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Comparing deliantra/server/server/player.C (file contents):
Revision 1.255 by root, Fri Mar 26 00:53:26 2010 UTC vs.
Revision 1.282 by root, Sat Apr 23 04:56:56 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 ()
75 75
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
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82 80
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
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
133 ob->update_stats (); 136 ob->update_stats ();
134 137
135 ns->floorbox_update (); 138 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
138 141
139 ob->flag [FLAG_READY_WEAPON] = false; 142 activate ();
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
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
166 143
167 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
169} 146}
170 147
204player::set_object (object *op) 181player::set_object (object *op)
205{ 182{
206 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
208 185
209 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
210 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
211 188
212 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
213} 190}
214 191
256 disconnect (); 233 disconnect ();
257 234
258 attachable::do_destroy (); 235 attachable::do_destroy ();
259 236
260 if (ob) 237 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy (); 238 ob->destroy ();
264 }
265 239
266 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
267} 241}
268 242
269player::~player () 243player::~player ()
399 */ 373 */
400int 374int
401path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
402{ 376{
403 rv_vector rv; 377 rv_vector rv;
404 sint16 x, y;
405 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
406 maptile *m, *lastmap;
407 379
408 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
409 381
410 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
411 return 0; 383 return 0;
412 384
413 x = mon->x; 385 mapxy pos (mon);
414 y = mon->y;
415 m = mon->map;
416 dir = rv.direction; 386 dir = rv.direction;
417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419 389
420 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
421 if (diff > max) 391 if (diff > max)
422 return 0; 392 return 0;
423 393
424 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
425 { 395 {
426 lastx = x; 396 mapxy lastpos = pos;
427 lasty = y;
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431 397
432 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
434 399
435 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
437 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
438 { 404 {
439 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
441 */ 407 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
443 if (rv.direction != dir) 409 if (rv.direction != dir)
444 { 410 {
445 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
446 * the values so it will try again. 412 * the values so it will try again.
447 */ 413 */
448 x = lastx;
449 y = lasty;
450 m = lastmap; 414 pos = lastpos;
451 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
452 } 416 }
453 else 417 else
454 { 418 {
455 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
462 */ 426 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 { 428 {
465 if (i == 0) 429 if (i == 0)
466 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
467 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in 433 * since the direction that the creature should move in
469 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
473 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
474 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully 440 * the last direction the creature has successfully
476 * moved. 441 * moved.
477 */ 442 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap; 443 pos = lastpos;
482 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
483 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
484 continue; 447 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
487 continue; 452 continue;
488 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
489 continue; 455 continue;
490 456
491 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
492 break; 458 break;
493 } 459 }
460
494 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
496 */ 463 */
497 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
498 return 0; 465 return 0;
466
499 diff--; 467 diff--;
500 lastdir = dir; 468 lastdir = dir;
501 max--; 469 max--;
502 if (!firstdir) 470 if (!firstdir)
503 firstdir = dir + i; 471 firstdir = dir + i;
507 { 475 {
508 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
509 diff--; 477 diff--;
510 max--; 478 max--;
511 lastdir = dir; 479 lastdir = dir;
480
512 if (!firstdir) 481 if (!firstdir)
513 firstdir = dir; 482 firstdir = dir;
514 } 483 }
515 484
516 if (diff <= 1) 485 if (diff <= 1)
517 { 486 {
518 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance. 488 * headed toward player for entire distance.
520 */ 489 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 } 492 }
524 493
525 if (diff > max) 494 if (diff > max)
526 return 0; 495 return 0;
544 next = op->below; 513 next = op->below;
545 514
546 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
547 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
548 */ 517 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
550 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
551 520
552 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions 522 * by this player due to race restrictions
554 */ 523 */
555 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
556 { 525 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
558 && 527 &&
559 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
564 { 533 {
565 op->destroy (); 534 op->destroy ();
566 continue; 535 continue;
567 } 536 }
568 } 537 }
585 if (op->nrof > 1) 554 if (op->nrof > 1)
586 op->nrof = 1; 555 op->nrof = 1;
587 } 556 }
588 557
589 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
591 560
592 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
593 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
594 * merged properly. 563 * merged properly.
595 */ 564 */
596 if (need_identify (op)) 565 if (op->need_identify ())
597 { 566 {
598 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
601 } 570 }
602 571
603 if (op->type == SPELL) 572 if (op->type == SPELL)
604 { 573 {
605 op->destroy (); 574 op->destroy ();
606 continue; 575 continue;
607 } 576 }
608 else if (op->type == SKILL) 577 else if (op->type == SKILL)
609 { 578 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0; 580 op->stats.exp = 0;
612 op->level = 1; 581 op->level = 1;
613 } 582 }
614 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
617 586
618 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
619 pl->contr->link_skills (); 588 pl->contr->link_skills ();
620} 589}
639roll_stat () 608roll_stat ()
640{ 609{
641 int a[4], i, j, k; 610 int a[4], i, j, k;
642 611
643 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
644 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
645 614
646 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
647 if (a[i] < k) 616 if (a[i] < k)
648 k = a[i], j = i; 617 k = a[i], j = i;
649 618
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl) 716 if (tl)
748 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
749 718
750 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
751 INVOKE_PLAYER (LOGIN, ob->contr);
752 720
753 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
754 722
755 if (ob->msg) 723 if (ob->msg)
756 ob->msg = 0; 724 ob->msg = 0;
757 725
758 start_info (ob); 726 start_info (ob);
759 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
760 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
761 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
762 ob->update_stats (); 730 ob->update_stats ();
763 731
764 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
813 rv_vector rv; 781 rv_vector rv;
814 782
815 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
816 { 784 {
817 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
818 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
819 return; 787 return;
820 } 788 }
821 789
822 if (!op->enemy) 790 if (!op->enemy)
823 { 791 {
824 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
825 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
826 return; 794 return;
827 } 795 }
828 796
829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 { 798 {
831 op->enemy = NULL; 799 op->enemy = NULL;
832 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
833 return; 801 return;
834 } 802 }
835 803
836 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
837 805
843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
844 return; 812 return;
845 } 813 }
846 814
847 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
849 op->enemy = NULL; 817 op->enemy = NULL;
850} 818}
851 819
852/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* 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 821 * It returns 1 if the player should keep on moving, 0 if he should
858{ 826{
859 object *tmp, *next; 827 object *tmp, *next;
860 int stop = 0; 828 int stop = 0;
861 int wvratio; 829 int wvratio;
862 830
863 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
865 return 1; 833 return 1;
866 834
867 next = op->below; 835 next = op->below;
868 836
945 * fighting */ 913 * fighting */
946 if (op->contr->mode & PU_INHIBIT) 914 if (op->contr->mode & PU_INHIBIT)
947 return 1; 915 return 1;
948 916
949 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 918 if (tmp->flag [FLAG_UNPAID])
951 continue; 919 continue;
952 920
953 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
955 continue; 923 continue;
956 924
957 /* all food and drink if desired */ 925 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
959 if (op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
962 CHK_PICK_PICKUP; 930 CHK_PICK_PICKUP;
963 continue; 931 continue;
964 } 932 }
965 933
966 if (op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
968 { 936 {
969 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
970 continue; 938 continue;
971 } 939 }
972 940
1010 continue; 978 continue;
1011 } 979 }
1012 980
1013 /* pick up all magical items */ 981 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 984 && !tmp->flag [FLAG_KNOWN_CURSED])
1017 { 985 {
1018 CHK_PICK_PICKUP; 986 CHK_PICK_PICKUP;
1019 continue; 987 continue;
1020 } 988 }
1021 989
1105 continue; 1073 continue;
1106 } 1074 }
1107 1075
1108 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1111 { 1079 {
1112 CHK_PICK_PICKUP; 1080 CHK_PICK_PICKUP;
1113 continue; 1081 continue;
1114 } 1082 }
1115 1083
1170 * return 0. 1138 * return 0.
1171 */ 1139 */
1172static int 1140static int
1173action_makes_visible (object *op) 1141action_makes_visible (object *op)
1174{ 1142{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (op->invisible && op->flag [FLAG_ALIVE])
1176 { 1144 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1145 if (op->flag [FLAG_MAKE_INVIS])
1178 { 1146 {
1179 // artefact invisibility is permanent, but we still make noise 1147 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance. 1148 // this is important for game-balance.
1181 if (op->contr) 1149 if (op->contr)
1182 op->make_noise (); 1150 op->make_noise ();
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp); 1179 return splay (tmp);
1212 1180
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1216 { 1184 {
1217 splay (tmp); 1185 splay (tmp);
1218 return arrow; 1186 return arrow;
1219 } 1187 }
1236 if (!type) 1204 if (!type)
1237 return NULL; 1205 return NULL;
1238 1206
1239 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1240 { 1208 {
1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1242 { 1210 {
1243 i = 0; 1211 i = 0;
1244 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1245 1213
1246 if (i > betterby) 1214 if (i > betterby)
1347 break; 1315 break;
1348 } 1316 }
1349 1317
1350 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1353 break; 1321 break;
1354 } 1322 }
1355 1323
1356 if (!tmp) 1324 if (!tmp)
1357 return find_arrow (op, type); 1325 return find_arrow (op, type);
1418 { 1386 {
1419 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 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 */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1422 else 1390 else
1423 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1424 1392
1425 return 0; 1393 return 0;
1426 } 1394 }
1427 } 1395 }
1428 1396
1477#endif 1445#endif
1478 1446
1479 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1480 1448
1481 /* update the speed */ 1449 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484 1450
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1487 1456
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489 1458
1490 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1491 { 1460 {
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;
1894 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op) 1868 && mon != op)
1896 break; 1869 break;
1897 } 1870 }
1898 1871
1899 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
1900 return false; /* into a wall */ 1873 if (!mon)
1874 {
1875 if (op->contr->ns->bumpmsg)
1876 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1877 if (op->move_type & ob->move_block)
1878 {
1879 if (ob->move_block == MOVE_ALL)
1880 {
1881 op->play_sound (sound_find ("bump_wall"));
1882
1883 op->statusmsg (ob->invisible
1884 ? "You bump into something."
1885 : format ("You bump into the %s.", query_name (ob))
1886 );
1887 }
1888 else
1889 {
1890 op->play_sound (sound_find ("blocked_move"));
1891
1892 op->statusmsg (ob->invisible
1893 ? "Something blocks you."
1894 : format ("Something blocks you from entering the %s.", query_name (ob))
1895 );
1896 }
1897
1898 break;
1899 }
1900
1901 return false;
1902 }
1901 1903
1902 mon = mon->head_ (); 1904 mon = mon->head_ ();
1903 1905
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1906 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f) 1907 if (op->contr->weapon_sp_left > 0.f)
1923 */ 1925 */
1924 if (op->type == PLAYER 1926 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr 1927 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party)) 1928 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op) 1929 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1930 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1929 { 1931 {
1930 /* If we're braced, we don't want to switch places with it */ 1932 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced) 1933 if (op->contr->braced)
1932 return false; 1934 return false;
1933 1935
1953 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
1954 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
1955 * attack them either. 1957 * attack them either.
1956 */ 1958 */
1957 if ((mon->type == PLAYER || mon->enemy != op) 1959 if ((mon->type == PLAYER || mon->enemy != op)
1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1960 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1959 && ((op->contr->peaceful 1961 && ((op->contr->peaceful
1960 || (mon->type == PLAYER && mon->contr->peaceful)) 1962 || (mon->type == PLAYER && mon->contr->peaceful))
1961 && !on_battleground)) 1963 && !on_battleground))
1962 { 1964 {
1963 if (op->speed_left > 0.f) 1965 if (op->speed_left > 0.f)
1979 } 1981 }
1980 } 1982 }
1981 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
1982 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
1983 */ 1985 */
1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1985 { 1987 {
1986 if (op->speed_left > 0.f) 1988 if (op->speed_left > 0.f)
1987 { 1989 {
1988 --op->speed_left; 1990 --op->speed_left;
1989 1991
1998 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
1999 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2000 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2001 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2002 */ 2004 */
2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2005 { 2007 {
2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2007 { 2009 {
2008 --op->contr->weapon_sp_left; 2010 --op->contr->weapon_sp_left;
2024{ 2026{
2025 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2026 return 0; 2028 return 0;
2027 2029
2028 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2029 if (dir < 0 || dir >= 9) 2031 if (dir < 0 || dir > 8)
2030 { 2032 {
2031 LOG (llevError, "move_player: invalid direction %d\n", dir); 2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2032 return 0; 2034 return 0;
2033 } 2035 }
2034 2036
2035 /* peterm: added following line */ 2037 /* peterm: added following line */
2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (op->flag [FLAG_CONFUSED] && dir)
2037 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2038 2040
2039 op->facing = dir; 2041 op->facing = dir;
2040 2042
2041 if (op->flag [FLAG_HIDDEN]) 2043 if (op->flag [FLAG_HIDDEN])
2081 * players. 2083 * players.
2082 */ 2084 */
2083bool 2085bool
2084handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2085{ 2087{
2086 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (op->flag [FLAG_SCARED])
2087 { 2089 {
2088 if (op->speed_left > 0.f) 2090 if (op->speed_left > 0.f)
2089 { 2091 {
2090 --op->speed_left; 2092 --op->speed_left;
2091 flee_player (op); 2093 flee_player (op);
2110} 2112}
2111 2113
2112static int 2114static int
2113save_life (object *op) 2115save_life (object *op)
2114{ 2116{
2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!op->flag [FLAG_LIFESAVE])
2116 return 0; 2118 return 0;
2117 2119
2118 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2120 { 2122 {
2121 op->play_sound (sound_find ("ob_evaporate")); 2123 op->play_sound (sound_find ("ob_evaporate"));
2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2123 2125
2124 tmp->destroy (); 2126 tmp->destroy ();
2125 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 op->clr_flag (FLAG_LIFESAVE);
2126 2128
2127 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2128 op->stats.hp = op->stats.maxhp; 2130 op->stats.hp = op->stats.maxhp;
2129 2131
2130 if (op->stats.food < 0) 2132 if (op->stats.food < 0)
2131 op->stats.food = 999; 2133 op->stats.food = MAX_FOOD;
2132 2134
2133 op->update_stats (); 2135 op->update_stats ();
2134 return 1; 2136 return 1;
2135 } 2137 }
2136 2138
2137 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2138 CLEAR_FLAG (op, FLAG_LIFESAVE); 2140 op->clr_flag (FLAG_LIFESAVE);
2139 enter_player_savebed (op); /* bring him home. */ 2141 enter_player_savebed (op); /* bring him home. */
2140 return 0; 2142 return 0;
2141} 2143}
2142 2144
2143/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2150{ 2152{
2151 while (op) 2153 while (op)
2152 { 2154 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154 2156
2155 if (QUERY_FLAG (op, FLAG_UNPAID)) 2157 if (op->flag [FLAG_UNPAID])
2156 op->insert_at (env); 2158 op->insert_at (env);
2157 else if (op->inv) 2159 else if (op->inv)
2158 drop_unpaid_items (op->inv, env); 2160 drop_unpaid_items (op->inv, env);
2159 2161
2160 op = next; 2162 op = next;
2171void 2173void
2172do_some_living (object *op) 2174do_some_living (object *op)
2173{ 2175{
2174 int last_food = op->stats.food; 2176 int last_food = op->stats.food;
2175 int gen_hp, gen_sp, gen_grace; 2177 int gen_hp, gen_sp, gen_grace;
2176 int over_hp, over_sp, over_grace;
2177 int i; 2178 int i;
2178 int rate_hp = 1200; 2179 int rate_hp = 1200;
2179 int rate_sp = 2500; 2180 int rate_sp = 2500;
2180 int rate_grace = 2000; 2181 int rate_grace = 2000;
2181 const int max_hp = 1; 2182 const int max_hp = 1;
2190 * alternate it here for it to work correctly. 2191 * alternate it here for it to work correctly.
2191 */ 2192 */
2192 if (pticks & 2) 2193 if (pticks & 2)
2193 op->invisible--; 2194 op->invisible--;
2194 } 2195 }
2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2196 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2196 { 2197 {
2197 if (!op->invisible--) 2198 if (!op->invisible--)
2198 { 2199 {
2199 make_visible (op); 2200 make_visible (op);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2234 if (--op->last_grace < 0) 2235 if (--op->last_grace < 0)
2235 { 2236 {
2236 if (op->stats.grace < op->stats.maxgrace / 2) 2237 if (op->stats.grace < op->stats.maxgrace / 2)
2237 op->stats.grace++; /* no penalty in food for regaining grace */ 2238 op->stats.grace++; /* no penalty in food for regaining grace */
2238 2239
2240 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2241
2239 if (max_grace > 1) 2242 if (max_grace > 1)
2240 { 2243 {
2241 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2244 int over_grace = temp / rate_grace;
2245
2242 if (over_grace > 0) 2246 if (over_grace > 0)
2243 { 2247 {
2244 op->stats.sp += over_grace 2248 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2245 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2246 op->last_grace = 0; 2249 op->last_grace = 0;
2247 } 2250 }
2248 else 2251 else
2249 { 2252 op->last_grace = rate_grace / temp;
2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2251 }
2252 } 2253 }
2253 else 2254 else
2254 { 2255 op->last_grace = rate_grace / temp;
2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2256
2256 }
2257 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2258 } 2258 }
2259 2259
2260 if (op->stats.food > 0) 2260 if (op->stats.food > 0)
2261 { 2261 {
2267 if (op->stats.sp < op->stats.maxsp) 2267 if (op->stats.sp < op->stats.maxsp)
2268 { 2268 {
2269 op->stats.sp++; 2269 op->stats.sp++;
2270 2270
2271 /* dms do not consume food */ 2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ)) 2272 if (!op->flag [FLAG_WIZ])
2273 { 2273 {
2274 op->stats.food--; 2274 op->stats.food--;
2275 2275
2276 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2277 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2280 } 2280 }
2281 } 2281 }
2282 2282
2283 if (max_sp > 1) 2283 if (max_sp > 1)
2284 { 2284 {
2285 over_sp = (gen_sp + 10) / rate_sp; 2285 int over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0) 2286 if (over_sp > 0)
2287 { 2287 {
2288 if (op->stats.sp < op->stats.maxsp) 2288 if (op->stats.sp < op->stats.maxsp)
2289 { 2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2311 if (op->stats.hp < op->stats.maxhp) 2311 if (op->stats.hp < op->stats.maxhp)
2312 { 2312 {
2313 op->stats.hp++; 2313 op->stats.hp++;
2314 2314
2315 /* dms do not consume food */ 2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ)) 2316 if (!op->flag [FLAG_WIZ])
2317 { 2317 {
2318 op->stats.food--; 2318 op->stats.food--;
2319 2319
2320 if (op->contr->digestion < 0) 2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion; 2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food; 2323 op->stats.food = last_food;
2324 } 2324 }
2325 } 2325 }
2326 2326
2327 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2328
2327 if (max_hp > 1) 2329 if (max_hp > 1)
2328 { 2330 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2331 int over_hp = temp / rate_hp;
2330 2332
2331 if (over_hp > 0) 2333 if (over_hp > 0)
2332 { 2334 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2335 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0; 2336 op->last_heal = 0;
2335 } 2337 }
2336 else 2338 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2339 op->last_heal = rate_hp / temp;
2338 } 2340 }
2339 else 2341 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / temp;
2341 } 2343 }
2342 } 2344 }
2343 2345
2344 /* Digestion */ 2346 /* Digestion */
2345 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2348 penalty = max (0, -op->contr->digestion); 2350 penalty = max (0, -op->contr->digestion);
2349 2351
2350 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2351 2353
2352 /* dms do not consume food */ 2354 /* dms do not consume food */
2353 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!op->flag [FLAG_WIZ])
2354 op->stats.food--; 2356 op->stats.food--;
2355 } 2357 }
2356 2358
2357 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2358 { 2360 {
2359 object *flesh = 0; 2361 object *flesh = 0;
2360 2362
2361 for_inv_removable (op, tmp) 2363 for_inv_removable (op, tmp)
2362 { 2364 {
2363 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (tmp->flag [FLAG_UNPAID])
2364 continue; 2366 continue;
2365 2367
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2367 { 2369 {
2368 op->statusmsg ("You blindly grab for a bite of food. " 2370 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2370 manual_apply (op, tmp, 0); 2372 op->apply (tmp);
2371 2373
2372 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2373 break; 2375 break;
2374 } 2376 }
2375 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2381 */ 2383 */
2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2383 { 2385 {
2384 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2386 manual_apply (op, flesh, 0); 2388 op->apply (flesh);
2387 } 2389 }
2388 2390
2389 // If player is still starving, alert him! 2391 // If player is still starving, alert him!
2390 if (op->stats.food < 0) 2392 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! " 2393 op->failmsg ("You are starving! "
2403 op->contr->killer->destroy (); 2405 op->contr->killer->destroy ();
2404 } 2406 }
2405 } 2407 }
2406 2408
2407 /* killer should be set here already */ 2409 /* killer should be set here already */
2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2409 kill_player (op); 2411 kill_player (op);
2410 } 2412 }
2411} 2413}
2412 2414
2413/* If the player should die (lack of hp, food, etc), we call this. 2415/* If the player should die (lack of hp, food, etc), we call this.
2447 cure_disease (op, 0, 0); /* remove any disease */ 2449 cure_disease (op, 0, 0); /* remove any disease */
2448 2450
2449 max_it (op->stats.hp , op->stats.maxhp); 2451 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp); 2452 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace); 2453 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0) 2454 max_it (op->stats.food , 200);
2454 op->stats.food = 999;
2455 2455
2456 // remove all spell effects that are active 2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall 2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; ) 2458 for (object *item = op->inv; item; )
2459 { 2459 {
2610 * difference. 2610 * difference.
2611 */ 2611 */
2612 if (this_stat >= -50) 2612 if (this_stat >= -50)
2613 { 2613 {
2614 change_attr_value (&(dep->stats), i, -1); 2614 change_attr_value (&(dep->stats), i, -1);
2615 SET_FLAG (dep, FLAG_APPLIED); 2615 dep->set_flag (FLAG_APPLIED);
2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2617 op->update_stats (); 2617 op->update_stats ();
2618 lost_a_stat = 1; 2618 lost_a_stat = 1;
2619 } 2619 }
2620 } 2620 }
2689 object *force; 2689 object *force;
2690 int at; 2690 int at;
2691 2691
2692 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
2693 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
2694 force->speed = 0.1f;
2695 force->speed_left = -5.f; 2694 force->speed_left = -5.f;
2696 SET_FLAG (force, FLAG_APPLIED); 2695 force->set_speed (0.1f);
2696 force->set_flag (FLAG_APPLIED);
2697
2697 for (at = 0; at < NROFATTACKS; at++) 2698 for (at = 0; at < NROFATTACKS; at++)
2698 if (will_kill_again & (1 << at)) 2699 if (will_kill_again & (1 << at))
2699 force->resist[at] = 100; 2700 force->resist[at] = 100;
2700 2701
2701 insert_ob_in_ob (force, op); 2702 insert_ob_in_ob (force, op);
2723 tmp->x = op->x, tmp->y = op->y; 2724 tmp->x = op->x, tmp->y = op->y;
2724 2725
2725 if (tmp->type == CONTAINER) 2726 if (tmp->type == CONTAINER)
2726 loot_object (tmp); /* empty container to ground */ 2727 loot_object (tmp); /* empty container to ground */
2727 2728
2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2729 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2729 { 2730 {
2730 if (tmp->nrof > 1) 2731 if (tmp->nrof > 1)
2731 { 2732 {
2732 tmp->decrease (rndm (1, tmp->nrof - 1)); 2733 tmp->decrease (rndm (1, tmp->nrof - 1));
2733 insert_ob_in_map (tmp, op->map, NULL, 0); 2734 insert_ob_in_map (tmp, op->map, NULL, 0);
2823} 2824}
2824 2825
2825int 2826int
2826is_true_undead (object *op) 2827is_true_undead (object *op)
2827{ 2828{
2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2829 if (op->arch->flag [FLAG_UNDEAD])
2829 return 1; 2830 return 1;
2830 2831
2831 return 0; 2832 return 0;
2832} 2833}
2833 2834
2931 2932
2932 if (who->type == PLAYER) 2933 if (who->type == PLAYER)
2933 player = 1; 2934 player = 1;
2934 2935
2935 else 2936 else
2936 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2937 friendly = who->flag [FLAG_FRIENDLY];
2937 2938
2938 /* search adjacent squares */ 2939 /* search adjacent squares */
2939 for (i = 1; i < 9; i++) 2940 for (i = 1; i < 9; i++)
2940 { 2941 {
2941 x = who->x + freearr_x[i]; 2942 x = who->x + freearr_x[i];
2950 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2951 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2951 continue; 2952 continue;
2952 2953
2953 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2954 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2954 { 2955 {
2955 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2956 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2956 return 1; 2957 return 1;
2957 else if (tmp->type == PLAYER) 2958 else if (tmp->type == PLAYER)
2958 { 2959 {
2959 /*don't let a hidden DM prevent you from hiding */ 2960 /*don't let a hidden DM prevent you from hiding */
2960 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2961 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2961 return 1; 2962 return 1;
2962 } 2963 }
2963 } 2964 }
2964 } 2965 }
2965 return 0; 2966 return 0;
3034 * and the exit-coordinates sp/hp must both be > 0. 3035 * and the exit-coordinates sp/hp must both be > 0.
3035 * => The intention here is to prevent abuse of the battleground- 3036 * => The intention here is to prevent abuse of the battleground-
3036 * feature (like pickable or hidden battleground tiles). */ 3037 * feature (like pickable or hidden battleground tiles). */
3037 for (object *tmp = op->below; tmp; tmp = tmp->below) 3038 for (object *tmp = op->below; tmp; tmp = tmp->below)
3038 { 3039 {
3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3040 if (tmp->flag [FLAG_IS_FLOOR])
3040 { 3041 {
3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3042 if (tmp->flag [FLAG_NO_PICK]
3042 && tmp->type == BATTLEGROUND 3043 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground 3044 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp)) 3045 && EXIT_X (tmp) && EXIT_Y (tmp))
3045 { 3046 {
3046 /* before we assign the exit, check if this is a teambattle */ 3047 /* before we assign the exit, check if this is a teambattle */
3198 else 3199 else
3199 j = 1; 3200 j = 1;
3200 strcat (buf, spellpathnames[i]); 3201 strcat (buf, spellpathnames[i]);
3201 } 3202 }
3202 } 3203 }
3204
3203 strcat (buf, "."); 3205 strcat (buf, ".");
3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3206 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3205 } 3207 }
3206 3208
3207 /* evtl. adding flags: */ 3209 /* evtl. adding flags: */
3208 if (QUERY_FLAG (item, FLAG_XRAYS)) 3210 if (item->flag [FLAG_XRAYS])
3209 SET_FLAG (skin, FLAG_XRAYS); 3211 skin->set_flag (FLAG_XRAYS);
3210 if (QUERY_FLAG (item, FLAG_STEALTH)) 3212 if (item->flag [FLAG_STEALTH])
3211 SET_FLAG (skin, FLAG_STEALTH); 3213 skin->set_flag (FLAG_STEALTH);
3212 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3214 if (item->flag [FLAG_SEE_IN_DARK])
3213 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3215 skin->set_flag (FLAG_SEE_IN_DARK);
3214 3216
3215 /* print message if there is one */ 3217 /* print message if there is one */
3216 if (item->msg != NULL) 3218 if (item->msg != NULL)
3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3219 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3218 } 3220 }
3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3225 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3224 who->insert (tmp); 3226 who->insert (tmp);
3225 } 3227 }
3226} 3228}
3227 3229
3228/**
3229 * Unready an object for a player. This function does nothing if the object was
3230 * not readied.
3231 */
3232void
3233player_unready_range_ob (player *pl, object *ob)
3234{
3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3237
3238 if (pl->combat_ob == ob)
3239 pl->combat_ob = 0;
3240
3241 if (pl->ranged_ob == ob)
3242 pl->ranged_ob = 0;
3243}
3244
3245//-GPL 3230//-GPL
3246 3231
3247sint8 3232sint8
3248player::darkness_at (maptile *map, int x, int y) const 3233player::darkness_at (maptile *map, int x, int y) const
3249{ 3234{
3277{ 3262{
3278 play_sound (sound_find ("generic_failure")); 3263 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color); 3264 statusmsg (msg, color);
3280} 3265}
3281 3266
3267void
3268object::failmsgf (const char *format, ...)
3269{
3270 if (!contr)
3271 return;
3272
3273 va_list ap;
3274 va_start (ap, format);
3275 contr->failmsg (vformat (format, ap));
3276 va_end (ap);
3277}
3278
3279void
3280player::failmsgf (const char *format, ...)
3281{
3282 va_list ap;
3283 va_start (ap, format);
3284 failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287

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