp > 1)
2282 { 2296 {
2283 over_sp = (gen_sp + 10) / rate_sp; 2297 int over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0) 2298 if (over_sp > 0)
2285 { 2299 {
2286 if (op->stats.sp < op->stats.maxsp) 2300 if (op->stats.sp < op->stats.maxsp)
2287 { 2301 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2302 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2309 if (op->stats.hp < op->stats.maxhp) 2323 if (op->stats.hp < op->stats.maxhp)
2310 { 2324 {
2311 op->stats.hp++; 2325 op->stats.hp++;
2312 2326
2313 /* dms do not consume food */ 2327 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ)) 2328 if (!op->flag [FLAG_WIZ])
2315 { 2329 {
2316 op->stats.food--; 2330 op->stats.food--;
2317 2331
2318 if (op->contr->digestion < 0) 2332 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion; 2333 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2334 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food; 2335 op->stats.food = last_food;
2322 } 2336 }
2323 } 2337 }
2324 2338
2339 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2340
2325 if (max_hp > 1) 2341 if (max_hp > 1)
2326 { 2342 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2343 int over_hp = temp / rate_hp;
2328 2344
2329 if (over_hp > 0) 2345 if (over_hp > 0)
2330 { 2346 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2347 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0; 2348 op->last_heal = 0;
2333 } 2349 }
2334 else 2350 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2351 op->last_heal = rate_hp / temp;
2336 } 2352 }
2337 else 2353 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2354 op->last_heal = rate_hp / temp;
2339 } 2355 }
2340 } 2356 }
2341 2357
2342 /* Digestion */ 2358 /* Digestion */
2343 if (--op->last_eat < 0) 2359 if (--op->last_eat < 0)
2346 penalty = max (0, -op->contr->digestion); 2362 penalty = max (0, -op->contr->digestion);
2347 2363
2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2364 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2349 2365
2350 /* dms do not consume food */ 2366 /* dms do not consume food */
2351 if (!QUERY_FLAG (op, FLAG_WIZ)) 2367 if (!op->flag [FLAG_WIZ])
2352 op->stats.food--; 2368 op->stats.food--;
2353 } 2369 }
2354 2370
2355 if (op->stats.food < 0 && op->stats.hp >= 0) 2371 if (op->stats.food < 0 && op->stats.hp >= 0)
2356 { 2372 {
2357 object *flesh = 0; 2373 object *flesh = 0;
2358 2374
2359 for_inv_removable (op, tmp) 2375 for_inv_removable (op, tmp)
2360 { 2376 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2377 if (tmp->flag [FLAG_UNPAID])
2362 continue; 2378 continue;
2363 2379
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2380 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2365 { 2381 {
2366 op->statusmsg ("You blindly grab for a bite of food. " 2382 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.>"); 2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0); 2384 op->apply (tmp);
2369 2385
2370 if (op->stats.food >= 0 || op->stats.hp < 0) 2386 if (op->stats.food >= 0 || op->stats.hp < 0)
2371 break; 2387 break;
2372 } 2388 }
2373 else if (tmp->type == FLESH) 2389 else if (tmp->type == FLESH)
2379 */ 2395 */
2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2396 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2381 { 2397 {
2382 op->statusmsg ("You blindly grab for a bite of food. " 2398 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.>"); 2399 "H<To prevent you from starving, you ate some random item from your backpack.>");
2384 manual_apply (op, flesh, 0); 2400 op->apply (flesh);
2385 } 2401 }
2386 2402
2387 // If player is still starving, alert him! 2403 // If player is still starving, alert him!
2388 if (op->stats.food < 0) 2404 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! " 2405 op->failmsg ("You are starving! "
2401 op->contr->killer->destroy (); 2417 op->contr->killer->destroy ();
2402 } 2418 }
2403 } 2419 }
2404 2420
2405 /* killer should be set here already */ 2421 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2422 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2407 kill_player (op); 2423 kill_player (op);
2408 } 2424 }
2409} 2425}
2410 2426
2411/* If the player should die (lack of hp, food, etc), we call this. 2427/* If the player should die (lack of hp, food, etc), we call this.
2445 cure_disease (op, 0, 0); /* remove any disease */ 2461 cure_disease (op, 0, 0); /* remove any disease */
2446 2462
2447 max_it (op->stats.hp , op->stats.maxhp); 2463 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp); 2464 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace); 2465 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0) 2466 max_it (op->stats.food , 200);
2452 op->stats.food = 999;
2453 2467
2454 // remove all spell effects that are active 2468 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall 2469 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; ) 2470 for (object *item = op->inv; item; )
2457 { 2471 {
2470 if (op_on_battleground (op, &x, &y)) 2484 if (op_on_battleground (op, &x, &y))
2471 { 2485 {
2472 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2486 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2473 2487
2474 /* create a bodypart-trophy to make the winner happy */ 2488 /* create a bodypart-trophy to make the winner happy */
2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2489 object *tmp = archetype::find (shstr_finger)->instance ();
2476 { 2490
2477 tmp->name = format ("%s's finger" , &op->name); 2491 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name); 2492 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format ( 2493 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2494 "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, 2495 &op->name, op->contr->title,
2482 (int)op->level, 2496 (int)op->level,
2483 op->contr->killer_name () 2497 op->contr->killer_name ()
2484 ); 2498 );
2485 tmp->value = 0, tmp->type = 0; 2499 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics"; 2500 tmp->material = name_to_material (shstr_organic);
2487 tmp->insert_at (op, tmp); 2501 tmp->insert_at (op, tmp);
2488 }
2489 2502
2490 /* teleport defeated player to new destination */ 2503 /* teleport defeated player to new destination */
2491 transfer_ob (op, x, y, 0, NULL); 2504 transfer_ob (op, x, y, 0, NULL);
2492 op->contr->braced = 0; 2505 op->contr->braced = 0;
2493 2506
2561 object *dep; 2574 object *dep;
2562 2575
2563 dep = present_arch_in_ob (deparch, op); 2576 dep = present_arch_in_ob (deparch, op);
2564 if (!dep) 2577 if (!dep)
2565 { 2578 {
2566 dep = arch_to_object (deparch); 2579 dep = deparch->instance ();
2567 insert_ob_in_ob (dep, op); 2580 insert_ob_in_ob (dep, op);
2568 } 2581 }
2569 lose_this_stat = 1; 2582 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss) 2583 if (settings.balanced_stat_loss)
2571 { 2584 {
2609 * difference. 2622 * difference.
2610 */ 2623 */
2611 if (this_stat >= -50) 2624 if (this_stat >= -50)
2612 { 2625 {
2613 change_attr_value (&(dep->stats), i, -1); 2626 change_attr_value (&(dep->stats), i, -1);
2614 SET_FLAG (dep, FLAG_APPLIED); 2627 dep->set_flag (FLAG_APPLIED);
2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2628 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2616 op->update_stats (); 2629 op->update_stats ();
2617 lost_a_stat = 1; 2630 lost_a_stat = 1;
2618 } 2631 }
2619 } 2632 }
2637#endif 2650#endif
2638 2651
2639 /* Put a gravestone up where the character 'almost' died. List the 2652 /* Put a gravestone up where the character 'almost' died. List the
2640 * exp loss on the stone. 2653 * exp loss on the stone.
2641 */ 2654 */
2642 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2655 tmp = archetype::find (shstr_gravestone)->instance ();
2643 tmp->name = format ("%s's gravestone", &op->name); 2656 tmp->name = format ("%s's gravestone", &op->name);
2644 tmp->name_pl = format ("%s's gravestones", &op->name); 2657 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", 2658 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 ()); 2659 &op->name, op->contr->title, op->contr->killer_name ());
2647 tmp->x = op->x, tmp->y = op->y; 2660 tmp->x = op->x, tmp->y = op->y;
2686 if (will_kill_again) 2699 if (will_kill_again)
2687 { 2700 {
2688 object *force; 2701 object *force;
2689 int at; 2702 int at;
2690 2703
2691 force = get_archetype (FORCE_NAME); 2704 force = archetype::get (FORCE_NAME);
2692 /* 50 ticks should be enough time for the spell to abate */ 2705 /* 50 ticks should be enough time for the spell to abate */
2693 force->speed = 0.1f;
2694 force->speed_left = -5.f; 2706 force->speed_left = -5.f;
2695 SET_FLAG (force, FLAG_APPLIED); 2707 force->set_speed (0.1f);
2708 force->set_flag (FLAG_APPLIED);
2709
2696 for (at = 0; at < NROFATTACKS; at++) 2710 for (at = 0; at < NROFATTACKS; at++)
2697 if (will_kill_again & (1 << at)) 2711 if (will_kill_again & (1 << at))
2698 force->resist[at] = 100; 2712 force->resist[at] = 100;
2699 2713
2700 insert_ob_in_ob (force, op); 2714 insert_ob_in_ob (force, op);
2705} 2719}
2706 2720
2707static void 2721static void
2708loot_object (object *op) 2722loot_object (object *op)
2709{ /* Grab and destroy some treasure */ 2723{ /* Grab and destroy some treasure */
2710 object *tmp, *tmp2, *next; 2724 object *tmp, *next;
2711 2725
2712 op->close_container (); /* close open sack first */ 2726 op->close_container (); /* close open sack first */
2713 2727
2714 for (tmp = op->inv; tmp; tmp = next) 2728 for (tmp = op->inv; tmp; tmp = next)
2715 { 2729 {
2722 tmp->x = op->x, tmp->y = op->y; 2736 tmp->x = op->x, tmp->y = op->y;
2723 2737
2724 if (tmp->type == CONTAINER) 2738 if (tmp->type == CONTAINER)
2725 loot_object (tmp); /* empty container to ground */ 2739 loot_object (tmp); /* empty container to ground */
2726 2740
2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2741 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2728 { 2742 {
2729 if (tmp->nrof > 1) 2743 if (tmp->nrof > 1)
2730 { 2744 {
2731 tmp->decrease (rndm (1, tmp->nrof - 1)); 2745 tmp->decrease (rndm (1, tmp->nrof - 1));
2732 insert_ob_in_map (tmp, op->map, NULL, 0); 2746 insert_ob_in_map (tmp, op->map, NULL, 0);
2743 * fix_weight(): Check recursively the weight of all players, and fix 2757 * fix_weight(): Check recursively the weight of all players, and fix
2744 * what needs to be fixed. Refresh windows and fix speed if anything 2758 * what needs to be fixed. Refresh windows and fix speed if anything
2745 * was changed. 2759 * was changed.
2746 */ 2760 */
2747void 2761void
2748fix_weight (void) 2762fix_weight ()
2749{ 2763{
2750 for_all_players (pl) 2764 for_all_players (pl)
2751 { 2765 {
2752 sint32 old = pl->ob->carrying; 2766 weight_t old = pl->ob->carrying;
2753 2767
2754 pl->ob->update_weight (); 2768 pl->ob->update_weight ();
2755 2769
2756 if (old != pl->ob->carrying) 2770 if (old != pl->ob->carrying)
2757 { 2771 {
2760 } 2774 }
2761 } 2775 }
2762} 2776}
2763 2777
2764void 2778void
2765fix_luck (void) 2779fix_luck ()
2766{ 2780{
2767 for_all_players (pl) 2781 for_all_players (pl)
2768 if (!pl->ob->contr->ns->state) 2782 if (!pl->ob->contr->ns->state)
2769 pl->ob->change_luck (0); 2783 pl->ob->change_luck (0);
2770} 2784}
2822} 2836}
2823 2837
2824int 2838int
2825is_true_undead (object *op) 2839is_true_undead (object *op)
2826{ 2840{
2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2841 if (op->arch->flag [FLAG_UNDEAD])
2828 return 1; 2842 return 1;
2829 2843
2830 return 0; 2844 return 0;
2831} 2845}
2832 2846
2930 2944
2931 if (who->type == PLAYER) 2945 if (who->type == PLAYER)
2932 player = 1; 2946 player = 1;
2933 2947
2934 else 2948 else
2935 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2949 friendly = who->flag [FLAG_FRIENDLY];
2936 2950
2937 /* search adjacent squares */ 2951 /* search adjacent squares */
2938 for (i = 1; i < 9; i++) 2952 for (i = 1; i < 9; i++)
2939 { 2953 {
2940 x = who->x + freearr_x[i]; 2954 x = who->x + freearr_x[i];
2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2963 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2950 continue; 2964 continue;
2951 2965
2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2966 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2953 { 2967 {
2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2968 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2955 return 1; 2969 return 1;
2956 else if (tmp->type == PLAYER) 2970 else if (tmp->type == PLAYER)
2957 {
2958 /*don't let a hidden DM prevent you from hiding */
2959 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2960 return 1; 2971 return 1;
2961 }
2962 } 2972 }
2963 } 2973 }
2964 return 0; 2974 return 0;
2965} 2975}
2966 2976
2967/* check the player los field for viewability of the 2977/* check the player los field for viewability of the
2968 * object op. This function works fine for monsters, 2978 * object op. This function works fine for monsters,
2969 * but we dont worry if the object isnt the top one in 2979 * but we dont worry if the object isnt the top one in
2970 * a pile (say a coin under a table would return "viewable" 2980 * a pile (say a coin under a table would return "viewable"
2971 * by this routine). Another question, should we be 2981 * by this routine). Another question, should we be
2972 * concerned with the direction the player is looking 2982 * concerned with the direction the player is looking
2973 * in? Realistically, most of us can't see stuff behind 2983 * in? Realistically, most of us can't see stuff behind
2974 * our backs...on the other hand, does the "facing" direction 2984 * our backs...on the other hand, does the "facing" direction
2975 * imply the way your head, or body is facing? It's possible 2985 * imply the way your head, or body is facing? It's possible
2976 * for them to differ. Sigh, this fctn could get a bit more complex. 2986 * for them to differ. Sigh, this fctn could get a bit more complex.
2977 * -b.t. 2987 * -b.t.
2978 * This function is now map tiling safe. 2988 * This function is now map tiling safe.
2979 */ 2989 */
2980int 2990int
2981player_can_view (object *pl, object *op) 2991player_can_view (object *pl, object *op)
2982{ 2992{
3033 * and the exit-coordinates sp/hp must both be > 0. 3043 * and the exit-coordinates sp/hp must both be > 0.
3034 * => The intention here is to prevent abuse of the battleground- 3044 * => The intention here is to prevent abuse of the battleground-
3035 * feature (like pickable or hidden battleground tiles). */ 3045 * feature (like pickable or hidden battleground tiles). */
3036 for (object *tmp = op->below; tmp; tmp = tmp->below) 3046 for (object *tmp = op->below; tmp; tmp = tmp->below)
3037 { 3047 {
3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3048 if (tmp->flag [FLAG_IS_FLOOR])
3039 { 3049 {
3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3050 if (tmp->flag [FLAG_NO_PICK]
3041 && tmp->type == BATTLEGROUND 3051 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground 3052 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 { 3054 {
3045 /* before we assign the exit, check if this is a teambattle */ 3055 /* before we assign the exit, check if this is a teambattle */
3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3056 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3047 {
3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3057 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 { 3059 {
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3051 {
3052 if (x && y) 3060 if (x && y)
3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054 3062
3055 return 1; 3063 return 1;
3056 }
3057 } 3064 }
3058 }
3059 3065
3060 if (x && y) 3066 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3067 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062 3068
3063 return 1; 3069 return 1;
3201 else 3207 else
3202 j = 1; 3208 j = 1;
3203 strcat (buf, spellpathnames[i]); 3209 strcat (buf, spellpathnames[i]);
3204 } 3210 }
3205 } 3211 }
3212
3206 strcat (buf, "."); 3213 strcat (buf, ".");
3207 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3208 } 3215 }
3209 3216
3210 /* evtl. adding flags: */ 3217 /* evtl. adding flags: */
3211 if (QUERY_FLAG (item, FLAG_XRAYS)) 3218 if (item->flag [FLAG_XRAYS])
3212 SET_FLAG (skin, FLAG_XRAYS); 3219 skin->set_flag (FLAG_XRAYS);
3213 if (QUERY_FLAG (item, FLAG_STEALTH)) 3220 if (item->flag [FLAG_STEALTH])
3214 SET_FLAG (skin, FLAG_STEALTH); 3221 skin->set_flag (FLAG_STEALTH);
3215 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3222 if (item->flag [FLAG_SEE_IN_DARK])
3216 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3223 skin->set_flag (FLAG_SEE_IN_DARK);
3217 3224
3218 /* print message if there is one */ 3225 /* print message if there is one */
3219 if (item->msg != NULL) 3226 if (item->msg != NULL)
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3227 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 } 3228 }
3222 else 3229 else
3223 { 3230 {
3224 /* generate misc. treasure */ 3231 /* generate misc. treasure */
3225 tmp = arch_to_object (tr->item); 3232 tmp = tr->item->instance ();
3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3233 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3227 who->insert (tmp); 3234 who->insert (tmp);
3228 } 3235 }
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} 3236}
3247 3237
3248//-GPL 3238//-GPL
3249 3239
3250sint8 3240sint8
3280{ 3270{
3281 play_sound (sound_find ("generic_failure")); 3271 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color); 3272 statusmsg (msg, color);
3283} 3273}
3284 3274
3275void
3276object::failmsgf (const char *format, ...)
3277{
3278 if (!contr)
3279 return;
3280
3281 va_list ap;
3282 va_start (ap, format);
3283 contr->failmsg (vformat (format, ap));
3284 va_end (ap);
3285}
3286
3287void
3288player::failmsgf (const char *format, ...)
3289{
3290 va_list ap;
3291 va_start (ap, format);
3292 failmsg (vformat (format, ap));
3293 va_end (ap);
3294}
3295

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