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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 1.275 by root, Tue Apr 27 07:20:49 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
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;
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431 398
432 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
434 400
435 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
437 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
438 { 405 {
439 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
441 */ 408 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
443 if (rv.direction != dir) 410 if (rv.direction != dir)
444 { 411 {
445 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
446 * the values so it will try again. 413 * the values so it will try again.
447 */ 414 */
448 x = lastx;
449 y = lasty;
450 m = lastmap; 415 pos = lastpos;
451 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
452 } 417 }
453 else 418 else
454 { 419 {
455 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
462 */ 427 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 { 429 {
465 if (i == 0) 430 if (i == 0)
466 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
467 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in 434 * since the direction that the creature should move in
469 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
473 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
474 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully 441 * the last direction the creature has successfully
476 * moved. 442 * moved.
477 */ 443 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap; 444 pos = lastpos;
482 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
483 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
484 continue; 448 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
487 continue; 453 continue;
488 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
489 continue; 456 continue;
490 457
491 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
492 break; 459 break;
493 } 460 }
461
494 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
496 */ 464 */
497 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
498 return 0; 466 return 0;
467
499 diff--; 468 diff--;
500 lastdir = dir; 469 lastdir = dir;
501 max--; 470 max--;
502 if (!firstdir) 471 if (!firstdir)
503 firstdir = dir + i; 472 firstdir = dir + i;
507 { 476 {
508 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
509 diff--; 478 diff--;
510 max--; 479 max--;
511 lastdir = dir; 480 lastdir = dir;
481
512 if (!firstdir) 482 if (!firstdir)
513 firstdir = dir; 483 firstdir = dir;
514 } 484 }
515 485
516 if (diff <= 1) 486 if (diff <= 1)
517 { 487 {
518 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance. 489 * headed toward player for entire distance.
520 */ 490 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 } 493 }
524 494
525 if (diff > max) 495 if (diff > max)
526 return 0; 496 return 0;
544 next = op->below; 514 next = op->below;
545 515
546 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
547 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
548 */ 518 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
550 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
551 521
552 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions 523 * by this player due to race restrictions
554 */ 524 */
555 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
556 { 526 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 527 if ((!pl->flag [FLAG_USE_ARMOUR]
558 && 528 &&
559 (op->type == ARMOUR || op->type == BOOTS 529 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET 530 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES 531 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE)) 532 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
564 { 534 {
565 op->destroy (); 535 op->destroy ();
566 continue; 536 continue;
567 } 537 }
568 } 538 }
585 if (op->nrof > 1) 555 if (op->nrof > 1)
586 op->nrof = 1; 556 op->nrof = 1;
587 } 557 }
588 558
589 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
591 561
592 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
593 * 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
594 * merged properly. 564 * merged properly.
595 */ 565 */
596 if (need_identify (op)) 566 if (op->need_identify ())
597 { 567 {
598 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
601 } 571 }
602 572
603 if (op->type == SPELL) 573 if (op->type == SPELL)
604 { 574 {
605 op->destroy (); 575 op->destroy ();
606 continue; 576 continue;
607 } 577 }
608 else if (op->type == SKILL) 578 else if (op->type == SKILL)
609 { 579 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0; 581 op->stats.exp = 0;
612 op->level = 1; 582 op->level = 1;
613 } 583 }
614 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
617 587
618 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
619 pl->contr->link_skills (); 589 pl->contr->link_skills ();
620} 590}
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl) 717 if (tl)
748 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
749 719
750 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
751 INVOKE_PLAYER (LOGIN, ob->contr);
752 721
753 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
754 723
755 if (ob->msg) 724 if (ob->msg)
756 ob->msg = 0; 725 ob->msg = 0;
757 726
758 start_info (ob); 727 start_info (ob);
759 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
760 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
761 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
762 ob->update_stats (); 731 ob->update_stats ();
763 732
764 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
813 rv_vector rv; 782 rv_vector rv;
814 783
815 if (op->stats.hp < 0) 784 if (op->stats.hp < 0)
816 { 785 {
817 LOG (llevDebug, "Fleeing player is dead.\n"); 786 LOG (llevDebug, "Fleeing player is dead.\n");
818 CLEAR_FLAG (op, FLAG_SCARED); 787 op->clr_flag (FLAG_SCARED);
819 return; 788 return;
820 } 789 }
821 790
822 if (!op->enemy) 791 if (!op->enemy)
823 { 792 {
824 LOG (llevDebug, "Fleeing player had no enemy.\n"); 793 LOG (llevDebug, "Fleeing player had no enemy.\n");
825 CLEAR_FLAG (op, FLAG_SCARED); 794 op->clr_flag (FLAG_SCARED);
826 return; 795 return;
827 } 796 }
828 797
829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 798 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 { 799 {
831 op->enemy = NULL; 800 op->enemy = NULL;
832 CLEAR_FLAG (op, FLAG_SCARED); 801 op->clr_flag (FLAG_SCARED);
833 return; 802 return;
834 } 803 }
835 804
836 get_rangevector (op, op->enemy, &rv, 0); 805 get_rangevector (op, op->enemy, &rv, 0);
837 806
838 dir = absdir (4 + rv.direction); 807 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++) 808 for (diff = 0; diff < 3; diff++)
840 { 809 {
841 int m = 1 - rndm (2) * 2; 810 int m = 1 - rndm (2) * 2;
842 811
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 812 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
844 return; 813 return;
845 } 814 }
846 815
847 /* Cornered, get rid of scared */ 816 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
849 op->enemy = NULL; 818 op->enemy = NULL;
850} 819}
851 820
852/* check_pick sees if there is stuff to be picked up/picks up stuff. 821/* check_pick sees if there is stuff to be picked up/picks up stuff.
853 * It returns 1 if the player should keep on moving, 0 if he should 822 * It returns 1 if the player should keep on moving, 0 if he should
858{ 827{
859 object *tmp, *next; 828 object *tmp, *next;
860 int stop = 0; 829 int stop = 0;
861 int wvratio; 830 int wvratio;
862 831
863 /* if you're flying, you cna't pick up anything */ 832 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 833 if (op->move_type & MOVE_FLYING)
865 return 1; 834 return 1;
866 835
867 next = op->below; 836 next = op->below;
868 837
945 * fighting */ 914 * fighting */
946 if (op->contr->mode & PU_INHIBIT) 915 if (op->contr->mode & PU_INHIBIT)
947 return 1; 916 return 1;
948 917
949 /* prevent us from turning into auto-thieves :) */ 918 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 919 if (tmp->flag [FLAG_UNPAID])
951 continue; 920 continue;
952 921
953 /* ignore known cursed objects */ 922 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 923 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
955 continue; 924 continue;
956 925
957 /* all food and drink if desired */ 926 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */ 927 /* question: don't pick up known-poisonous stuff? */
959 if (op->contr->mode & PU_FOOD) 928 if (op->contr->mode & PU_FOOD)
962 CHK_PICK_PICKUP; 931 CHK_PICK_PICKUP;
963 continue; 932 continue;
964 } 933 }
965 934
966 if (op->contr->mode & PU_DRINK) 935 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 936 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
968 { 937 {
969 CHK_PICK_PICKUP; 938 CHK_PICK_PICKUP;
970 continue; 939 continue;
971 } 940 }
972 941
1010 continue; 979 continue;
1011 } 980 }
1012 981
1013 /* pick up all magical items */ 982 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 983 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 984 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 985 && !tmp->flag [FLAG_KNOWN_CURSED])
1017 { 986 {
1018 CHK_PICK_PICKUP; 987 CHK_PICK_PICKUP;
1019 continue; 988 continue;
1020 } 989 }
1021 990
1105 continue; 1074 continue;
1106 } 1075 }
1107 1076
1108 /* hoping to catch throwing daggers here */ 1077 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON) 1078 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1079 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1111 { 1080 {
1112 CHK_PICK_PICKUP; 1081 CHK_PICK_PICKUP;
1113 continue; 1082 continue;
1114 } 1083 }
1115 1084
1170 * return 0. 1139 * return 0.
1171 */ 1140 */
1172static int 1141static int
1173action_makes_visible (object *op) 1142action_makes_visible (object *op)
1174{ 1143{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1144 if (op->invisible && op->flag [FLAG_ALIVE])
1176 { 1145 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1146 if (op->flag [FLAG_MAKE_INVIS])
1178 { 1147 {
1179 // artefact invisibility is permanent, but we still make noise 1148 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance. 1149 // this is important for game-balance.
1181 if (op->contr) 1150 if (op->contr)
1182 op->make_noise (); 1151 op->make_noise ();
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp); 1180 return splay (tmp);
1212 1181
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1182 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1183 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type)) 1184 if (object *arrow = find_arrow (tmp, type))
1216 { 1185 {
1217 splay (tmp); 1186 splay (tmp);
1218 return arrow; 1187 return arrow;
1219 } 1188 }
1236 if (!type) 1205 if (!type)
1237 return NULL; 1206 return NULL;
1238 1207
1239 for (arrow = op->inv; arrow; arrow = arrow->below) 1208 for (arrow = op->inv; arrow; arrow = arrow->below)
1240 { 1209 {
1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1210 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1242 { 1211 {
1243 i = 0; 1212 i = 0;
1244 ntmp = find_better_arrow (arrow, target, type, &i); 1213 ntmp = find_better_arrow (arrow, target, type, &i);
1245 1214
1246 if (i > betterby) 1215 if (i > betterby)
1347 break; 1316 break;
1348 } 1317 }
1349 1318
1350 if (mflags & P_IS_ALIVE) 1319 if (mflags & P_IS_ALIVE)
1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1320 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1321 if (tmp->flag [FLAG_ALIVE])
1353 break; 1322 break;
1354 } 1323 }
1355 1324
1356 if (!tmp) 1325 if (!tmp)
1357 return find_arrow (op, type); 1326 return find_arrow (op, type);
1418 { 1387 {
1419 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1389 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1390 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1422 else 1391 else
1423 CLEAR_FLAG (op, FLAG_READY_BOW); 1392 op->clr_flag (FLAG_READY_BOW);
1424 1393
1425 return 0; 1394 return 0;
1426 } 1395 }
1427 } 1396 }
1428 1397
1584 { 1553 {
1585 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1586 return; 1555 return;
1587 } 1556 }
1588 1557
1589 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1590 return; 1559 return;
1591 1560
1592 if (item->type == WAND) 1561 if (item->type == WAND)
1593 { 1562 {
1594 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1628 { 1597 {
1629 object *tmp; 1598 object *tmp;
1630 1599
1631 if (item->arch) 1600 if (item->arch)
1632 { 1601 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1634 item->face = item->arch->face; 1603 item->face = item->arch->face;
1635 item->set_speed (0); 1604 item->set_speed (0);
1636 } 1605 }
1637 1606
1638 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1645} 1614}
1646 1615
1647/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1648 */ 1617 */
1649bool 1618bool
1650fire (object *op, int dir) 1619fire (object *who, int dir)
1651{ 1620{
1652 int spellcost = 0; 1621 int spellcost = 0;
1653 1622
1654 player *pl = op->contr; 1623 player *pl = who->contr;
1655 1624
1656 if (pl->golem) 1625 if (pl->golem)
1657 { 1626 {
1658 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1659 return false; 1628 return false;
1660 } 1629 }
1661 1630
1662 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1663 1632
1664 if (!ob) 1633 if (!ob)
1665 return false; 1634 return false;
1666 1635
1667 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1668 --op->speed_left; 1637 --who->speed_left;
1669 else 1638 else
1670 return false; 1639 return false;
1671 1640
1672 if (!op->change_weapon (ob)) 1641 if (!who->apply (ob))
1673 return false; 1642 return false;
1674 1643
1675 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1677 make_visible (op); 1646 make_visible (who);
1678 1647
1679 switch (ob->type) 1648 switch (ob->type)
1680 { 1649 {
1681 case BOW: 1650 case BOW:
1682 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1683 break; 1652 break;
1684 1653
1685 case SPELL: 1654 case SPELL:
1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1687 break; 1656 break;
1688 1657
1689 case BUILDER: 1658 case BUILDER:
1690 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1691 break; 1660 break;
1692 1661
1693 case SKILL: 1662 case SKILL:
1694 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1695 break; 1664 break;
1696 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1697 default: 1670 default:
1698 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1699 break; 1672 break;
1700 } 1673 }
1701 1674
1702 return true; 1675 return true;
1703} 1676}
1762 * 1735 *
1763 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1764 * all the others. 1737 * all the others.
1765 */ 1738 */
1766 if (pl->contr->usekeys == key_inventory 1739 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED) 1740 || !container->flag [FLAG_APPLIED]
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 { 1742 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 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)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1772 return NULL; 1745 return NULL;
1856 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
1857 */ 1830 */
1858bool 1831bool
1859move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
1860{ 1833{
1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 { 1835 {
1863 --op->speed_left; 1836 --op->speed_left;
1864 return true; 1837 return true;
1865 } 1838 }
1866 1839
1867 int on_battleground;
1868
1869 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
1870 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
1871
1872 on_battleground = op_on_battleground (op, 0, 0);
1873 1842
1874 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
1875 return false; 1844 return false;
1876 1845
1877 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
1927 */ 1896 */
1928 if (op->type == PLAYER 1897 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op) 1900 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1933 { 1902 {
1934 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced) 1904 if (op->contr->braced)
1936 return false; 1905 return false;
1937 1906
1948 return true; 1917 return true;
1949 } 1918 }
1950 else 1919 else
1951 return false; 1920 return false;
1952 } 1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
1953 1924
1954 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
1955 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
1956 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
1957 * attack them either. 1928 * attack them either.
1958 */ 1929 */
1959 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1961 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
1962 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
1963 && !on_battleground)) 1934 && !on_battleground))
1964 { 1935 {
1965 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
1981 } 1952 }
1982 } 1953 }
1983 /* If the object is a boulder or other rollable object, then 1954 /* 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. 1955 * roll it if not braced. You can't roll it if you are braced.
1985 */ 1956 */
1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1987 { 1958 {
1988 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
1989 { 1960 {
1990 --op->speed_left; 1961 --op->speed_left;
1991 1962
2000 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
2001 * and be living. Then, it must be one of the following: 1972 * 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 1973 * 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. 1974 * that party_number -1 is no party, so attacks can still happen.
2004 */ 1975 */
2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2007 { 1978 {
2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2009 { 1980 {
2010 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
2026{ 1997{
2027 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2028 return 0; 1999 return 0;
2029 2000
2030 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2032 { 2003 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0; 2005 return 0;
2035 } 2006 }
2036 2007
2037 /* peterm: added following line */ 2008 /* peterm: added following line */
2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2039 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2040 2011
2041 op->facing = dir; 2012 op->facing = dir;
2042 2013
2043 if (op->flag [FLAG_HIDDEN]) 2014 if (op->flag [FLAG_HIDDEN])
2083 * players. 2054 * players.
2084 */ 2055 */
2085bool 2056bool
2086handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2087{ 2058{
2088 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2089 { 2060 {
2090 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2091 { 2062 {
2092 --op->speed_left; 2063 --op->speed_left;
2093 flee_player (op); 2064 flee_player (op);
2112} 2083}
2113 2084
2114static int 2085static int
2115save_life (object *op) 2086save_life (object *op)
2116{ 2087{
2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2118 return 0; 2089 return 0;
2119 2090
2120 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2122 { 2093 {
2123 op->play_sound (sound_find ("ob_evaporate")); 2094 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)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2125 2096
2126 tmp->destroy (); 2097 tmp->destroy ();
2127 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2128 2099
2129 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2130 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2131 2102
2132 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2133 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2134 2105
2135 op->update_stats (); 2106 op->update_stats ();
2136 return 1; 2107 return 1;
2137 } 2108 }
2138 2109
2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2140 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2141 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2142 return 0; 2113 return 0;
2143} 2114}
2144 2115
2145/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2152{ 2123{
2153 while (op) 2124 while (op)
2154 { 2125 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156 2127
2157 if (QUERY_FLAG (op, FLAG_UNPAID)) 2128 if (op->flag [FLAG_UNPAID])
2158 op->insert_at (env); 2129 op->insert_at (env);
2159 else if (op->inv) 2130 else if (op->inv)
2160 drop_unpaid_items (op->inv, env); 2131 drop_unpaid_items (op->inv, env);
2161 2132
2162 op = next; 2133 op = next;
2192 * alternate it here for it to work correctly. 2163 * alternate it here for it to work correctly.
2193 */ 2164 */
2194 if (pticks & 2) 2165 if (pticks & 2)
2195 op->invisible--; 2166 op->invisible--;
2196 } 2167 }
2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2198 { 2169 {
2199 if (!op->invisible--) 2170 if (!op->invisible--)
2200 { 2171 {
2201 make_visible (op); 2172 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2173 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2269 if (op->stats.sp < op->stats.maxsp) 2240 if (op->stats.sp < op->stats.maxsp)
2270 { 2241 {
2271 op->stats.sp++; 2242 op->stats.sp++;
2272 2243
2273 /* dms do not consume food */ 2244 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ)) 2245 if (!op->flag [FLAG_WIZ])
2275 { 2246 {
2276 op->stats.food--; 2247 op->stats.food--;
2277 2248
2278 if (op->contr->digestion < 0) 2249 if (op->contr->digestion < 0)
2279 op->stats.food += op->contr->digestion; 2250 op->stats.food += op->contr->digestion;
2313 if (op->stats.hp < op->stats.maxhp) 2284 if (op->stats.hp < op->stats.maxhp)
2314 { 2285 {
2315 op->stats.hp++; 2286 op->stats.hp++;
2316 2287
2317 /* dms do not consume food */ 2288 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ)) 2289 if (!op->flag [FLAG_WIZ])
2319 { 2290 {
2320 op->stats.food--; 2291 op->stats.food--;
2321 2292
2322 if (op->contr->digestion < 0) 2293 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion; 2294 op->stats.food += op->contr->digestion;
2350 penalty = max (0, -op->contr->digestion); 2321 penalty = max (0, -op->contr->digestion);
2351 2322
2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2353 2324
2354 /* dms do not consume food */ 2325 /* dms do not consume food */
2355 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2356 op->stats.food--; 2327 op->stats.food--;
2357 } 2328 }
2358 2329
2359 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2360 { 2331 {
2361 object *flesh = 0; 2332 object *flesh = 0;
2362 2333
2363 for_inv_removable (op, tmp) 2334 for_inv_removable (op, tmp)
2364 { 2335 {
2365 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2366 continue; 2337 continue;
2367 2338
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2369 { 2340 {
2370 op->statusmsg ("You blindly grab for a bite of food. " 2341 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.>"); 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2372 manual_apply (op, tmp, 0); 2343 op->apply (tmp);
2373 2344
2374 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2375 break; 2346 break;
2376 } 2347 }
2377 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2383 */ 2354 */
2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2385 { 2356 {
2386 op->statusmsg ("You blindly grab for a bite of food. " 2357 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.>"); 2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2388 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2389 } 2360 }
2390 2361
2391 // If player is still starving, alert him! 2362 // If player is still starving, alert him!
2392 if (op->stats.food < 0) 2363 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! " 2364 op->failmsg ("You are starving! "
2405 op->contr->killer->destroy (); 2376 op->contr->killer->destroy ();
2406 } 2377 }
2407 } 2378 }
2408 2379
2409 /* killer should be set here already */ 2380 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2411 kill_player (op); 2382 kill_player (op);
2412 } 2383 }
2413} 2384}
2414 2385
2415/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2449 cure_disease (op, 0, 0); /* remove any disease */ 2420 cure_disease (op, 0, 0); /* remove any disease */
2450 2421
2451 max_it (op->stats.hp , op->stats.maxhp); 2422 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp); 2423 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace); 2424 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0) 2425 max_it (op->stats.food , 200);
2456 op->stats.food = 999;
2457 2426
2458 // remove all spell effects that are active 2427 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall 2428 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; ) 2429 for (object *item = op->inv; item; )
2461 { 2430 {
2612 * difference. 2581 * difference.
2613 */ 2582 */
2614 if (this_stat >= -50) 2583 if (this_stat >= -50)
2615 { 2584 {
2616 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2617 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats (); 2588 op->update_stats ();
2620 lost_a_stat = 1; 2589 lost_a_stat = 1;
2621 } 2590 }
2622 } 2591 }
2693 2662
2694 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2695 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2696 force->speed = 0.1f; 2665 force->speed = 0.1f;
2697 force->speed_left = -5.f; 2666 force->speed_left = -5.f;
2698 SET_FLAG (force, FLAG_APPLIED); 2667 force->set_flag (FLAG_APPLIED);
2699 for (at = 0; at < NROFATTACKS; at++) 2668 for (at = 0; at < NROFATTACKS; at++)
2700 if (will_kill_again & (1 << at)) 2669 if (will_kill_again & (1 << at))
2701 force->resist[at] = 100; 2670 force->resist[at] = 100;
2702 2671
2703 insert_ob_in_ob (force, op); 2672 insert_ob_in_ob (force, op);
2725 tmp->x = op->x, tmp->y = op->y; 2694 tmp->x = op->x, tmp->y = op->y;
2726 2695
2727 if (tmp->type == CONTAINER) 2696 if (tmp->type == CONTAINER)
2728 loot_object (tmp); /* empty container to ground */ 2697 loot_object (tmp); /* empty container to ground */
2729 2698
2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2699 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2731 { 2700 {
2732 if (tmp->nrof > 1) 2701 if (tmp->nrof > 1)
2733 { 2702 {
2734 tmp->decrease (rndm (1, tmp->nrof - 1)); 2703 tmp->decrease (rndm (1, tmp->nrof - 1));
2735 insert_ob_in_map (tmp, op->map, NULL, 0); 2704 insert_ob_in_map (tmp, op->map, NULL, 0);
2825} 2794}
2826 2795
2827int 2796int
2828is_true_undead (object *op) 2797is_true_undead (object *op)
2829{ 2798{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2799 if (op->arch->flag [FLAG_UNDEAD])
2831 return 1; 2800 return 1;
2832 2801
2833 return 0; 2802 return 0;
2834} 2803}
2835 2804
2933 2902
2934 if (who->type == PLAYER) 2903 if (who->type == PLAYER)
2935 player = 1; 2904 player = 1;
2936 2905
2937 else 2906 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2907 friendly = who->flag [FLAG_FRIENDLY];
2939 2908
2940 /* search adjacent squares */ 2909 /* search adjacent squares */
2941 for (i = 1; i < 9; i++) 2910 for (i = 1; i < 9; i++)
2942 { 2911 {
2943 x = who->x + freearr_x[i]; 2912 x = who->x + freearr_x[i];
2952 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2921 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2953 continue; 2922 continue;
2954 2923
2955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2924 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2956 { 2925 {
2957 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2926 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2958 return 1; 2927 return 1;
2959 else if (tmp->type == PLAYER) 2928 else if (tmp->type == PLAYER)
2960 { 2929 {
2961 /*don't let a hidden DM prevent you from hiding */ 2930 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2931 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2963 return 1; 2932 return 1;
2964 } 2933 }
2965 } 2934 }
2966 } 2935 }
2967 return 0; 2936 return 0;
3036 * and the exit-coordinates sp/hp must both be > 0. 3005 * and the exit-coordinates sp/hp must both be > 0.
3037 * => The intention here is to prevent abuse of the battleground- 3006 * => The intention here is to prevent abuse of the battleground-
3038 * feature (like pickable or hidden battleground tiles). */ 3007 * feature (like pickable or hidden battleground tiles). */
3039 for (object *tmp = op->below; tmp; tmp = tmp->below) 3008 for (object *tmp = op->below; tmp; tmp = tmp->below)
3040 { 3009 {
3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (tmp->flag [FLAG_IS_FLOOR])
3042 { 3011 {
3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3012 if (tmp->flag [FLAG_NO_PICK]
3044 && tmp->type == BATTLEGROUND 3013 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground 3014 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp)) 3015 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 { 3016 {
3048 /* before we assign the exit, check if this is a teambattle */ 3017 /* before we assign the exit, check if this is a teambattle */
3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3018 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3050 {
3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3019 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3020 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3052 { 3021 {
3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3054 {
3055 if (x && y) 3022 if (x && y)
3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3023 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057 3024
3058 return 1; 3025 return 1;
3059 }
3060 } 3026 }
3061 }
3062 3027
3063 if (x && y) 3028 if (x && y)
3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3029 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065 3030
3066 return 1; 3031 return 1;
3204 else 3169 else
3205 j = 1; 3170 j = 1;
3206 strcat (buf, spellpathnames[i]); 3171 strcat (buf, spellpathnames[i]);
3207 } 3172 }
3208 } 3173 }
3174
3209 strcat (buf, "."); 3175 strcat (buf, ".");
3210 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3176 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3211 } 3177 }
3212 3178
3213 /* evtl. adding flags: */ 3179 /* evtl. adding flags: */
3214 if (QUERY_FLAG (item, FLAG_XRAYS)) 3180 if (item->flag [FLAG_XRAYS])
3215 SET_FLAG (skin, FLAG_XRAYS); 3181 skin->set_flag (FLAG_XRAYS);
3216 if (QUERY_FLAG (item, FLAG_STEALTH)) 3182 if (item->flag [FLAG_STEALTH])
3217 SET_FLAG (skin, FLAG_STEALTH); 3183 skin->set_flag (FLAG_STEALTH);
3218 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3184 if (item->flag [FLAG_SEE_IN_DARK])
3219 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3185 skin->set_flag (FLAG_SEE_IN_DARK);
3220 3186
3221 /* print message if there is one */ 3187 /* print message if there is one */
3222 if (item->msg != NULL) 3188 if (item->msg != NULL)
3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3189 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3224 } 3190 }
3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3195 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3230 who->insert (tmp); 3196 who->insert (tmp);
3231 } 3197 }
3232} 3198}
3233 3199
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 3200//-GPL
3252 3201
3253sint8 3202sint8
3254player::darkness_at (maptile *map, int x, int y) const 3203player::darkness_at (maptile *map, int x, int y) const
3255{ 3204{
3283{ 3232{
3284 play_sound (sound_find ("generic_failure")); 3233 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color); 3234 statusmsg (msg, color);
3286} 3235}
3287 3236
3237void
3238object::failmsgf (const char *format, ...)
3239{
3240 if (!contr)
3241 return;
3242
3243 va_list ap;
3244 va_start (ap, format);
3245 contr->failmsg (vformat (format, ap));
3246 va_end (ap);
3247}
3248
3249void
3250player::failmsgf (const char *format, ...)
3251{
3252 va_list ap;
3253 va_start (ap, format);
3254 failmsg (vformat (format, ap));
3255 va_end (ap);
3256}
3257

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