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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 1.298 by root, Sun Jan 29 03:59:15 2017 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{
260 234
261 attachable::do_destroy (); 235 attachable::do_destroy ();
262 236
263 if (ob) 237 if (ob)
264 { 238 {
265 ob->destroy_inv (false); 239 ob->contr = 0;
266 ob->destroy (); 240 ob->destroy ();
267 } 241 }
268 242
269 ob = observe = viewpoint = 0; 243 ob = observe = viewpoint = 0;
270} 244}
310player * 284player *
311player::create () 285player::create ()
312{ 286{
313 player *pl = new player; 287 player *pl = new player;
314 288
315 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
316 290
317 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
320 294
356#endif 330#endif
357 return op; 331 return op;
358} 332}
359 333
360/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
361 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
362 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
363 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
364 * the deviation is 338 * the deviation is
365 */ 339 */
366#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
402 */ 376 */
403int 377int
404path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
405{ 379{
406 rv_vector rv; 380 rv_vector rv;
407 sint16 x, y;
408 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
409 maptile *m, *lastmap;
410 382
411 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
412 384
413 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
414 return 0; 386 return 0;
415 387
416 x = mon->x; 388 mapxy pos (mon);
417 y = mon->y;
418 m = mon->map;
419 dir = rv.direction; 389 dir = rv.direction;
420 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422 392
423 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
424 if (diff > max) 394 if (diff > max)
425 return 0; 395 return 0;
426 396
427 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
428 { 398 {
429 lastx = x; 399 mapxy lastpos = pos;
430 lasty = y;
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434 400
435 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
437 402
438 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
440 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
441 { 407 {
442 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
444 */ 410 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
446 if (rv.direction != dir) 412 if (rv.direction != dir)
447 { 413 {
448 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
449 * the values so it will try again. 415 * the values so it will try again.
450 */ 416 */
451 x = lastx;
452 y = lasty;
453 m = lastmap; 417 pos = lastpos;
454 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
455 } 419 }
456 else 420 else
457 { 421 {
458 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
459 * either the left or right. 423 * either the left or right.
460 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
461 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
462 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
463 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
464 * stepping back and forth 428 * stepping back and forth
465 */ 429 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 { 431 {
468 if (i == 0) 432 if (i == 0)
469 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
470 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in 436 * since the direction that the creature should move in
472 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
476 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
477 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully 443 * the last direction the creature has successfully
479 * moved. 444 * moved.
480 */ 445 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap; 446 pos = lastpos;
485 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
486 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
487 continue; 450 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
490 continue; 455 continue;
491 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
492 continue; 458 continue;
493 459
494 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
495 break; 461 break;
496 } 462 }
463
497 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
499 */ 466 */
500 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
501 return 0; 468 return 0;
469
502 diff--; 470 diff--;
503 lastdir = dir; 471 lastdir = dir;
504 max--; 472 max--;
505 if (!firstdir) 473 if (!firstdir)
506 firstdir = dir + i; 474 firstdir = dir + i;
510 { 478 {
511 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
512 diff--; 480 diff--;
513 max--; 481 max--;
514 lastdir = dir; 482 lastdir = dir;
483
515 if (!firstdir) 484 if (!firstdir)
516 firstdir = dir; 485 firstdir = dir;
517 } 486 }
518 487
519 if (diff <= 1) 488 if (diff <= 1)
520 { 489 {
521 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance. 491 * headed toward player for entire distance.
523 */ 492 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 } 495 }
527 496
528 if (diff > max) 497 if (diff > max)
529 return 0; 498 return 0;
545 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
546 { 515 {
547 next = op->below; 516 next = op->below;
548 517
549 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
550 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
551 */ 520 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
553 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
554 523
555 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions 525 * by this player due to race restrictions
557 */ 526 */
558 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
559 { 528 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 529 if ((!pl->flag [FLAG_USE_ARMOUR]
561 && 530 &&
562 (op->type == ARMOUR || op->type == BOOTS 531 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET 532 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES 533 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE)) 534 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
567 { 536 {
568 op->destroy (); 537 op->destroy ();
569 continue; 538 continue;
570 } 539 }
571 } 540 }
572 541
573 /* Here we remove duplicated skills (as duplicated spell objects have 542 /* Here we remove duplicated skills (as duplicated spell objects have
574 * _very_ confusing effects for players), which could for instance be 543 * _very_ confusing effects for players), which could for instance be
575 * generated by bad treasurelists. - elmex 544 * generated by multiple treasurelists specifying the same skills.
576 */ 545 */
577 if (op->type == SKILL) 546 if (op->type == SKILL)
578 { 547 {
579 for (object *tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
580 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
581 { 550 {
582 op->destroy (); 551 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
585 break; 552 break;
586 } 553 }
587 554
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] = rndm (1, 6);
648 615
649 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
650 if (a[i] < k) 617 if (a[i] < k)
651 k = a[i], j = i; 618 k = a[i], j = i;
652 619
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
769 */ 735 */
770 if (*first_map_ext_path) 736 if (*first_map_ext_path)
771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
772 else 738 else
773 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
774} 759}
775 760
776void 761void
777player::chargen_race_next () 762player::chargen_race_next ()
778{ 763{
816 rv_vector rv; 801 rv_vector rv;
817 802
818 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
819 { 804 {
820 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
821 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
822 return; 807 return;
823 } 808 }
824 809
825 if (!op->enemy) 810 if (!op->enemy)
826 { 811 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
829 return; 814 return;
830 } 815 }
831 816
832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
833 { 818 {
834 op->enemy = NULL; 819 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED); 820 op->clr_flag (FLAG_SCARED);
836 return; 821 return;
837 } 822 }
838 823
839 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
840 825
841 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
843 { 828 {
844 int m = 1 - rndm (2) * 2; 829 int m = 1 - rndm (2) * 2;
845 830
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
847 return; 832 return;
848 } 833 }
849 834
850 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
852 op->enemy = NULL; 837 op->enemy = NULL;
853} 838}
854 839
855/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* 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 841 * It returns 1 if the player should keep on moving, 0 if he should
861{ 846{
862 object *tmp, *next; 847 object *tmp, *next;
863 int stop = 0; 848 int stop = 0;
864 int wvratio; 849 int wvratio;
865 850
866 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
868 return 1; 853 return 1;
869 854
870 next = op->below; 855 next = op->below;
871 856
872 int cnt = MAX_ITEM_PER_DROP; 857 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874 859
875 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
876 * destroyed */ 861 * destroyed */
877 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
948 * fighting */ 933 * fighting */
949 if (op->contr->mode & PU_INHIBIT) 934 if (op->contr->mode & PU_INHIBIT)
950 return 1; 935 return 1;
951 936
952 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 938 if (tmp->flag [FLAG_UNPAID])
954 continue; 939 continue;
955 940
956 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
958 continue; 943 continue;
959 944
960 /* all food and drink if desired */ 945 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
962 if (op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
965 CHK_PICK_PICKUP; 950 CHK_PICK_PICKUP;
966 continue; 951 continue;
967 } 952 }
968 953
969 if (op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
971 { 956 {
972 CHK_PICK_PICKUP; 957 CHK_PICK_PICKUP;
973 continue; 958 continue;
974 } 959 }
975 960
1002 continue; 987 continue;
1003 } 988 }
1004 989
1005 /* wands/staves/rods/horns */ 990 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 991 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 992 if (tmp->type == WAND
993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
1008 { 996 {
1009 CHK_PICK_PICKUP; 997 CHK_PICK_PICKUP;
1010 continue; 998 continue;
1011 } 999 }
1012 1000
1013 /* pick up all magical items */ 1001 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1016 { 1005 {
1017 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1018 continue; 1007 continue;
1019 } 1008 }
1020 1009
1027 } 1016 }
1028 } 1017 }
1029 1018
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1020 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET) 1021 if (tmp->type == RING
1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1033 { 1025 {
1034 CHK_PICK_PICKUP; 1026 CHK_PICK_PICKUP;
1035 continue; 1027 continue;
1036 } 1028 }
1037 1029
1086 CHK_PICK_PICKUP; 1078 CHK_PICK_PICKUP;
1087 continue; 1079 continue;
1088 } 1080 }
1089 1081
1090 if (op->contr->mode & PU_GLOVES) 1082 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1084 {
1093 CHK_PICK_PICKUP; 1085 CHK_PICK_PICKUP;
1094 continue; 1086 continue;
1095 } 1087 }
1096 1088
1101 continue; 1093 continue;
1102 } 1094 }
1103 1095
1104 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1107 { 1099 {
1108 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1109 continue; 1101 continue;
1110 } 1102 }
1111 1103
1160} 1152}
1161 1153
1162/* routine for both players and monsters. We call this when 1154/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding 1155 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes 1156 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we 1157 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0. 1158 * return 0.
1167 */ 1159 */
1168static int 1160static int
1169action_makes_visible (object *op) 1161action_makes_visible (object *op)
1170{ 1162{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1163 if (op->invisible && op->flag [FLAG_ALIVE])
1172 { 1164 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1165 if (op->flag [FLAG_MAKE_INVIS])
1174 { 1166 {
1175 // artefact invisibility is permanent, but we still make noise 1167 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance. 1168 // this is important for game-balance.
1177 if (op->contr) 1169 if (op->contr)
1178 op->make_noise (); 1170 op->make_noise ();
1194 return 0; 1186 return 0;
1195} 1187}
1196 1188
1197/* 1189/*
1198 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1199 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1200 * found object is returned. 1192 * found object is returned.
1201 */ 1193 */
1202static object * 1194static object *
1203find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1204{ 1196{
1205 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp); 1199 return splay (tmp);
1208 1200
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type)) 1203 if (object *arrow = find_arrow (tmp, type))
1212 { 1204 {
1213 splay (tmp); 1205 splay (tmp);
1214 return arrow; 1206 return arrow;
1215 } 1207 }
1232 if (!type) 1224 if (!type)
1233 return NULL; 1225 return NULL;
1234 1226
1235 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1236 { 1228 {
1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1238 { 1230 {
1239 i = 0; 1231 i = 0;
1240 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1241 1233
1242 if (i > betterby) 1234 if (i > betterby)
1343 break; 1335 break;
1344 } 1336 }
1345 1337
1346 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1348 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1349 break; 1341 break;
1350 } 1342 }
1351 1343
1352 if (!tmp) 1344 if (!tmp)
1353 return find_arrow (op, type); 1345 return find_arrow (op, type);
1357 1349
1358 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1359} 1351}
1360 1352
1361/* 1353/*
1362 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1363 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1364 * op is the object firing the bow. 1356 * op is the object firing the bow.
1365 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1366 * dir is the direction of fire. 1358 * dir is the direction of fire.
1367 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1414 { 1406 {
1415 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 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 */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1418 else 1410 else
1419 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1420 1412
1421 return 0; 1413 return 0;
1422 } 1414 }
1423 } 1415 }
1424 1416
1473#endif 1465#endif
1474 1466
1475 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1476 1468
1477 /* update the speed */ 1469 /* 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 1470
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1483 1476
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1485 1478
1486 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1487 { 1480 {
1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1509 1502
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1511 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1513 1507
1514 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1515 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1516 1510
1517 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1580 { 1574 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1576 return;
1583 } 1577 }
1584 1578
1585 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1586 return; 1580 return;
1587 1581
1588 if (item->type == WAND) 1582 if (item->type == WAND)
1589 { 1583 {
1590 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1620 1614
1621 if (item->type == WAND) 1615 if (item->type == WAND)
1622 { 1616 {
1623 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1624 { 1618 {
1625 object *tmp;
1626
1627 if (item->arch) 1619 if (item->arch)
1628 { 1620 {
1629 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1630 item->face = item->arch->face; 1622 item->face = item->arch->face;
1631 item->set_speed (0); 1623 item->set_speed (0);
1632 } 1624 }
1633 1625
1634 if (object *pl = item->visible_to ()) 1626 if (object *pl = item->visible_to ())
1641} 1633}
1642 1634
1643/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1644 */ 1636 */
1645bool 1637bool
1646fire (object *op, int dir) 1638fire (object *who, int dir)
1647{ 1639{
1648 int spellcost = 0; 1640 int spellcost = 0;
1649 1641
1650 player *pl = op->contr; 1642 player *pl = who->contr;
1651 1643
1652 if (pl->golem) 1644 if (pl->golem)
1653 { 1645 {
1654 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1655 return false; 1647 return false;
1656 } 1648 }
1657 1649
1658 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1659 1651
1660 if (!ob) 1652 if (!ob)
1661 return false; 1653 return false;
1662 1654
1663 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1664 --op->speed_left; 1656 --who->speed_left;
1665 else 1657 else
1666 return false; 1658 return false;
1667 1659
1668 if (!op->change_weapon (ob)) 1660 if (!who->apply (ob))
1669 return false; 1661 return false;
1670 1662
1671 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op)) 1664 if (action_makes_visible (who))
1673 make_visible (op); 1665 make_visible (who);
1674 1666
1675 switch (ob->type) 1667 switch (ob->type)
1676 { 1668 {
1677 case BOW: 1669 case BOW:
1678 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1679 break; 1671 break;
1680 1672
1681 case SPELL: 1673 case SPELL:
1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1683 break; 1675 break;
1684 1676
1685 case BUILDER: 1677 case BUILDER:
1686 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1687 break; 1679 break;
1688 1680
1689 case SKILL: 1681 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1691 break; 1683 break;
1692 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1693 default: 1689 default:
1694 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1695 break; 1691 break;
1696 } 1692 }
1697 1693
1698 return true; 1694 return true;
1699} 1695}
1711 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1712 { 1708 {
1713 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1714 break; 1710 break;
1715 1711
1716 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1717 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1718 */ 1714 */
1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1720 break; 1716 break;
1721 } 1717 }
1758 * 1754 *
1759 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1760 * all the others. 1756 * all the others.
1761 */ 1757 */
1762 if (pl->contr->usekeys == key_inventory 1758 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED) 1759 || !container->flag [FLAG_APPLIED]
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 { 1761 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 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)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1768 return NULL; 1764 return NULL;
1775/* find_key 1771/* find_key
1776 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1780 * pl is the player, 1776 * pl is the player,
1781 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1784 */ 1780 */
1785object * 1781object *
1786find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1852 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
1853 */ 1849 */
1854bool 1850bool
1855move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
1856{ 1852{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1858 { 1854 {
1859 --op->speed_left; 1855 --op->speed_left;
1860 return true; 1856 return true;
1861 } 1857 }
1862 1858
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1861
1870 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
1871 return false; 1863 return false;
1872 1864
1873 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
1894 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op) 1887 && mon != op)
1896 break; 1888 break;
1897 } 1889 }
1898 1890
1899 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1900 return false; /* into a wall */ 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
1901 1917
1902 mon = mon->head_ (); 1918 mon = mon->head_ ();
1903 1919
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
1923 */ 1939 */
1924 if (op->type == PLAYER 1940 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op) 1943 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1929 { 1945 {
1930 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced) 1947 if (op->contr->braced)
1932 return false; 1948 return false;
1933 1949
1944 return true; 1960 return true;
1945 } 1961 }
1946 else 1962 else
1947 return false; 1963 return false;
1948 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
1949 1967
1950 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
1953 * attack them either. 1971 * attack them either.
1954 */ 1972 */
1955 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1957 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
1958 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
1959 && !on_battleground)) 1977 && !on_battleground))
1960 { 1978 {
1961 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
1977 } 1995 }
1978 } 1996 }
1979 /* If the object is a boulder or other rollable object, then 1997 /* 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. 1998 * roll it if not braced. You can't roll it if you are braced.
1981 */ 1999 */
1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1983 { 2001 {
1984 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
1985 { 2003 {
1986 --op->speed_left; 2004 --op->speed_left;
1987 2005
1996 * Way it works is like this: First, it must have some hit points 2014 * 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: 2015 * 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 2016 * 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. 2017 * that party_number -1 is no party, so attacks can still happen.
2000 */ 2018 */
2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2003 { 2021 {
2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2005 { 2023 {
2006 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2018} 2036}
2019 2037
2020bool 2038bool
2021move_player (object *op, int dir) 2039move_player (object *op, int dir)
2022{ 2040{
2023 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2024 return 0; 2042 return 0;
2025 2043
2026 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2028 { 2046 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0; 2048 return 0;
2031 } 2049 }
2032 2050
2033 /* peterm: added following line */ 2051 /* peterm: added following line */
2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2035 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2036 2054
2037 op->facing = dir; 2055 op->facing = dir;
2038 2056
2039 if (op->flag [FLAG_HIDDEN]) 2057 if (op->flag [FLAG_HIDDEN])
2079 * players. 2097 * players.
2080 */ 2098 */
2081bool 2099bool
2082handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2083{ 2101{
2084 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2085 { 2103 {
2086 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2087 { 2105 {
2088 --op->speed_left; 2106 --op->speed_left;
2089 flee_player (op); 2107 flee_player (op);
2108} 2126}
2109 2127
2110static int 2128static int
2111save_life (object *op) 2129save_life (object *op)
2112{ 2130{
2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2114 return 0; 2132 return 0;
2115 2133
2116 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2118 { 2136 {
2119 op->play_sound (sound_find ("ob_evaporate")); 2137 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)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2121 2139
2122 tmp->destroy (); 2140 tmp->destroy ();
2123 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2124 2142
2125 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2126 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2127 2145
2128 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2129 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2130 2148
2131 op->update_stats (); 2149 op->update_stats ();
2132 return 1; 2150 return 1;
2133 } 2151 }
2134 2152
2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2136 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2137 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2138 return 0; 2156 return 0;
2139} 2157}
2140 2158
2141/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2148{ 2166{
2149 while (op) 2167 while (op)
2150 { 2168 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152 2170
2153 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2154 op->insert_at (env); 2172 op->insert_at (env);
2155 else if (op->inv) 2173 else if (op->inv)
2156 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2157 2175
2158 op = next; 2176 op = next;
2169void 2187void
2170do_some_living (object *op) 2188do_some_living (object *op)
2171{ 2189{
2172 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2173 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2174 int over_hp, over_sp, over_grace;
2175 int i;
2176 int rate_hp = 1200; 2192 int rate_hp = 1200;
2177 int rate_sp = 2500; 2193 int rate_sp = 2500;
2178 int rate_grace = 2000; 2194 int rate_grace = 2000;
2179 const int max_hp = 1; 2195 const int max_hp = 1;
2180 const int max_sp = 1; 2196 const int max_sp = 1;
2181 const int max_grace = 1; 2197 const int max_grace = 1;
2182 2198
2199#if 0
2183 if (op->contr->hidden) 2200 if (op->contr->hidden)
2184 { 2201 {
2185 op->invisible = 1000; 2202 op->invisible = 1000;
2186 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2187 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2189 */ 2206 */
2190 if (pticks & 2) 2207 if (server_tick & 2)
2191 op->invisible--; 2208 op->invisible--;
2192 } 2209 }
2210 else
2211#endif
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2194 { 2213 {
2195 if (!op->invisible--) 2214 if (!op->invisible--)
2196 { 2215 {
2197 make_visible (op); 2216 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2232 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2233 { 2252 {
2234 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2235 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2236 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2237 if (max_grace > 1) 2258 if (max_grace > 1)
2238 { 2259 {
2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2240 if (over_grace > 0) 2262 if (over_grace > 0)
2241 { 2263 {
2242 op->stats.sp += over_grace 2264 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; 2265 op->last_grace = 0;
2245 } 2266 }
2246 else 2267 else
2247 { 2268 op->last_grace = rate_grace / temp;
2248 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2249 }
2250 } 2269 }
2251 else 2270 else
2252 { 2271 op->last_grace = rate_grace / temp;
2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2254 }
2255 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2256 } 2274 }
2257 2275
2258 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2259 { 2277 {
2265 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2266 { 2284 {
2267 op->stats.sp++; 2285 op->stats.sp++;
2268 2286
2269 /* dms do not consume food */ 2287 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2271 { 2289 {
2272 op->stats.food--; 2290 op->stats.food--;
2273 2291
2274 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2275 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2278 } 2296 }
2279 } 2297 }
2280 2298
2281 if (max_sp > 1) 2299 if (max_sp > 1)
2282 { 2300 {
2283 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0) 2302 if (over_sp > 0)
2285 { 2303 {
2286 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2287 { 2305 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2309 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2310 { 2328 {
2311 op->stats.hp++; 2329 op->stats.hp++;
2312 2330
2313 /* dms do not consume food */ 2331 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2315 { 2333 {
2316 op->stats.food--; 2334 op->stats.food--;
2317 2335
2318 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food; 2339 op->stats.food = last_food;
2322 } 2340 }
2323 } 2341 }
2324 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2325 if (max_hp > 1) 2345 if (max_hp > 1)
2326 { 2346 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2328 2348
2329 if (over_hp > 0) 2349 if (over_hp > 0)
2330 { 2350 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0; 2352 op->last_heal = 0;
2333 } 2353 }
2334 else 2354 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2336 } 2356 }
2337 else 2357 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2339 } 2359 }
2340 } 2360 }
2341 2361
2342 /* Digestion */ 2362 /* Digestion */
2343 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2346 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2347 2367
2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2349 2369
2350 /* dms do not consume food */ 2370 /* dms do not consume food */
2351 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2352 op->stats.food--; 2372 op->stats.food--;
2353 } 2373 }
2354 2374
2355 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2356 { 2376 {
2357 object *flesh = 0; 2377 object *flesh = 0;
2358 2378
2359 for_inv_removable (op, tmp) 2379 for_inv_removable (op, tmp)
2360 { 2380 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2362 continue; 2382 continue;
2363 2383
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2365 { 2385 {
2366 op->statusmsg ("You blindly grab for a bite of food. " 2386 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.>"); 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0); 2388 op->apply (tmp);
2369 2389
2370 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2371 break; 2391 break;
2372 } 2392 }
2373 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2379 */ 2399 */
2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2381 { 2401 {
2382 op->statusmsg ("You blindly grab for a bite of food. " 2402 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.>"); 2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2384 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2385 } 2405 }
2386 2406
2387 // If player is still starving, alert him! 2407 // If player is still starving, alert him!
2388 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! " 2409 op->failmsg ("You are starving! "
2401 op->contr->killer->destroy (); 2421 op->contr->killer->destroy ();
2402 } 2422 }
2403 } 2423 }
2404 2424
2405 /* killer should be set here already */ 2425 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2407 kill_player (op); 2427 kill_player (op);
2408 } 2428 }
2409} 2429}
2410 2430
2411/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2445 cure_disease (op, 0, 0); /* remove any disease */ 2465 cure_disease (op, 0, 0); /* remove any disease */
2446 2466
2447 max_it (op->stats.hp , op->stats.maxhp); 2467 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp); 2468 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace); 2469 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0) 2470 max_it (op->stats.food , 200);
2452 op->stats.food = 999;
2453 2471
2454 // remove all spell effects that are active 2472 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall 2473 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; ) 2474 for (object *item = op->inv; item; )
2457 { 2475 {
2470 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2471 { 2489 {
2472 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2473 2491
2474 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2476 { 2494
2477 tmp->name = format ("%s's finger" , &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format ( 2497 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2498 "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, 2499 &op->name, op->contr->title,
2482 (int)op->level, 2500 (int)op->level,
2483 op->contr->killer_name () 2501 op->contr->killer_name ()
2484 ); 2502 );
2485 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics"; 2504 tmp->material = name_to_material (shstr_organic);
2487 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2488 }
2489 2506
2490 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2491 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2492 op->contr->braced = 0; 2509 op->contr->braced = 0;
2493 2510
2561 object *dep; 2578 object *dep;
2562 2579
2563 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2564 if (!dep) 2581 if (!dep)
2565 { 2582 {
2566 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2567 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2568 } 2585 }
2569 lose_this_stat = 1; 2586 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2571 { 2588 {
2583 2600
2584 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2585 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2586 { 2603 {
2587 lose_this_stat = 0; 2604 lose_this_stat = 0;
2588 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2589 retain the stat. */ 2606 retain the stat. */
2590 } 2607 }
2591 else 2608 else
2592 { 2609 {
2593 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2609 * difference. 2626 * difference.
2610 */ 2627 */
2611 if (this_stat >= -50) 2628 if (this_stat >= -50)
2612 { 2629 {
2613 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2614 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2616 op->update_stats (); 2633 op->update_stats ();
2617 lost_a_stat = 1; 2634 lost_a_stat = 1;
2618 } 2635 }
2619 } 2636 }
2637#endif 2654#endif
2638 2655
2639 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2640 * exp loss on the stone. 2657 * exp loss on the stone.
2641 */ 2658 */
2642 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2643 tmp->name = format ("%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2644 tmp->name_pl = format ("%s's gravestones", &op->name); 2661 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", 2662 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 ()); 2663 &op->name, op->contr->title, op->contr->killer_name ());
2647 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2686 if (will_kill_again) 2703 if (will_kill_again)
2687 { 2704 {
2688 object *force; 2705 object *force;
2689 int at; 2706 int at;
2690 2707
2691 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2692 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2693 force->speed = 0.1f;
2694 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2695 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2696 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2697 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2698 force->resist[at] = 100; 2716 force->resist[at] = 100;
2699 2717
2700 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2705} 2723}
2706 2724
2707static void 2725static void
2708loot_object (object *op) 2726loot_object (object *op)
2709{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2710 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2711 2729
2712 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2713 2731
2714 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2715 { 2733 {
2722 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2723 2741
2724 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2725 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2726 2744
2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2728 { 2746 {
2729 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2730 { 2748 {
2731 tmp->decrease (rndm (1, tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2732 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2743 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2744 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
2745 * was changed. 2763 * was changed.
2746 */ 2764 */
2747void 2765void
2748fix_weight (void) 2766fix_weight ()
2749{ 2767{
2750 for_all_players (pl) 2768 for_all_players (pl)
2751 { 2769 {
2752 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2753 2771
2754 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2755 2773
2756 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2757 { 2775 {
2760 } 2778 }
2761 } 2779 }
2762} 2780}
2763 2781
2764void 2782void
2765fix_luck (void) 2783fix_luck ()
2766{ 2784{
2767 for_all_players (pl) 2785 for_all_players (pl)
2768 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2769 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2770} 2788}
2822} 2840}
2823 2841
2824int 2842int
2825is_true_undead (object *op) 2843is_true_undead (object *op)
2826{ 2844{
2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
2828 return 1; 2846 return 1;
2829 2847
2830 return 0; 2848 return 0;
2831} 2849}
2832 2850
2930 2948
2931 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
2932 player = 1; 2950 player = 1;
2933 2951
2934 else 2952 else
2935 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
2936 2954
2937 /* search adjacent squares */ 2955 /* search adjacent squares */
2938 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
2939 { 2957 {
2940 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2950 continue; 2968 continue;
2951 2969
2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2953 { 2971 {
2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2955 return 1; 2973 return 1;
2956 else if (tmp->type == PLAYER) 2974 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; 2975 return 1;
2961 }
2962 } 2976 }
2963 } 2977 }
2964 return 0; 2978 return 0;
2965} 2979}
2966 2980
2967/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2968 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2969 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
2970 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2971 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2972 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2973 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2974 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2975 * imply the way your head, or body is facing? It's possible 2989 * 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. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
2977 * -b.t. 2991 * -b.t.
2978 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2979 */ 2993 */
2980int 2994int
2981player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2982{ 2996{
2996 3010
2997 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
2998 3012
2999 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3000 * through the object and find if it has any 3014 * through the object and find if it has any
3001 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3002 * a blocked los square. 3016 * a blocked los square.
3003 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3004 */ 3018 */
3005 while (op) 3019 while (op)
3006 { 3020 {
3033 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3034 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3035 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3036 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3037 { 3051 {
3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3039 { 3053 {
3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3041 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 { 3058 {
3045 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3047 {
3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 { 3063 {
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3051 {
3052 if (x && y) 3064 if (x && y)
3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054 3066
3055 return 1; 3067 return 1;
3056 }
3057 } 3068 }
3058 }
3059 3069
3060 if (x && y) 3070 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062 3072
3063 return 1; 3073 return 1;
3201 else 3211 else
3202 j = 1; 3212 j = 1;
3203 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3204 } 3214 }
3205 } 3215 }
3216
3206 strcat (buf, "."); 3217 strcat (buf, ".");
3207 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3208 } 3219 }
3209 3220
3210 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3211 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3212 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3213 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3214 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3215 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3216 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3217 3228
3218 /* print message if there is one */ 3229 /* print message if there is one */
3219 if (item->msg != NULL) 3230 if (item->msg != NULL)
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 } 3232 }
3222 else 3233 else
3223 { 3234 {
3224 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3225 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3227 who->insert (tmp); 3238 who->insert (tmp);
3228 } 3239 }
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} 3240}
3247 3241
3248//-GPL 3242//-GPL
3249 3243
3250sint8 3244sint8
3280{ 3274{
3281 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color); 3276 statusmsg (msg, color);
3283} 3277}
3284 3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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