ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.255 by root, Fri Mar 26 00:53:26 2010 UTC vs.
Revision 1.299 by root, Sat Sep 16 21:55:51 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26
27#include <algorithm>
28#include <functional>
26 29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
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
257 234
258 attachable::do_destroy (); 235 attachable::do_destroy ();
259 236
260 if (ob) 237 if (ob)
261 { 238 {
262 ob->destroy_inv (false); 239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
263 ob->destroy (); 242 ob->destroy ();
264 } 243 }
265 244
266 ob = observe = viewpoint = 0; 245 ob = observe = viewpoint = 0;
267} 246}
353#endif 332#endif
354 return op; 333 return op;
355} 334}
356 335
357/* I believe this can safely go to 2, 3 is questionable, 4 will likely 336/* I believe this can safely go to 2, 3 is questionable, 4 will likely
358 * result in a monster paths backtracking. It basically determines how large a 337 * result in a monster paths backtracking. It basically determines how large a
359 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
360 * for a path to the player. The values are in the amount of direction 339 * for a path to the player. The values are in the amount of direction
361 * the deviation is 340 * the deviation is
362 */ 341 */
363#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
399 */ 378 */
400int 379int
401path_to_player (object *mon, object *pl, unsigned mindiff) 380path_to_player (object *mon, object *pl, unsigned mindiff)
402{ 381{
403 rv_vector rv; 382 rv_vector rv;
404 sint16 x, y;
405 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
406 maptile *m, *lastmap;
407 384
408 get_rangevector (mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
409 386
410 if (rv.distance < mindiff) 387 if (rv.distance < mindiff)
411 return 0; 388 return 0;
412 389
413 x = mon->x; 390 mapxy pos (mon);
414 y = mon->y;
415 m = mon->map;
416 dir = rv.direction; 391 dir = rv.direction;
417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419 394
420 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
421 if (diff > max) 396 if (diff > max)
422 return 0; 397 return 0;
423 398
424 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
425 { 400 {
426 lastx = x; 401 mapxy lastpos = pos;
427 lasty = y;
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431 402
432 mflags = get_map_flags (m, &m, x, y, &x, &y); 403 pos.move (dir);
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
434 404
435 /* Space is blocked - try changing direction a little */ 405 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 406 if (!pos.normalise ()
437 && (m == mon->map && blocked_link (mon, m, x, y)))) 407 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
408 && blocked_link (mon, pos.m, pos.x, pos.y)))
438 { 409 {
439 /* recalculate direction from last good location. Possible 410 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before. 411 * we were not traversing ideal location before.
441 */ 412 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 413 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
443 if (rv.direction != dir) 414 if (rv.direction != dir)
444 { 415 {
445 /* OK - says direction should be different - lets reset the 416 /* OK - says direction should be different - lets reset the
446 * the values so it will try again. 417 * the values so it will try again.
447 */ 418 */
448 x = lastx;
449 y = lasty;
450 m = lastmap; 419 pos = lastpos;
451 dir = firstdir = rv.direction; 420 dir = firstdir = rv.direction;
452 } 421 }
453 else 422 else
454 { 423 {
455 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
456 * either the left or right. 425 * either the left or right.
457 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
458 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
459 * bigger detour. Have to be careful about these values getting 428 * bigger detour. Have to be careful about these values getting
460 * too big (3 or maybe 4 or higher) as the monster may just try 429 * too big (3 or maybe 4 or higher) as the monster may just try
461 * stepping back and forth 430 * stepping back and forth
462 */ 431 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 432 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 { 433 {
465 if (i == 0) 434 if (i == 0)
466 continue; /* already did this, so skip it */ 435 continue; /* already did this, so skip it */
436
467 /* Use lastdir here - otherwise, 437 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in 438 * since the direction that the creature should move in
469 * may change, you could get infinite loops. 439 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only 440 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance, 441 * move west, so it does that. It goes some distance,
473 * can't do that, but now finds it can move east, and 443 * can't do that, but now finds it can move east, and
474 * gets back to its original point. lastdir contains 444 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully 445 * the last direction the creature has successfully
476 * moved. 446 * moved.
477 */ 447 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap; 448 pos = lastpos;
482 mflags = get_map_flags (m, &m, x, y, &x, &y); 449 pos.move (absdir (lastdir + i));
483 if (mflags & P_OUT_OF_MAP) 450
451 if (!pos.normalise ())
484 continue; 452 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 453
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 454 mapspace &ms = *pos;
455
456 if (ms.flags () & P_BLOCKSVIEW)
487 continue; 457 continue;
488 if (mflags & P_BLOCKSVIEW) 458
459 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
489 continue; 460 continue;
490 461
491 if (m == mon->map && blocked_link (mon, m, x, y)) 462 if (blocked_link (mon, pos.m, pos.x, pos.y))
492 break; 463 break;
493 } 464 }
465
494 /* go through entire loop without finding a valid 466 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path. 467 * sidestep to take - thus, no valid path.
496 */ 468 */
497 if (i == (DETOUR_AMOUNT + 1)) 469 if (i == DETOUR_AMOUNT + 1)
498 return 0; 470 return 0;
471
499 diff--; 472 diff--;
500 lastdir = dir; 473 lastdir = dir;
501 max--; 474 max--;
502 if (!firstdir) 475 if (!firstdir)
503 firstdir = dir + i; 476 firstdir = dir + i;
507 { 480 {
508 /* we moved towards creature, so diff is less */ 481 /* we moved towards creature, so diff is less */
509 diff--; 482 diff--;
510 max--; 483 max--;
511 lastdir = dir; 484 lastdir = dir;
485
512 if (!firstdir) 486 if (!firstdir)
513 firstdir = dir; 487 firstdir = dir;
514 } 488 }
515 489
516 if (diff <= 1) 490 if (diff <= 1)
517 { 491 {
518 /* Recalculate diff (distance) because we may not have actually 492 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance. 493 * headed toward player for entire distance.
520 */ 494 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 495 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 496 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 } 497 }
524 498
525 if (diff > max) 499 if (diff > max)
526 return 0; 500 return 0;
542 for (object *next, *op = pl->inv; op; op = next) 516 for (object *next, *op = pl->inv; op; op = next)
543 { 517 {
544 next = op->below; 518 next = op->below;
545 519
546 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
547 * flag "neutral" set. Sorry but I can't think of a better way 521 * flag "neutral" set. Sorry but I can't think of a better way
548 */ 522 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
550 SET_FLAG (op, FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
551 525
552 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions 527 * by this player due to race restrictions
554 */ 528 */
555 if (pl->type == PLAYER) 529 if (pl->type == PLAYER)
556 { 530 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 531 if ((!pl->flag [FLAG_USE_ARMOUR]
558 && 532 &&
559 (op->type == ARMOUR || op->type == BOOTS 533 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET 534 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES 535 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE)) 536 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 537 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
564 { 538 {
565 op->destroy (); 539 op->destroy ();
566 continue; 540 continue;
567 } 541 }
568 } 542 }
569 543
570 /* Here we remove duplicated skills (as duplicated spell objects have 544 /* Here we remove duplicated skills (as duplicated spell objects have
571 * _very_ confusing effects for players), which could for instance be 545 * _very_ confusing effects for players), which could for instance be
572 * generated by bad treasurelists. - elmex 546 * generated by multiple treasurelists specifying the same skills.
573 */ 547 */
574 if (op->type == SKILL) 548 if (op->type == SKILL)
575 { 549 {
576 for (object *tmp = op->below; tmp; tmp = tmp->below) 550 for (object *tmp = op->below; tmp; tmp = tmp->below)
577 if (tmp->type == op->type && tmp->name == op->name) 551 if (tmp->type == op->type && tmp->name == op->name)
578 { 552 {
579 op->destroy (); 553 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
582 break; 554 break;
583 } 555 }
584 556
585 if (op->nrof > 1) 557 if (op->nrof > 1)
586 op->nrof = 1; 558 op->nrof = 1;
587 } 559 }
588 560
589 if (op->type == SPELLBOOK && op->inv) 561 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 562 op->inv->clr_flag (FLAG_STARTEQUIP);
591 563
592 /* Give starting characters identified, uncursed, and undamned 564 /* Give starting characters identified, uncursed, and undamned
593 * items. Just don't identify gold or silver, or it won't be 565 * items. Just don't identify gold or silver, or it won't be
594 * merged properly. 566 * merged properly.
595 */ 567 */
596 if (need_identify (op)) 568 if (op->need_identify ())
597 { 569 {
598 SET_FLAG (op, FLAG_IDENTIFIED); 570 op->set_flag (FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED); 571 op->clr_flag (FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED); 572 op->clr_flag (FLAG_DAMNED);
601 } 573 }
602 574
603 if (op->type == SPELL) 575 if (op->type == SPELL)
604 { 576 {
605 op->destroy (); 577 op->destroy ();
606 continue; 578 continue;
607 } 579 }
608 else if (op->type == SKILL) 580 else if (op->type == SKILL)
609 { 581 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL); 582 op->set_flag (FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0; 583 op->stats.exp = 0;
612 op->level = 1; 584 op->level = 1;
613 } 585 }
614 else /* lock all 'normal items by default */ 586 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED); 587 op->set_flag (FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */ 588 } /* for loop of objects in player inv */
617 589
618 /* Need to set up the skill pointers */ 590 /* Need to set up the skill pointers */
619 pl->contr->link_skills (); 591 pl->contr->link_skills ();
620} 592}
639roll_stat () 611roll_stat ()
640{ 612{
641 int a[4], i, j, k; 613 int a[4], i, j, k;
642 614
643 for (i = 0; i < 4; i++) 615 for (i = 0; i < 4; i++)
644 a[i] = (int) rndm (6) + 1; 616 a[i] = rndm (1, 6);
645 617
646 for (i = 0, j = 0, k = 7; i < 4; i++) 618 for (i = 0, j = 0, k = 7; i < 4; i++)
647 if (a[i] < k) 619 if (a[i] < k)
648 k = a[i], j = i; 620 k = a[i], j = i;
649 621
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl) 719 if (tl)
748 create_treasure (tl, ob, 0, 0, 0); 720 create_treasure (tl, ob, 0, 0, 0);
749 721
750 INVOKE_PLAYER (BIRTH, ob->contr); 722 INVOKE_PLAYER (BIRTH, ob->contr);
751 INVOKE_PLAYER (LOGIN, ob->contr);
752 723
753 ob->contr->ns->state = ST_PLAYING; 724 ob->contr->ns->state = ST_PLAYING;
754 725
755 if (ob->msg) 726 if (ob->msg)
756 ob->msg = 0; 727 ob->msg = 0;
757 728
758 start_info (ob); 729 start_info (ob);
759 CLEAR_FLAG (ob, FLAG_WIZ); 730 ob->clr_flag (FLAG_WIZ);
760 give_initial_items (ob, ob->randomitems); 731 give_initial_items (ob, ob->randomitems);
761 esrv_send_inventory (ob, ob); 732 esrv_send_inventory (ob, ob);
762 ob->update_stats (); 733 ob->update_stats ();
763 734
764 /* This moves the player to a different start map, if there 735 /* This moves the player to a different start map, if there
766 */ 737 */
767 if (*first_map_ext_path) 738 if (*first_map_ext_path)
768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 739 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
769 else 740 else
770 LOG (llevDebug, "first_map_ext_path not set\n"); 741 LOG (llevDebug, "first_map_ext_path not set\n");
742}
743
744/*
745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751static int
752allowed_class (const object *op)
753{
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
771} 761}
772 762
773void 763void
774player::chargen_race_next () 764player::chargen_race_next ()
775{ 765{
813 rv_vector rv; 803 rv_vector rv;
814 804
815 if (op->stats.hp < 0) 805 if (op->stats.hp < 0)
816 { 806 {
817 LOG (llevDebug, "Fleeing player is dead.\n"); 807 LOG (llevDebug, "Fleeing player is dead.\n");
818 CLEAR_FLAG (op, FLAG_SCARED); 808 op->clr_flag (FLAG_SCARED);
819 return; 809 return;
820 } 810 }
821 811
822 if (!op->enemy) 812 if (!op->enemy)
823 { 813 {
824 LOG (llevDebug, "Fleeing player had no enemy.\n"); 814 LOG (llevDebug, "Fleeing player had no enemy.\n");
825 CLEAR_FLAG (op, FLAG_SCARED); 815 op->clr_flag (FLAG_SCARED);
826 return; 816 return;
827 } 817 }
828 818
829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 819 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 { 820 {
831 op->enemy = NULL; 821 op->enemy = NULL;
832 CLEAR_FLAG (op, FLAG_SCARED); 822 op->clr_flag (FLAG_SCARED);
833 return; 823 return;
834 } 824 }
835 825
836 get_rangevector (op, op->enemy, &rv, 0); 826 get_rangevector (op, op->enemy, &rv, 0);
837 827
843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 833 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
844 return; 834 return;
845 } 835 }
846 836
847 /* Cornered, get rid of scared */ 837 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 838 op->clr_flag (FLAG_SCARED);
849 op->enemy = NULL; 839 op->enemy = NULL;
850} 840}
851 841
852/* check_pick sees if there is stuff to be picked up/picks up stuff. 842/* 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 843 * It returns 1 if the player should keep on moving, 0 if he should
858{ 848{
859 object *tmp, *next; 849 object *tmp, *next;
860 int stop = 0; 850 int stop = 0;
861 int wvratio; 851 int wvratio;
862 852
863 /* if you're flying, you cna't pick up anything */ 853 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 854 if (op->move_type & MOVE_FLYING)
865 return 1; 855 return 1;
866 856
867 next = op->below; 857 next = op->below;
868 858
945 * fighting */ 935 * fighting */
946 if (op->contr->mode & PU_INHIBIT) 936 if (op->contr->mode & PU_INHIBIT)
947 return 1; 937 return 1;
948 938
949 /* prevent us from turning into auto-thieves :) */ 939 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 940 if (tmp->flag [FLAG_UNPAID])
951 continue; 941 continue;
952 942
953 /* ignore known cursed objects */ 943 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 944 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
955 continue; 945 continue;
956 946
957 /* all food and drink if desired */ 947 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */ 948 /* question: don't pick up known-poisonous stuff? */
959 if (op->contr->mode & PU_FOOD) 949 if (op->contr->mode & PU_FOOD)
962 CHK_PICK_PICKUP; 952 CHK_PICK_PICKUP;
963 continue; 953 continue;
964 } 954 }
965 955
966 if (op->contr->mode & PU_DRINK) 956 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 957 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
968 { 958 {
969 CHK_PICK_PICKUP; 959 CHK_PICK_PICKUP;
970 continue; 960 continue;
971 } 961 }
972 962
1010 continue; 1000 continue;
1011 } 1001 }
1012 1002
1013 /* pick up all magical items */ 1003 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 1004 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1005 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1006 && !tmp->flag [FLAG_KNOWN_CURSED])
1017 { 1007 {
1018 CHK_PICK_PICKUP; 1008 CHK_PICK_PICKUP;
1019 continue; 1009 continue;
1020 } 1010 }
1021 1011
1105 continue; 1095 continue;
1106 } 1096 }
1107 1097
1108 /* hoping to catch throwing daggers here */ 1098 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON) 1099 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1100 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1111 { 1101 {
1112 CHK_PICK_PICKUP; 1102 CHK_PICK_PICKUP;
1113 continue; 1103 continue;
1114 } 1104 }
1115 1105
1164} 1154}
1165 1155
1166/* routine for both players and monsters. We call this when 1156/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding 1157 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes 1158 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we 1159 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0. 1160 * return 0.
1171 */ 1161 */
1172static int 1162static int
1173action_makes_visible (object *op) 1163action_makes_visible (object *op)
1174{ 1164{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1165 if (op->invisible && op->flag [FLAG_ALIVE])
1176 { 1166 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1167 if (op->flag [FLAG_MAKE_INVIS])
1178 { 1168 {
1179 // artefact invisibility is permanent, but we still make noise 1169 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance. 1170 // this is important for game-balance.
1181 if (op->contr) 1171 if (op->contr)
1182 op->make_noise (); 1172 op->make_noise ();
1198 return 0; 1188 return 0;
1199} 1189}
1200 1190
1201/* 1191/*
1202 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1203 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1204 * found object is returned. 1194 * found object is returned.
1205 */ 1195 */
1206static object * 1196static object *
1207find_arrow (object *op, const char *type) 1197find_arrow (object *op, const char *type)
1208{ 1198{
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1199 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1200 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp); 1201 return splay (tmp);
1212 1202
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1204 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type)) 1205 if (object *arrow = find_arrow (tmp, type))
1216 { 1206 {
1217 splay (tmp); 1207 splay (tmp);
1218 return arrow; 1208 return arrow;
1219 } 1209 }
1236 if (!type) 1226 if (!type)
1237 return NULL; 1227 return NULL;
1238 1228
1239 for (arrow = op->inv; arrow; arrow = arrow->below) 1229 for (arrow = op->inv; arrow; arrow = arrow->below)
1240 { 1230 {
1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1231 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1242 { 1232 {
1243 i = 0; 1233 i = 0;
1244 ntmp = find_better_arrow (arrow, target, type, &i); 1234 ntmp = find_better_arrow (arrow, target, type, &i);
1245 1235
1246 if (i > betterby) 1236 if (i > betterby)
1347 break; 1337 break;
1348 } 1338 }
1349 1339
1350 if (mflags & P_IS_ALIVE) 1340 if (mflags & P_IS_ALIVE)
1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1341 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1342 if (tmp->flag [FLAG_ALIVE])
1353 break; 1343 break;
1354 } 1344 }
1355 1345
1356 if (!tmp) 1346 if (!tmp)
1357 return find_arrow (op, type); 1347 return find_arrow (op, type);
1361 1351
1362 return find_better_arrow (op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1363} 1353}
1364 1354
1365/* 1355/*
1366 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1367 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1368 * op is the object firing the bow. 1358 * op is the object firing the bow.
1369 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1370 * dir is the direction of fire. 1360 * dir is the direction of fire.
1371 * wc_mod is any special modifier to give (used in special player fire modes) 1361 * wc_mod is any special modifier to give (used in special player fire modes)
1418 { 1408 {
1419 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1410 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 */ 1411 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1422 else 1412 else
1423 CLEAR_FLAG (op, FLAG_READY_BOW); 1413 op->clr_flag (FLAG_READY_BOW);
1424 1414
1425 return 0; 1415 return 0;
1426 } 1416 }
1427 } 1417 }
1428 1418
1477#endif 1467#endif
1478 1468
1479 SET_ANIMATION (arrow, arrow->direction); 1469 SET_ANIMATION (arrow, arrow->direction);
1480 1470
1481 /* update the speed */ 1471 /* 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 1472
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0; 1473 arrow->speed_left = 0;
1474 arrow->set_speed (max (2.f,
1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1476 + bow->stats.dam / 7.f
1477 ));
1487 1478
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489 1480
1490 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1491 { 1482 {
1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1513 1504
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1515 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1517 1509
1518 op->play_sound (sound_find ("fire_arrow")); 1510 op->play_sound (sound_find ("fire_arrow"));
1519 m->insert (arrow, sx, sy, op); 1511 m->insert (arrow, sx, sy, op);
1520 1512
1521 if (!arrow->destroyed ()) 1513 if (!arrow->destroyed ())
1584 { 1576 {
1585 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1577 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1586 return; 1578 return;
1587 } 1579 }
1588 1580
1589 if (!op->change_weapon (item)) 1581 if (!op->apply (item))
1590 return; 1582 return;
1591 1583
1592 if (item->type == WAND) 1584 if (item->type == WAND)
1593 { 1585 {
1594 if (item->stats.food <= 0) 1586 if (item->stats.food <= 0)
1624 1616
1625 if (item->type == WAND) 1617 if (item->type == WAND)
1626 { 1618 {
1627 if (!(--item->stats.food)) 1619 if (!(--item->stats.food))
1628 { 1620 {
1629 object *tmp;
1630
1631 if (item->arch) 1621 if (item->arch)
1632 { 1622 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE); 1623 item->clr_flag (FLAG_ANIMATE);
1634 item->face = item->arch->face; 1624 item->face = item->arch->face;
1635 item->set_speed (0); 1625 item->set_speed (0);
1636 } 1626 }
1637 1627
1638 if (object *pl = item->visible_to ()) 1628 if (object *pl = item->visible_to ())
1645} 1635}
1646 1636
1647/* Received a fire command for the player - go and do it. 1637/* Received a fire command for the player - go and do it.
1648 */ 1638 */
1649bool 1639bool
1650fire (object *op, int dir) 1640fire (object *who, int dir)
1651{ 1641{
1652 int spellcost = 0; 1642 int spellcost = 0;
1653 1643
1654 player *pl = op->contr; 1644 player *pl = who->contr;
1655 1645
1656 if (pl->golem) 1646 if (pl->golem)
1657 { 1647 {
1658 control_golem (op->contr->golem, dir); 1648 control_golem (who->contr->golem, dir);
1659 return false; 1649 return false;
1660 } 1650 }
1661 1651
1662 object *ob = pl->ranged_ob; 1652 object *ob = pl->ranged_ob;
1663 1653
1664 if (!ob) 1654 if (!ob)
1665 return false; 1655 return false;
1666 1656
1667 if (op->speed_left > 0.f) 1657 if (who->speed_left > 0.f)
1668 --op->speed_left; 1658 --who->speed_left;
1669 else 1659 else
1670 return false; 1660 return false;
1671 1661
1672 if (!op->change_weapon (ob)) 1662 if (!who->apply (ob))
1673 return false; 1663 return false;
1674 1664
1675 /* check for loss of invisiblity/hide */ 1665 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op)) 1666 if (action_makes_visible (who))
1677 make_visible (op); 1667 make_visible (who);
1678 1668
1679 switch (ob->type) 1669 switch (ob->type)
1680 { 1670 {
1681 case BOW: 1671 case BOW:
1682 player_fire_bow (op, dir); 1672 player_fire_bow (who, dir);
1683 break; 1673 break;
1684 1674
1685 case SPELL: 1675 case SPELL:
1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1676 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1687 break; 1677 break;
1688 1678
1689 case BUILDER: 1679 case BUILDER:
1690 apply_map_builder (op, dir); 1680 apply_map_builder (who, dir);
1691 break; 1681 break;
1692 1682
1693 case SKILL: 1683 case SKILL:
1694 do_skill (op, op, ob, dir, 0); 1684 do_skill (who, who, ob, dir, 0);
1695 break; 1685 break;
1696 1686
1687 case RANGED:
1688 do_skill (who, ob, who->chosen_skill, dir, 0);
1689 break;
1690
1697 default: 1691 default:
1698 fire_misc_object (op, dir); 1692 fire_misc_object (who, dir);
1699 break; 1693 break;
1700 } 1694 }
1701 1695
1702 return true; 1696 return true;
1703} 1697}
1715 for (tmp = container->inv; tmp; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1716 { 1710 {
1717 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1718 break; 1712 break;
1719 1713
1720 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1721 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1722 */ 1716 */
1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1724 break; 1718 break;
1725 } 1719 }
1762 * 1756 *
1763 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
1764 * all the others. 1758 * all the others.
1765 */ 1759 */
1766 if (pl->contr->usekeys == key_inventory 1760 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED) 1761 || !container->flag [FLAG_APPLIED]
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 { 1763 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 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)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1772 return NULL; 1766 return NULL;
1779/* find_key 1773/* find_key
1780 * We try to find a key for the door as passed. If we find a key 1774 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL 1775 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic 1776 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different. 1777 * for both is the same - just the specific key is different.
1784 * pl is the player, 1778 * pl is the player,
1785 * inv is the objects inventory to searched 1779 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against. 1780 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers. 1781 * This function can be called recursively to search containers.
1788 */ 1782 */
1789object * 1783object *
1790find_key (object *pl, object *container, object *door) 1784find_key (object *pl, object *container, object *door)
1894 || mon->flag [FLAG_CAN_ROLL]) 1888 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op) 1889 && mon != op)
1896 break; 1890 break;
1897 } 1891 }
1898 1892
1899 if (!mon) /* This happens anytime the player tries to move */ 1893 /* no monster == player tries to move into a wall or so */
1900 return false; /* into a wall */ 1894 if (!mon)
1895 {
1896 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1897 if (op->move_type & ob->move_block)
1898 {
1899 if (ob->move_block == MOVE_ALL)
1900 move_into_wall (op, ob);
1901 else
1902 {
1903 if (op->contr->ns->bumpmsg)
1904 {
1905 op->play_sound (sound_find ("blocked_move"));
1906
1907 op->statusmsg (ob->invisible
1908 ? "Something blocks you."
1909 : format ("Something blocks you from entering the %s.", query_name (ob))
1910 );
1911 }
1912 }
1913
1914 break;
1915 }
1916
1917 return false;
1918 }
1901 1919
1902 mon = mon->head_ (); 1920 mon = mon->head_ ();
1903 1921
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1922 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f) 1923 if (op->contr->weapon_sp_left > 0.f)
1923 */ 1941 */
1924 if (op->type == PLAYER 1942 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr 1943 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party)) 1944 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op) 1945 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1946 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1929 { 1947 {
1930 /* If we're braced, we don't want to switch places with it */ 1948 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced) 1949 if (op->contr->braced)
1932 return false; 1950 return false;
1933 1951
1953 * creatures. Note that if you are braced, you can't push 1971 * creatures. Note that if you are braced, you can't push
1954 * someone, but put it inside this loop so that you won't 1972 * someone, but put it inside this loop so that you won't
1955 * attack them either. 1973 * attack them either.
1956 */ 1974 */
1957 if ((mon->type == PLAYER || mon->enemy != op) 1975 if ((mon->type == PLAYER || mon->enemy != op)
1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1976 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1959 && ((op->contr->peaceful 1977 && ((op->contr->peaceful
1960 || (mon->type == PLAYER && mon->contr->peaceful)) 1978 || (mon->type == PLAYER && mon->contr->peaceful))
1961 && !on_battleground)) 1979 && !on_battleground))
1962 { 1980 {
1963 if (op->speed_left > 0.f) 1981 if (op->speed_left > 0.f)
1979 } 1997 }
1980 } 1998 }
1981 /* If the object is a boulder or other rollable object, then 1999 /* 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. 2000 * roll it if not braced. You can't roll it if you are braced.
1983 */ 2001 */
1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2002 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1985 { 2003 {
1986 if (op->speed_left > 0.f) 2004 if (op->speed_left > 0.f)
1987 { 2005 {
1988 --op->speed_left; 2006 --op->speed_left;
1989 2007
1998 * Way it works is like this: First, it must have some hit points 2016 * 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: 2017 * 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 2018 * 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. 2019 * that party_number -1 is no party, so attacks can still happen.
2002 */ 2020 */
2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2021 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2022 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2005 { 2023 {
2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2024 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2007 { 2025 {
2008 --op->contr->weapon_sp_left; 2026 --op->contr->weapon_sp_left;
2020} 2038}
2021 2039
2022bool 2040bool
2023move_player (object *op, int dir) 2041move_player (object *op, int dir)
2024{ 2042{
2025 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2043 if (!op->map || op->map->state != MAP_ACTIVE)
2026 return 0; 2044 return 0;
2027 2045
2028 /* Sanity check: make sure dir is valid */ 2046 /* Sanity check: make sure dir is valid */
2029 if (dir < 0 || dir >= 9) 2047 if (dir < 0 || dir > 8)
2030 { 2048 {
2031 LOG (llevError, "move_player: invalid direction %d\n", dir); 2049 LOG (llevError, "move_player: invalid direction %d\n", dir);
2032 return 0; 2050 return 0;
2033 } 2051 }
2034 2052
2035 /* peterm: added following line */ 2053 /* peterm: added following line */
2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2054 if (op->flag [FLAG_CONFUSED] && dir)
2037 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2055 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2038 2056
2039 op->facing = dir; 2057 op->facing = dir;
2040 2058
2041 if (op->flag [FLAG_HIDDEN]) 2059 if (op->flag [FLAG_HIDDEN])
2081 * players. 2099 * players.
2082 */ 2100 */
2083bool 2101bool
2084handle_newcs_player (object *op) 2102handle_newcs_player (object *op)
2085{ 2103{
2086 if (QUERY_FLAG (op, FLAG_SCARED)) 2104 if (op->flag [FLAG_SCARED])
2087 { 2105 {
2088 if (op->speed_left > 0.f) 2106 if (op->speed_left > 0.f)
2089 { 2107 {
2090 --op->speed_left; 2108 --op->speed_left;
2091 flee_player (op); 2109 flee_player (op);
2110} 2128}
2111 2129
2112static int 2130static int
2113save_life (object *op) 2131save_life (object *op)
2114{ 2132{
2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2133 if (!op->flag [FLAG_LIFESAVE])
2116 return 0; 2134 return 0;
2117 2135
2118 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2136 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2137 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2120 { 2138 {
2121 op->play_sound (sound_find ("ob_evaporate")); 2139 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)); 2140 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2123 2141
2124 tmp->destroy (); 2142 tmp->destroy ();
2125 CLEAR_FLAG (op, FLAG_LIFESAVE); 2143 op->clr_flag (FLAG_LIFESAVE);
2126 2144
2127 if (op->stats.hp < 0) 2145 if (op->stats.hp < 0)
2128 op->stats.hp = op->stats.maxhp; 2146 op->stats.hp = op->stats.maxhp;
2129 2147
2130 if (op->stats.food < 0) 2148 if (op->stats.food < 0)
2131 op->stats.food = 999; 2149 op->stats.food = MAX_FOOD;
2132 2150
2133 op->update_stats (); 2151 op->update_stats ();
2134 return 1; 2152 return 1;
2135 } 2153 }
2136 2154
2137 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2155 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2138 CLEAR_FLAG (op, FLAG_LIFESAVE); 2156 op->clr_flag (FLAG_LIFESAVE);
2139 enter_player_savebed (op); /* bring him home. */ 2157 enter_player_savebed (op); /* bring him home. */
2140 return 0; 2158 return 0;
2141} 2159}
2142 2160
2143/* This goes throws the inventory and removes unpaid objects, and puts them 2161/* This goes throws the inventory and removes unpaid objects, and puts them
2150{ 2168{
2151 while (op) 2169 while (op)
2152 { 2170 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2171 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154 2172
2155 if (QUERY_FLAG (op, FLAG_UNPAID)) 2173 if (op->flag [FLAG_UNPAID])
2156 op->insert_at (env); 2174 op->insert_at (env);
2157 else if (op->inv) 2175 else if (op->inv)
2158 drop_unpaid_items (op->inv, env); 2176 drop_unpaid_items (op->inv, env);
2159 2177
2160 op = next; 2178 op = next;
2171void 2189void
2172do_some_living (object *op) 2190do_some_living (object *op)
2173{ 2191{
2174 int last_food = op->stats.food; 2192 int last_food = op->stats.food;
2175 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2176 int over_hp, over_sp, over_grace;
2177 int i;
2178 int rate_hp = 1200; 2194 int rate_hp = 1200;
2179 int rate_sp = 2500; 2195 int rate_sp = 2500;
2180 int rate_grace = 2000; 2196 int rate_grace = 2000;
2181 const int max_hp = 1; 2197 const int max_hp = 1;
2182 const int max_sp = 1; 2198 const int max_sp = 1;
2183 const int max_grace = 1; 2199 const int max_grace = 1;
2184 2200
2201#if 0
2185 if (op->contr->hidden) 2202 if (op->contr->hidden)
2186 { 2203 {
2187 op->invisible = 1000; 2204 op->invisible = 1000;
2188 /* the socket code flashes the player visible/invisible 2205 /* the socket code flashes the player visible/invisible
2189 * depending on the value of invisible, so we need to 2206 * depending on the value of invisible, so we need to
2190 * alternate it here for it to work correctly. 2207 * alternate it here for it to work correctly.
2191 */ 2208 */
2192 if (pticks & 2) 2209 if (server_tick & 2)
2193 op->invisible--; 2210 op->invisible--;
2194 } 2211 }
2212 else
2213#endif
2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2196 { 2215 {
2197 if (!op->invisible--) 2216 if (!op->invisible--)
2198 { 2217 {
2199 make_visible (op); 2218 make_visible (op);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2234 if (--op->last_grace < 0) 2253 if (--op->last_grace < 0)
2235 { 2254 {
2236 if (op->stats.grace < op->stats.maxgrace / 2) 2255 if (op->stats.grace < op->stats.maxgrace / 2)
2237 op->stats.grace++; /* no penalty in food for regaining grace */ 2256 op->stats.grace++; /* no penalty in food for regaining grace */
2238 2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2239 if (max_grace > 1) 2260 if (max_grace > 1)
2240 { 2261 {
2241 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2262 int over_grace = temp / rate_grace;
2263
2242 if (over_grace > 0) 2264 if (over_grace > 0)
2243 { 2265 {
2244 op->stats.sp += over_grace 2266 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; 2267 op->last_grace = 0;
2247 } 2268 }
2248 else 2269 else
2249 { 2270 op->last_grace = rate_grace / temp;
2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2251 }
2252 } 2271 }
2253 else 2272 else
2254 { 2273 op->last_grace = rate_grace / temp;
2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2274
2256 }
2257 /* wearing stuff doesn't detract from grace generation. */ 2275 /* wearing stuff doesn't detract from grace generation. */
2258 } 2276 }
2259 2277
2260 if (op->stats.food > 0) 2278 if (op->stats.food > 0)
2261 { 2279 {
2267 if (op->stats.sp < op->stats.maxsp) 2285 if (op->stats.sp < op->stats.maxsp)
2268 { 2286 {
2269 op->stats.sp++; 2287 op->stats.sp++;
2270 2288
2271 /* dms do not consume food */ 2289 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2273 { 2291 {
2274 op->stats.food--; 2292 op->stats.food--;
2275 2293
2276 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2277 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2280 } 2298 }
2281 } 2299 }
2282 2300
2283 if (max_sp > 1) 2301 if (max_sp > 1)
2284 { 2302 {
2285 over_sp = (gen_sp + 10) / rate_sp; 2303 int over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0) 2304 if (over_sp > 0)
2287 { 2305 {
2288 if (op->stats.sp < op->stats.maxsp) 2306 if (op->stats.sp < op->stats.maxsp)
2289 { 2307 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2311 if (op->stats.hp < op->stats.maxhp) 2329 if (op->stats.hp < op->stats.maxhp)
2312 { 2330 {
2313 op->stats.hp++; 2331 op->stats.hp++;
2314 2332
2315 /* dms do not consume food */ 2333 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ)) 2334 if (!op->flag [FLAG_WIZ])
2317 { 2335 {
2318 op->stats.food--; 2336 op->stats.food--;
2319 2337
2320 if (op->contr->digestion < 0) 2338 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion; 2339 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2340 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food; 2341 op->stats.food = last_food;
2324 } 2342 }
2325 } 2343 }
2326 2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2327 if (max_hp > 1) 2347 if (max_hp > 1)
2328 { 2348 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2349 int over_hp = temp / rate_hp;
2330 2350
2331 if (over_hp > 0) 2351 if (over_hp > 0)
2332 { 2352 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2353 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0; 2354 op->last_heal = 0;
2335 } 2355 }
2336 else 2356 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2357 op->last_heal = rate_hp / temp;
2338 } 2358 }
2339 else 2359 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2360 op->last_heal = rate_hp / temp;
2341 } 2361 }
2342 } 2362 }
2343 2363
2344 /* Digestion */ 2364 /* Digestion */
2345 if (--op->last_eat < 0) 2365 if (--op->last_eat < 0)
2348 penalty = max (0, -op->contr->digestion); 2368 penalty = max (0, -op->contr->digestion);
2349 2369
2350 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2370 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2351 2371
2352 /* dms do not consume food */ 2372 /* dms do not consume food */
2353 if (!QUERY_FLAG (op, FLAG_WIZ)) 2373 if (!op->flag [FLAG_WIZ])
2354 op->stats.food--; 2374 op->stats.food--;
2355 } 2375 }
2356 2376
2357 if (op->stats.food < 0 && op->stats.hp >= 0) 2377 if (op->stats.food < 0 && op->stats.hp >= 0)
2358 { 2378 {
2359 object *flesh = 0; 2379 object *flesh = 0;
2360 2380
2361 for_inv_removable (op, tmp) 2381 for_inv_removable (op, tmp)
2362 { 2382 {
2363 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2383 if (tmp->flag [FLAG_UNPAID])
2364 continue; 2384 continue;
2365 2385
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2367 { 2387 {
2368 op->statusmsg ("You blindly grab for a bite of food. " 2388 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.>"); 2389 "H<To prevent you from starving, you ate some random item from your backpack.>");
2370 manual_apply (op, tmp, 0); 2390 op->apply (tmp);
2371 2391
2372 if (op->stats.food >= 0 || op->stats.hp < 0) 2392 if (op->stats.food >= 0 || op->stats.hp < 0)
2373 break; 2393 break;
2374 } 2394 }
2375 else if (tmp->type == FLESH) 2395 else if (tmp->type == FLESH)
2381 */ 2401 */
2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2402 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2383 { 2403 {
2384 op->statusmsg ("You blindly grab for a bite of food. " 2404 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.>"); 2405 "H<To prevent you from starving, you ate some random item from your backpack.>");
2386 manual_apply (op, flesh, 0); 2406 op->apply (flesh);
2387 } 2407 }
2388 2408
2389 // If player is still starving, alert him! 2409 // If player is still starving, alert him!
2390 if (op->stats.food < 0) 2410 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! " 2411 op->failmsg ("You are starving! "
2403 op->contr->killer->destroy (); 2423 op->contr->killer->destroy ();
2404 } 2424 }
2405 } 2425 }
2406 2426
2407 /* killer should be set here already */ 2427 /* killer should be set here already */
2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2428 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2409 kill_player (op); 2429 kill_player (op);
2410 } 2430 }
2411} 2431}
2412 2432
2413/* If the player should die (lack of hp, food, etc), we call this. 2433/* If the player should die (lack of hp, food, etc), we call this.
2447 cure_disease (op, 0, 0); /* remove any disease */ 2467 cure_disease (op, 0, 0); /* remove any disease */
2448 2468
2449 max_it (op->stats.hp , op->stats.maxhp); 2469 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp); 2470 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace); 2471 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0) 2472 max_it (op->stats.food , 200);
2454 op->stats.food = 999;
2455 2473
2456 // remove all spell effects that are active 2474 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall 2475 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; ) 2476 for (object *item = op->inv; item; )
2459 { 2477 {
2584 2602
2585 /* There is a maximum depletion total per level. */ 2603 /* There is a maximum depletion total per level. */
2586 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2587 { 2605 {
2588 lose_this_stat = 0; 2606 lose_this_stat = 0;
2589 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
2590 retain the stat. */ 2608 retain the stat. */
2591 } 2609 }
2592 else 2610 else
2593 { 2611 {
2594 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2612 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2610 * difference. 2628 * difference.
2611 */ 2629 */
2612 if (this_stat >= -50) 2630 if (this_stat >= -50)
2613 { 2631 {
2614 change_attr_value (&(dep->stats), i, -1); 2632 change_attr_value (&(dep->stats), i, -1);
2615 SET_FLAG (dep, FLAG_APPLIED); 2633 dep->set_flag (FLAG_APPLIED);
2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2634 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2617 op->update_stats (); 2635 op->update_stats ();
2618 lost_a_stat = 1; 2636 lost_a_stat = 1;
2619 } 2637 }
2620 } 2638 }
2687 if (will_kill_again) 2705 if (will_kill_again)
2688 { 2706 {
2689 object *force; 2707 object *force;
2690 int at; 2708 int at;
2691 2709
2692 force = get_archetype (FORCE_NAME); 2710 force = archetype::get (FORCE_NAME);
2693 /* 50 ticks should be enough time for the spell to abate */ 2711 /* 50 ticks should be enough time for the spell to abate */
2694 force->speed = 0.1f;
2695 force->speed_left = -5.f; 2712 force->speed_left = -5.f;
2696 SET_FLAG (force, FLAG_APPLIED); 2713 force->set_speed (0.1f);
2714 force->set_flag (FLAG_APPLIED);
2715
2697 for (at = 0; at < NROFATTACKS; at++) 2716 for (at = 0; at < NROFATTACKS; at++)
2698 if (will_kill_again & (1 << at)) 2717 if (will_kill_again & (1 << at))
2699 force->resist[at] = 100; 2718 force->resist[at] = 100;
2700 2719
2701 insert_ob_in_ob (force, op); 2720 insert_ob_in_ob (force, op);
2706} 2725}
2707 2726
2708static void 2727static void
2709loot_object (object *op) 2728loot_object (object *op)
2710{ /* Grab and destroy some treasure */ 2729{ /* Grab and destroy some treasure */
2711 object *tmp, *tmp2, *next; 2730 object *tmp, *next;
2712 2731
2713 op->close_container (); /* close open sack first */ 2732 op->close_container (); /* close open sack first */
2714 2733
2715 for (tmp = op->inv; tmp; tmp = next) 2734 for (tmp = op->inv; tmp; tmp = next)
2716 { 2735 {
2723 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2724 2743
2725 if (tmp->type == CONTAINER) 2744 if (tmp->type == CONTAINER)
2726 loot_object (tmp); /* empty container to ground */ 2745 loot_object (tmp); /* empty container to ground */
2727 2746
2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2747 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2729 { 2748 {
2730 if (tmp->nrof > 1) 2749 if (tmp->nrof > 1)
2731 { 2750 {
2732 tmp->decrease (rndm (1, tmp->nrof - 1)); 2751 tmp->decrease (rndm (1, tmp->nrof - 1));
2733 insert_ob_in_map (tmp, op->map, NULL, 0); 2752 insert_ob_in_map (tmp, op->map, NULL, 0);
2748void 2767void
2749fix_weight () 2768fix_weight ()
2750{ 2769{
2751 for_all_players (pl) 2770 for_all_players (pl)
2752 { 2771 {
2753 sint32 old = pl->ob->carrying; 2772 weight_t old = pl->ob->carrying;
2754 2773
2755 pl->ob->update_weight (); 2774 pl->ob->update_weight ();
2756 2775
2757 if (old != pl->ob->carrying) 2776 if (old != pl->ob->carrying)
2758 { 2777 {
2823} 2842}
2824 2843
2825int 2844int
2826is_true_undead (object *op) 2845is_true_undead (object *op)
2827{ 2846{
2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2847 if (op->arch->flag [FLAG_UNDEAD])
2829 return 1; 2848 return 1;
2830 2849
2831 return 0; 2850 return 0;
2832} 2851}
2833 2852
2931 2950
2932 if (who->type == PLAYER) 2951 if (who->type == PLAYER)
2933 player = 1; 2952 player = 1;
2934 2953
2935 else 2954 else
2936 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2955 friendly = who->flag [FLAG_FRIENDLY];
2937 2956
2938 /* search adjacent squares */ 2957 /* search adjacent squares */
2939 for (i = 1; i < 9; i++) 2958 for (i = 1; i < 9; i++)
2940 { 2959 {
2941 x = who->x + freearr_x[i]; 2960 x = who->x + freearr_x[i];
2950 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2969 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2951 continue; 2970 continue;
2952 2971
2953 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2954 { 2973 {
2955 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2956 return 1; 2975 return 1;
2957 else if (tmp->type == PLAYER) 2976 else if (tmp->type == PLAYER)
2958 {
2959 /*don't let a hidden DM prevent you from hiding */
2960 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2961 return 1; 2977 return 1;
2962 }
2963 } 2978 }
2964 } 2979 }
2965 return 0; 2980 return 0;
2966} 2981}
2967 2982
2968/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
2969 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
2970 * but we dont worry if the object isnt the top one in 2985 * but we dont worry if the object isnt the top one in
2971 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
2972 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
2973 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
2974 * in? Realistically, most of us can't see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
2975 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
2976 * imply the way your head, or body is facing? It's possible 2991 * imply the way your head, or body is facing? It's possible
2977 * for them to differ. Sigh, this fctn could get a bit more complex. 2992 * for them to differ. Sigh, this fctn could get a bit more complex.
2978 * -b.t. 2993 * -b.t.
2979 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
2980 */ 2995 */
2981int 2996int
2982player_can_view (object *pl, object *op) 2997player_can_view (object *pl, object *op)
2983{ 2998{
2997 3012
2998 get_rangevector (pl, op, &rv, 0x1); 3013 get_rangevector (pl, op, &rv, 0x1);
2999 3014
3000 /* starting with the 'head' part, lets loop 3015 /* starting with the 'head' part, lets loop
3001 * through the object and find if it has any 3016 * through the object and find if it has any
3002 * part that is in the los array but isn't on 3017 * part that is in the los array but isn't on
3003 * a blocked los square. 3018 * a blocked los square.
3004 * we use the archetype to figure out offsets. 3019 * we use the archetype to figure out offsets.
3005 */ 3020 */
3006 while (op) 3021 while (op)
3007 { 3022 {
3034 * and the exit-coordinates sp/hp must both be > 0. 3049 * and the exit-coordinates sp/hp must both be > 0.
3035 * => The intention here is to prevent abuse of the battleground- 3050 * => The intention here is to prevent abuse of the battleground-
3036 * feature (like pickable or hidden battleground tiles). */ 3051 * feature (like pickable or hidden battleground tiles). */
3037 for (object *tmp = op->below; tmp; tmp = tmp->below) 3052 for (object *tmp = op->below; tmp; tmp = tmp->below)
3038 { 3053 {
3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3054 if (tmp->flag [FLAG_IS_FLOOR])
3040 { 3055 {
3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3056 if (tmp->flag [FLAG_NO_PICK]
3042 && tmp->type == BATTLEGROUND 3057 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground 3058 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp)) 3059 && EXIT_X (tmp) && EXIT_Y (tmp))
3045 { 3060 {
3046 /* before we assign the exit, check if this is a teambattle */ 3061 /* before we assign the exit, check if this is a teambattle */
3198 else 3213 else
3199 j = 1; 3214 j = 1;
3200 strcat (buf, spellpathnames[i]); 3215 strcat (buf, spellpathnames[i]);
3201 } 3216 }
3202 } 3217 }
3218
3203 strcat (buf, "."); 3219 strcat (buf, ".");
3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3205 } 3221 }
3206 3222
3207 /* evtl. adding flags: */ 3223 /* evtl. adding flags: */
3208 if (QUERY_FLAG (item, FLAG_XRAYS)) 3224 if (item->flag [FLAG_XRAYS])
3209 SET_FLAG (skin, FLAG_XRAYS); 3225 skin->set_flag (FLAG_XRAYS);
3210 if (QUERY_FLAG (item, FLAG_STEALTH)) 3226 if (item->flag [FLAG_STEALTH])
3211 SET_FLAG (skin, FLAG_STEALTH); 3227 skin->set_flag (FLAG_STEALTH);
3212 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3228 if (item->flag [FLAG_SEE_IN_DARK])
3213 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3229 skin->set_flag (FLAG_SEE_IN_DARK);
3214 3230
3215 /* print message if there is one */ 3231 /* print message if there is one */
3216 if (item->msg != NULL) 3232 if (item->msg != NULL)
3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3233 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3218 } 3234 }
3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3239 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3224 who->insert (tmp); 3240 who->insert (tmp);
3225 } 3241 }
3226} 3242}
3227 3243
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 3244//-GPL
3246 3245
3247sint8 3246sint8
3248player::darkness_at (maptile *map, int x, int y) const 3247player::darkness_at (maptile *map, int x, int y) const
3249{ 3248{
3277{ 3276{
3278 play_sound (sound_find ("generic_failure")); 3277 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color); 3278 statusmsg (msg, color);
3280} 3279}
3281 3280
3281void
3282object::failmsgf (const char *format, ...)
3283{
3284 if (!contr)
3285 return;
3286
3287 va_list ap;
3288 va_start (ap, format);
3289 contr->failmsg (vformat (format, ap));
3290 va_end (ap);
3291}
3292
3293void
3294player::failmsgf (const char *format, ...)
3295{
3296 va_list ap;
3297 va_start (ap, format);
3298 failmsg (vformat (format, ap));
3299 va_end (ap);
3300}
3301

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines