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Comparing deliantra/server/server/player.C (file contents):
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC vs.
Revision 1.273 by root, Sun Apr 18 05:54:18 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
110 link_skills (); 108 link_skills ();
111 109
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
136 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
138 136
139 ob->flag [FLAG_READY_WEAPON] = false; 137 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
141 ob->flag [FLAG_READY_BOW] = false; 140 ob->flag [FLAG_READY_BOW] = false;
142 141
143 for (object *op = ob->inv; op; op = op->below) 142 ob->update_stats (); // we unapplied stuff above
144 if (op->flag [FLAG_APPLIED]) 143 activate ();
145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166 144
167 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
169} 147}
170 148
256 disconnect (); 234 disconnect ();
257 235
258 attachable::do_destroy (); 236 attachable::do_destroy ();
259 237
260 if (ob) 238 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy (); 239 ob->destroy ();
264 }
265 240
266 ob = observe = viewpoint = 0; 241 ob = observe = viewpoint = 0;
267} 242}
268 243
269player::~player () 244player::~player ()
399 */ 374 */
400int 375int
401path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
402{ 377{
403 rv_vector rv; 378 rv_vector rv;
404 sint16 x, y;
405 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
406 maptile *m, *lastmap;
407 380
408 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
409 382
410 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
411 return 0; 384 return 0;
412 385
413 x = mon->x; 386 mapxy pos (mon);
414 y = mon->y;
415 m = mon->map;
416 dir = rv.direction; 387 dir = rv.direction;
417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419 390
420 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
421 if (diff > max) 392 if (diff > max)
422 return 0; 393 return 0;
423 394
424 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
425 { 396 {
426 lastx = x; 397 mapxy lastpos = pos;
427 lasty = y; 398 pos.move (dir);
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431 399
432 mflags = get_map_flags (m, &m, x, y, &x, &y); 400 MoveType blocked;
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); 401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
434 415
435 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
437 && (m == mon->map && blocked_link (mon, m, x, y)))) 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
438 { 419 {
439 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
441 */ 422 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
443 if (rv.direction != dir) 424 if (rv.direction != dir)
444 { 425 {
445 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
446 * the values so it will try again. 427 * the values so it will try again.
447 */ 428 */
448 x = lastx;
449 y = lasty;
450 m = lastmap; 429 pos = lastpos;
451 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
452 } 431 }
453 else 432 else
454 { 433 {
455 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
462 */ 441 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 { 443 {
465 if (i == 0) 444 if (i == 0)
466 continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
467 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in 448 * since the direction that the creature should move in
469 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
473 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
474 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully 455 * the last direction the creature has successfully
476 * moved. 456 * moved.
477 */ 457 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap; 458 pos = lastpos;
482 mflags = get_map_flags (m, &m, x, y, &x, &y); 459 pos.move (absdir (lastdir + i));
483 if (mflags & P_OUT_OF_MAP) 460
461 if (!pos.normalise ())
484 continue; 462 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 463
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
487 continue; 467 continue;
488 if (mflags & P_BLOCKSVIEW) 468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
489 continue; 470 continue;
490 471
491 if (m == mon->map && blocked_link (mon, m, x, y)) 472 if (blocked_link (mon, pos.m, pos.x, pos.y))
492 break; 473 break;
493 } 474 }
475
494 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
496 */ 478 */
497 if (i == (DETOUR_AMOUNT + 1)) 479 if (i == DETOUR_AMOUNT + 1)
498 return 0; 480 return 0;
481
499 diff--; 482 diff--;
500 lastdir = dir; 483 lastdir = dir;
501 max--; 484 max--;
502 if (!firstdir) 485 if (!firstdir)
503 firstdir = dir + i; 486 firstdir = dir + i;
507 { 490 {
508 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
509 diff--; 492 diff--;
510 max--; 493 max--;
511 lastdir = dir; 494 lastdir = dir;
495
512 if (!firstdir) 496 if (!firstdir)
513 firstdir = dir; 497 firstdir = dir;
514 } 498 }
515 499
516 if (diff <= 1) 500 if (diff <= 1)
517 { 501 {
518 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance. 503 * headed toward player for entire distance.
520 */ 504 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 } 507 }
524 508
525 if (diff > max) 509 if (diff > max)
526 return 0; 510 return 0;
544 next = op->below; 528 next = op->below;
545 529
546 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
547 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
548 */ 532 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
550 SET_FLAG (op, FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
551 535
552 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions 537 * by this player due to race restrictions
554 */ 538 */
555 if (pl->type == PLAYER) 539 if (pl->type == PLAYER)
556 { 540 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 541 if ((!pl->flag [FLAG_USE_ARMOUR]
558 && 542 &&
559 (op->type == ARMOUR || op->type == BOOTS 543 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET 544 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES 545 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE)) 546 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
564 { 548 {
565 op->destroy (); 549 op->destroy ();
566 continue; 550 continue;
567 } 551 }
568 } 552 }
585 if (op->nrof > 1) 569 if (op->nrof > 1)
586 op->nrof = 1; 570 op->nrof = 1;
587 } 571 }
588 572
589 if (op->type == SPELLBOOK && op->inv) 573 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 574 op->inv->clr_flag (FLAG_STARTEQUIP);
591 575
592 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
593 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
594 * merged properly. 578 * merged properly.
595 */ 579 */
596 if (need_identify (op)) 580 if (op->need_identify ())
597 { 581 {
598 SET_FLAG (op, FLAG_IDENTIFIED); 582 op->set_flag (FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED); 583 op->clr_flag (FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED); 584 op->clr_flag (FLAG_DAMNED);
601 } 585 }
602 586
603 if (op->type == SPELL) 587 if (op->type == SPELL)
604 { 588 {
605 op->destroy (); 589 op->destroy ();
606 continue; 590 continue;
607 } 591 }
608 else if (op->type == SKILL) 592 else if (op->type == SKILL)
609 { 593 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL); 594 op->set_flag (FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0; 595 op->stats.exp = 0;
612 op->level = 1; 596 op->level = 1;
613 } 597 }
614 else /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED); 599 op->set_flag (FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
617 601
618 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
619 pl->contr->link_skills (); 603 pl->contr->link_skills ();
620} 604}
754 738
755 if (ob->msg) 739 if (ob->msg)
756 ob->msg = 0; 740 ob->msg = 0;
757 741
758 start_info (ob); 742 start_info (ob);
759 CLEAR_FLAG (ob, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
760 give_initial_items (ob, ob->randomitems); 744 give_initial_items (ob, ob->randomitems);
761 esrv_send_inventory (ob, ob); 745 esrv_send_inventory (ob, ob);
762 ob->update_stats (); 746 ob->update_stats ();
763 747
764 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
813 rv_vector rv; 797 rv_vector rv;
814 798
815 if (op->stats.hp < 0) 799 if (op->stats.hp < 0)
816 { 800 {
817 LOG (llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
818 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
819 return; 803 return;
820 } 804 }
821 805
822 if (!op->enemy) 806 if (!op->enemy)
823 { 807 {
824 LOG (llevDebug, "Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
825 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
826 return; 810 return;
827 } 811 }
828 812
829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 { 814 {
831 op->enemy = NULL; 815 op->enemy = NULL;
832 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
833 return; 817 return;
834 } 818 }
835 819
836 get_rangevector (op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
837 821
838 dir = absdir (4 + rv.direction); 822 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++) 823 for (diff = 0; diff < 3; diff++)
840 { 824 {
841 int m = 1 - rndm (2) * 2; 825 int m = 1 - rndm (2) * 2;
842 826
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
844 return; 828 return;
845 } 829 }
846 830
847 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
849 op->enemy = NULL; 833 op->enemy = NULL;
850} 834}
851 835
852/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* check_pick sees if there is stuff to be picked up/picks up stuff.
853 * It returns 1 if the player should keep on moving, 0 if he should 837 * It returns 1 if the player should keep on moving, 0 if he should
858{ 842{
859 object *tmp, *next; 843 object *tmp, *next;
860 int stop = 0; 844 int stop = 0;
861 int wvratio; 845 int wvratio;
862 846
863 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
865 return 1; 849 return 1;
866 850
867 next = op->below; 851 next = op->below;
868 852
945 * fighting */ 929 * fighting */
946 if (op->contr->mode & PU_INHIBIT) 930 if (op->contr->mode & PU_INHIBIT)
947 return 1; 931 return 1;
948 932
949 /* prevent us from turning into auto-thieves :) */ 933 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 934 if (tmp->flag [FLAG_UNPAID])
951 continue; 935 continue;
952 936
953 /* ignore known cursed objects */ 937 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
955 continue; 939 continue;
956 940
957 /* all food and drink if desired */ 941 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */ 942 /* question: don't pick up known-poisonous stuff? */
959 if (op->contr->mode & PU_FOOD) 943 if (op->contr->mode & PU_FOOD)
962 CHK_PICK_PICKUP; 946 CHK_PICK_PICKUP;
963 continue; 947 continue;
964 } 948 }
965 949
966 if (op->contr->mode & PU_DRINK) 950 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
968 { 952 {
969 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
970 continue; 954 continue;
971 } 955 }
972 956
1010 continue; 994 continue;
1011 } 995 }
1012 996
1013 /* pick up all magical items */ 997 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 998 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1017 { 1001 {
1018 CHK_PICK_PICKUP; 1002 CHK_PICK_PICKUP;
1019 continue; 1003 continue;
1020 } 1004 }
1021 1005
1105 continue; 1089 continue;
1106 } 1090 }
1107 1091
1108 /* hoping to catch throwing daggers here */ 1092 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON) 1093 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1111 { 1095 {
1112 CHK_PICK_PICKUP; 1096 CHK_PICK_PICKUP;
1113 continue; 1097 continue;
1114 } 1098 }
1115 1099
1170 * return 0. 1154 * return 0.
1171 */ 1155 */
1172static int 1156static int
1173action_makes_visible (object *op) 1157action_makes_visible (object *op)
1174{ 1158{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1159 if (op->invisible && op->flag [FLAG_ALIVE])
1176 { 1160 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1161 if (op->flag [FLAG_MAKE_INVIS])
1178 { 1162 {
1179 // artefact invisibility is permanent, but we still make noise 1163 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance. 1164 // this is important for game-balance.
1181 if (op->contr) 1165 if (op->contr)
1182 op->make_noise (); 1166 op->make_noise ();
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp); 1195 return splay (tmp);
1212 1196
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type)) 1199 if (object *arrow = find_arrow (tmp, type))
1216 { 1200 {
1217 splay (tmp); 1201 splay (tmp);
1218 return arrow; 1202 return arrow;
1219 } 1203 }
1236 if (!type) 1220 if (!type)
1237 return NULL; 1221 return NULL;
1238 1222
1239 for (arrow = op->inv; arrow; arrow = arrow->below) 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1240 { 1224 {
1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1242 { 1226 {
1243 i = 0; 1227 i = 0;
1244 ntmp = find_better_arrow (arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1245 1229
1246 if (i > betterby) 1230 if (i > betterby)
1347 break; 1331 break;
1348 } 1332 }
1349 1333
1350 if (mflags & P_IS_ALIVE) 1334 if (mflags & P_IS_ALIVE)
1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1336 if (tmp->flag [FLAG_ALIVE])
1353 break; 1337 break;
1354 } 1338 }
1355 1339
1356 if (!tmp) 1340 if (!tmp)
1357 return find_arrow (op, type); 1341 return find_arrow (op, type);
1418 { 1402 {
1419 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1422 else 1406 else
1423 CLEAR_FLAG (op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1424 1408
1425 return 0; 1409 return 0;
1426 } 1410 }
1427 } 1411 }
1428 1412
1584 { 1568 {
1585 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1586 return; 1570 return;
1587 } 1571 }
1588 1572
1589 if (!op->change_weapon (item)) 1573 if (!op->apply (item))
1590 return; 1574 return;
1591 1575
1592 if (item->type == WAND) 1576 if (item->type == WAND)
1593 { 1577 {
1594 if (item->stats.food <= 0) 1578 if (item->stats.food <= 0)
1628 { 1612 {
1629 object *tmp; 1613 object *tmp;
1630 1614
1631 if (item->arch) 1615 if (item->arch)
1632 { 1616 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1634 item->face = item->arch->face; 1618 item->face = item->arch->face;
1635 item->set_speed (0); 1619 item->set_speed (0);
1636 } 1620 }
1637 1621
1638 if (object *pl = item->visible_to ()) 1622 if (object *pl = item->visible_to ())
1645} 1629}
1646 1630
1647/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1648 */ 1632 */
1649bool 1633bool
1650fire (object *op, int dir) 1634fire (object *who, int dir)
1651{ 1635{
1652 int spellcost = 0; 1636 int spellcost = 0;
1653 1637
1654 player *pl = op->contr; 1638 player *pl = who->contr;
1655 1639
1656 if (pl->golem) 1640 if (pl->golem)
1657 { 1641 {
1658 control_golem (op->contr->golem, dir); 1642 control_golem (who->contr->golem, dir);
1659 return false; 1643 return false;
1660 } 1644 }
1661 1645
1662 object *ob = pl->ranged_ob; 1646 object *ob = pl->ranged_ob;
1663 1647
1664 if (!ob) 1648 if (!ob)
1665 return false; 1649 return false;
1666 1650
1667 if (op->speed_left > 0.f) 1651 if (who->speed_left > 0.f)
1668 --op->speed_left; 1652 --who->speed_left;
1669 else 1653 else
1670 return false; 1654 return false;
1671 1655
1672 if (!op->change_weapon (ob)) 1656 if (!who->apply (ob))
1673 return false; 1657 return false;
1674 1658
1675 /* check for loss of invisiblity/hide */ 1659 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op)) 1660 if (action_makes_visible (who))
1677 make_visible (op); 1661 make_visible (who);
1678 1662
1679 switch (ob->type) 1663 switch (ob->type)
1680 { 1664 {
1681 case BOW: 1665 case BOW:
1682 player_fire_bow (op, dir); 1666 player_fire_bow (who, dir);
1683 break; 1667 break;
1684 1668
1685 case SPELL: 1669 case SPELL:
1686 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);
1687 break; 1671 break;
1688 1672
1689 case BUILDER: 1673 case BUILDER:
1690 apply_map_builder (op, dir); 1674 apply_map_builder (who, dir);
1691 break; 1675 break;
1692 1676
1693 case SKILL: 1677 case SKILL:
1694 do_skill (op, op, ob, dir, 0); 1678 do_skill (who, who, ob, dir, 0);
1695 break; 1679 break;
1696 1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1697 default: 1685 default:
1698 fire_misc_object (op, dir); 1686 fire_misc_object (who, dir);
1699 break; 1687 break;
1700 } 1688 }
1701 1689
1702 return true; 1690 return true;
1703} 1691}
1762 * 1750 *
1763 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1764 * all the others. 1752 * all the others.
1765 */ 1753 */
1766 if (pl->contr->usekeys == key_inventory 1754 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED) 1755 || !container->flag [FLAG_APPLIED]
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 { 1757 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1771 "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));
1772 return NULL; 1760 return NULL;
1856 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
1857 */ 1845 */
1858bool 1846bool
1859move_player_attack (object *op, int dir) 1847move_player_attack (object *op, int dir)
1860{ 1848{
1861 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))
1862 { 1850 {
1863 --op->speed_left; 1851 --op->speed_left;
1864 return true; 1852 return true;
1865 } 1853 }
1866 1854
1867 int on_battleground;
1868
1869 sint16 nx = freearr_x[dir] + op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
1870 sint16 ny = freearr_y[dir] + op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
1871
1872 on_battleground = op_on_battleground (op, 0, 0);
1873 1857
1874 if (out_of_map (op->map, nx, ny)) 1858 if (out_of_map (op->map, nx, ny))
1875 return false; 1859 return false;
1876 1860
1877 /* 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
1927 */ 1911 */
1928 if (op->type == PLAYER 1912 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr 1913 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party)) 1914 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op) 1915 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1933 { 1917 {
1934 /* If we're braced, we don't want to switch places with it */ 1918 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced) 1919 if (op->contr->braced)
1936 return false; 1920 return false;
1937 1921
1948 return true; 1932 return true;
1949 } 1933 }
1950 else 1934 else
1951 return false; 1935 return false;
1952 } 1936 }
1937
1938 bool on_battleground = op_on_battleground (op, 0, 0);
1953 1939
1954 /* in certain circumstances, you shouldn't attack friendly 1940 /* in certain circumstances, you shouldn't attack friendly
1955 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
1956 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
1957 * attack them either. 1943 * attack them either.
1958 */ 1944 */
1959 if ((mon->type == PLAYER || mon->enemy != op) 1945 if ((mon->type == PLAYER || mon->enemy != op)
1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1961 && ((op->contr->peaceful 1947 && ((op->contr->peaceful
1962 || (mon->type == PLAYER && mon->contr->peaceful)) 1948 || (mon->type == PLAYER && mon->contr->peaceful))
1963 && !on_battleground)) 1949 && !on_battleground))
1964 { 1950 {
1965 if (op->speed_left > 0.f) 1951 if (op->speed_left > 0.f)
1981 } 1967 }
1982 } 1968 }
1983 /* If the object is a boulder or other rollable object, then 1969 /* If the object is a boulder or other rollable object, then
1984 * roll it if not braced. You can't roll it if you are braced. 1970 * roll it if not braced. You can't roll it if you are braced.
1985 */ 1971 */
1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1987 { 1973 {
1988 if (op->speed_left > 0.f) 1974 if (op->speed_left > 0.f)
1989 { 1975 {
1990 --op->speed_left; 1976 --op->speed_left;
1991 1977
2000 * Way it works is like this: First, it must have some hit points 1986 * Way it works is like this: First, it must have some hit points
2001 * and be living. Then, it must be one of the following: 1987 * and be living. Then, it must be one of the following:
2002 * 1) Not a player, 2) A player, but of a different party. Note 1988 * 1) Not a player, 2) A player, but of a different party. Note
2003 * that party_number -1 is no party, so attacks can still happen. 1989 * that party_number -1 is no party, so attacks can still happen.
2004 */ 1990 */
2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2007 { 1993 {
2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2009 { 1995 {
2010 --op->contr->weapon_sp_left; 1996 --op->contr->weapon_sp_left;
2026{ 2012{
2027 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2028 return 0; 2014 return 0;
2029 2015
2030 /* Sanity check: make sure dir is valid */ 2016 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9)) 2017 if (dir < 0 || dir > 8)
2032 { 2018 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir); 2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0; 2020 return 0;
2035 } 2021 }
2036 2022
2037 /* peterm: added following line */ 2023 /* peterm: added following line */
2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2024 if (op->flag [FLAG_CONFUSED] && dir)
2039 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2040 2026
2041 op->facing = dir; 2027 op->facing = dir;
2042 2028
2043 if (op->flag [FLAG_HIDDEN]) 2029 if (op->flag [FLAG_HIDDEN])
2083 * players. 2069 * players.
2084 */ 2070 */
2085bool 2071bool
2086handle_newcs_player (object *op) 2072handle_newcs_player (object *op)
2087{ 2073{
2088 if (QUERY_FLAG (op, FLAG_SCARED)) 2074 if (op->flag [FLAG_SCARED])
2089 { 2075 {
2090 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2091 { 2077 {
2092 --op->speed_left; 2078 --op->speed_left;
2093 flee_player (op); 2079 flee_player (op);
2112} 2098}
2113 2099
2114static int 2100static int
2115save_life (object *op) 2101save_life (object *op)
2116{ 2102{
2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2103 if (!op->flag [FLAG_LIFESAVE])
2118 return 0; 2104 return 0;
2119 2105
2120 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2122 { 2108 {
2123 op->play_sound (sound_find ("ob_evaporate")); 2109 op->play_sound (sound_find ("ob_evaporate"));
2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2125 2111
2126 tmp->destroy (); 2112 tmp->destroy ();
2127 CLEAR_FLAG (op, FLAG_LIFESAVE); 2113 op->clr_flag (FLAG_LIFESAVE);
2128 2114
2129 if (op->stats.hp < 0) 2115 if (op->stats.hp < 0)
2130 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2131 2117
2132 if (op->stats.food < 0) 2118 if (op->stats.food < 0)
2133 op->stats.food = 999; 2119 op->stats.food = MAX_FOOD;
2134 2120
2135 op->update_stats (); 2121 op->update_stats ();
2136 return 1; 2122 return 1;
2137 } 2123 }
2138 2124
2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2140 CLEAR_FLAG (op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2141 enter_player_savebed (op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2142 return 0; 2128 return 0;
2143} 2129}
2144 2130
2145/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2152{ 2138{
2153 while (op) 2139 while (op)
2154 { 2140 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156 2142
2157 if (QUERY_FLAG (op, FLAG_UNPAID)) 2143 if (op->flag [FLAG_UNPAID])
2158 op->insert_at (env); 2144 op->insert_at (env);
2159 else if (op->inv) 2145 else if (op->inv)
2160 drop_unpaid_items (op->inv, env); 2146 drop_unpaid_items (op->inv, env);
2161 2147
2162 op = next; 2148 op = next;
2192 * alternate it here for it to work correctly. 2178 * alternate it here for it to work correctly.
2193 */ 2179 */
2194 if (pticks & 2) 2180 if (pticks & 2)
2195 op->invisible--; 2181 op->invisible--;
2196 } 2182 }
2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2198 { 2184 {
2199 if (!op->invisible--) 2185 if (!op->invisible--)
2200 { 2186 {
2201 make_visible (op); 2187 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2269 if (op->stats.sp < op->stats.maxsp) 2255 if (op->stats.sp < op->stats.maxsp)
2270 { 2256 {
2271 op->stats.sp++; 2257 op->stats.sp++;
2272 2258
2273 /* dms do not consume food */ 2259 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ)) 2260 if (!op->flag [FLAG_WIZ])
2275 { 2261 {
2276 op->stats.food--; 2262 op->stats.food--;
2277 2263
2278 if (op->contr->digestion < 0) 2264 if (op->contr->digestion < 0)
2279 op->stats.food += op->contr->digestion; 2265 op->stats.food += op->contr->digestion;
2313 if (op->stats.hp < op->stats.maxhp) 2299 if (op->stats.hp < op->stats.maxhp)
2314 { 2300 {
2315 op->stats.hp++; 2301 op->stats.hp++;
2316 2302
2317 /* dms do not consume food */ 2303 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ)) 2304 if (!op->flag [FLAG_WIZ])
2319 { 2305 {
2320 op->stats.food--; 2306 op->stats.food--;
2321 2307
2322 if (op->contr->digestion < 0) 2308 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion; 2309 op->stats.food += op->contr->digestion;
2350 penalty = max (0, -op->contr->digestion); 2336 penalty = max (0, -op->contr->digestion);
2351 2337
2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2353 2339
2354 /* dms do not consume food */ 2340 /* dms do not consume food */
2355 if (!QUERY_FLAG (op, FLAG_WIZ)) 2341 if (!op->flag [FLAG_WIZ])
2356 op->stats.food--; 2342 op->stats.food--;
2357 } 2343 }
2358 2344
2359 if (op->stats.food < 0 && op->stats.hp >= 0) 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2360 { 2346 {
2361 object *flesh = 0; 2347 object *flesh = 0;
2362 2348
2363 for_inv_removable (op, tmp) 2349 for_inv_removable (op, tmp)
2364 { 2350 {
2365 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2351 if (tmp->flag [FLAG_UNPAID])
2366 continue; 2352 continue;
2367 2353
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2369 { 2355 {
2370 op->statusmsg ("You blindly grab for a bite of food. " 2356 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2372 manual_apply (op, tmp, 0); 2358 op->apply (tmp);
2373 2359
2374 if (op->stats.food >= 0 || op->stats.hp < 0) 2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2375 break; 2361 break;
2376 } 2362 }
2377 else if (tmp->type == FLESH) 2363 else if (tmp->type == FLESH)
2383 */ 2369 */
2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2385 { 2371 {
2386 op->statusmsg ("You blindly grab for a bite of food. " 2372 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2388 manual_apply (op, flesh, 0); 2374 op->apply (flesh);
2389 } 2375 }
2390 2376
2391 // If player is still starving, alert him! 2377 // If player is still starving, alert him!
2392 if (op->stats.food < 0) 2378 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! " 2379 op->failmsg ("You are starving! "
2405 op->contr->killer->destroy (); 2391 op->contr->killer->destroy ();
2406 } 2392 }
2407 } 2393 }
2408 2394
2409 /* killer should be set here already */ 2395 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2411 kill_player (op); 2397 kill_player (op);
2412 } 2398 }
2413} 2399}
2414 2400
2415/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2449 cure_disease (op, 0, 0); /* remove any disease */ 2435 cure_disease (op, 0, 0); /* remove any disease */
2450 2436
2451 max_it (op->stats.hp , op->stats.maxhp); 2437 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp); 2438 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace); 2439 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0) 2440 max_it (op->stats.food , 200);
2456 op->stats.food = 999;
2457 2441
2458 // remove all spell effects that are active 2442 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall 2443 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; ) 2444 for (object *item = op->inv; item; )
2461 { 2445 {
2612 * difference. 2596 * difference.
2613 */ 2597 */
2614 if (this_stat >= -50) 2598 if (this_stat >= -50)
2615 { 2599 {
2616 change_attr_value (&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2617 SET_FLAG (dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats (); 2603 op->update_stats ();
2620 lost_a_stat = 1; 2604 lost_a_stat = 1;
2621 } 2605 }
2622 } 2606 }
2693 2677
2694 force = get_archetype (FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2695 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2696 force->speed = 0.1f; 2680 force->speed = 0.1f;
2697 force->speed_left = -5.f; 2681 force->speed_left = -5.f;
2698 SET_FLAG (force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2699 for (at = 0; at < NROFATTACKS; at++) 2683 for (at = 0; at < NROFATTACKS; at++)
2700 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2701 force->resist[at] = 100; 2685 force->resist[at] = 100;
2702 2686
2703 insert_ob_in_ob (force, op); 2687 insert_ob_in_ob (force, op);
2725 tmp->x = op->x, tmp->y = op->y; 2709 tmp->x = op->x, tmp->y = op->y;
2726 2710
2727 if (tmp->type == CONTAINER) 2711 if (tmp->type == CONTAINER)
2728 loot_object (tmp); /* empty container to ground */ 2712 loot_object (tmp); /* empty container to ground */
2729 2713
2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2731 { 2715 {
2732 if (tmp->nrof > 1) 2716 if (tmp->nrof > 1)
2733 { 2717 {
2734 tmp->decrease (rndm (1, tmp->nrof - 1)); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2735 insert_ob_in_map (tmp, op->map, NULL, 0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2825} 2809}
2826 2810
2827int 2811int
2828is_true_undead (object *op) 2812is_true_undead (object *op)
2829{ 2813{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2814 if (op->arch->flag [FLAG_UNDEAD])
2831 return 1; 2815 return 1;
2832 2816
2833 return 0; 2817 return 0;
2834} 2818}
2835 2819
2933 2917
2934 if (who->type == PLAYER) 2918 if (who->type == PLAYER)
2935 player = 1; 2919 player = 1;
2936 2920
2937 else 2921 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2922 friendly = who->flag [FLAG_FRIENDLY];
2939 2923
2940 /* search adjacent squares */ 2924 /* search adjacent squares */
2941 for (i = 1; i < 9; i++) 2925 for (i = 1; i < 9; i++)
2942 { 2926 {
2943 x = who->x + freearr_x[i]; 2927 x = who->x + freearr_x[i];
2952 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2953 continue; 2937 continue;
2954 2938
2955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2956 { 2940 {
2957 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2958 return 1; 2942 return 1;
2959 else if (tmp->type == PLAYER) 2943 else if (tmp->type == PLAYER)
2960 { 2944 {
2961 /*don't let a hidden DM prevent you from hiding */ 2945 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2963 return 1; 2947 return 1;
2964 } 2948 }
2965 } 2949 }
2966 } 2950 }
2967 return 0; 2951 return 0;
3036 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3037 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3038 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3039 for (object *tmp = op->below; tmp; tmp = tmp->below) 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3040 { 3024 {
3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3025 if (tmp->flag [FLAG_IS_FLOOR])
3042 { 3026 {
3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3027 if (tmp->flag [FLAG_NO_PICK]
3044 && tmp->type == BATTLEGROUND 3028 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground 3029 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp)) 3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 { 3031 {
3048 /* before we assign the exit, check if this is a teambattle */ 3032 /* before we assign the exit, check if this is a teambattle */
3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3050 {
3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3052 { 3036 {
3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3054 {
3055 if (x && y) 3037 if (x && y)
3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057 3039
3058 return 1; 3040 return 1;
3059 }
3060 } 3041 }
3061 }
3062 3042
3063 if (x && y) 3043 if (x && y)
3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065 3045
3066 return 1; 3046 return 1;
3204 else 3184 else
3205 j = 1; 3185 j = 1;
3206 strcat (buf, spellpathnames[i]); 3186 strcat (buf, spellpathnames[i]);
3207 } 3187 }
3208 } 3188 }
3189
3209 strcat (buf, "."); 3190 strcat (buf, ".");
3210 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3211 } 3192 }
3212 3193
3213 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3214 if (QUERY_FLAG (item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3215 SET_FLAG (skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3216 if (QUERY_FLAG (item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3217 SET_FLAG (skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3218 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3219 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3220 3201
3221 /* print message if there is one */ 3202 /* print message if there is one */
3222 if (item->msg != NULL) 3203 if (item->msg != NULL)
3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3224 } 3205 }
3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3230 who->insert (tmp); 3211 who->insert (tmp);
3231 } 3212 }
3232} 3213}
3233 3214
3234/**
3235 * Unready an object for a player. This function does nothing if the object was
3236 * not readied.
3237 */
3238void
3239player_unready_range_ob (player *pl, object *ob)
3240{
3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3243
3244 if (pl->combat_ob == ob)
3245 pl->combat_ob = 0;
3246
3247 if (pl->ranged_ob == ob)
3248 pl->ranged_ob = 0;
3249}
3250
3251//-GPL 3215//-GPL
3252 3216
3253sint8 3217sint8
3254player::darkness_at (maptile *map, int x, int y) const 3218player::darkness_at (maptile *map, int x, int y) const
3255{ 3219{
3283{ 3247{
3284 play_sound (sound_find ("generic_failure")); 3248 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color); 3249 statusmsg (msg, color);
3286} 3250}
3287 3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3256 return;
3257
3258 va_list ap;
3259 va_start (ap, format);
3260 contr->failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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