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Comparing deliantra/server/server/player.C (file contents):
Revision 1.263 by root, Sat Apr 3 22:30:21 2010 UTC vs.
Revision 1.289 by root, Fri Jan 27 22:00:40 2012 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
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 26
27#include <algorithm>
28#include <functional>
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
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false; 133 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
143 135
144 for (object *op = ob->inv; op; op = op->below) 136 ob->update_stats ();
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151 137
152 case SPELL: 138 ns->floorbox_update ();
153 case WAND: 139 esrv_send_inventory (ob, ob);
154 case ROD: 140 esrv_add_spells (this, 0);
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173 141
174 activate (); 142 activate ();
175 143
176 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
213player::set_object (object *op) 181player::set_object (object *op)
214{ 182{
215 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
217 185
218 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
219 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
220 188
221 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
222} 190}
223 191
265 disconnect (); 233 disconnect ();
266 234
267 attachable::do_destroy (); 235 attachable::do_destroy ();
268 236
269 if (ob) 237 if (ob)
270 {
271 ob->destroy_inv (false);
272 ob->destroy (); 238 ob->destroy ();
273 }
274 239
275 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
276} 241}
277 242
278player::~player () 243player::~player ()
408 */ 373 */
409int 374int
410path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
411{ 376{
412 rv_vector rv; 377 rv_vector rv;
413 sint16 x, y;
414 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;
415 maptile *m, *lastmap;
416 379
417 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
418 381
419 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
420 return 0; 383 return 0;
421 384
422 x = mon->x; 385 mapxy pos (mon);
423 y = mon->y;
424 m = mon->map;
425 dir = rv.direction; 386 dir = rv.direction;
426 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 */
427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428 389
429 /* 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. */
430 if (diff > max) 391 if (diff > max)
431 return 0; 392 return 0;
432 393
433 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
434 { 395 {
435 lastx = x; 396 mapxy lastpos = pos;
436 lasty = y;
437 lastmap = m;
438 x = lastx + freearr_x[dir];
439 y = lasty + freearr_y[dir];
440 397
441 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
442 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
443 399
444 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
445 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
446 && (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)))
447 { 404 {
448 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
449 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
450 */ 407 */
451 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
452 if (rv.direction != dir) 409 if (rv.direction != dir)
453 { 410 {
454 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
455 * the values so it will try again. 412 * the values so it will try again.
456 */ 413 */
457 x = lastx;
458 y = lasty;
459 m = lastmap; 414 pos = lastpos;
460 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
461 } 416 }
462 else 417 else
463 { 418 {
464 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
471 */ 426 */
472 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
473 { 428 {
474 if (i == 0) 429 if (i == 0)
475 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
476 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
477 * since the direction that the creature should move in 433 * since the direction that the creature should move in
478 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
479 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
480 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
482 * 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
483 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
484 * the last direction the creature has successfully 440 * the last direction the creature has successfully
485 * moved. 441 * moved.
486 */ 442 */
487
488 x = lastx + freearr_x[absdir (lastdir + i)];
489 y = lasty + freearr_y[absdir (lastdir + i)];
490 m = lastmap; 443 pos = lastpos;
491 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
492 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
493 continue; 447 continue;
494 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
495 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
496 continue; 452 continue;
497 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
498 continue; 455 continue;
499 456
500 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
501 break; 458 break;
502 } 459 }
460
503 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
504 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
505 */ 463 */
506 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
507 return 0; 465 return 0;
466
508 diff--; 467 diff--;
509 lastdir = dir; 468 lastdir = dir;
510 max--; 469 max--;
511 if (!firstdir) 470 if (!firstdir)
512 firstdir = dir + i; 471 firstdir = dir + i;
516 { 475 {
517 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
518 diff--; 477 diff--;
519 max--; 478 max--;
520 lastdir = dir; 479 lastdir = dir;
480
521 if (!firstdir) 481 if (!firstdir)
522 firstdir = dir; 482 firstdir = dir;
523 } 483 }
524 484
525 if (diff <= 1) 485 if (diff <= 1)
526 { 486 {
527 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
528 * headed toward player for entire distance. 488 * headed toward player for entire distance.
529 */ 489 */
530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
532 } 492 }
533 493
534 if (diff > max) 494 if (diff > max)
535 return 0; 495 return 0;
553 next = op->below; 513 next = op->below;
554 514
555 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
556 * 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
557 */ 517 */
558 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
559 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
560 520
561 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
562 * by this player due to race restrictions 522 * by this player due to race restrictions
563 */ 523 */
564 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
565 { 525 {
566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
567 && 527 &&
568 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
569 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
570 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
573 { 533 {
574 op->destroy (); 534 op->destroy ();
575 continue; 535 continue;
576 } 536 }
577 } 537 }
578 538
579 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
580 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
581 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
582 */ 542 */
583 if (op->type == SKILL) 543 if (op->type == SKILL)
584 { 544 {
585 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
586 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
587 { 547 {
588 op->destroy (); 548 op->destroy ();
589 LOG (llevError,
590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
591 break; 549 break;
592 } 550 }
593 551
594 if (op->nrof > 1) 552 if (op->nrof > 1)
595 op->nrof = 1; 553 op->nrof = 1;
596 } 554 }
597 555
598 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
600 558
601 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
602 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
603 * merged properly. 561 * merged properly.
604 */ 562 */
605 if (need_identify (op)) 563 if (op->need_identify ())
606 { 564 {
607 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
608 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
609 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
610 } 568 }
611 569
612 if (op->type == SPELL) 570 if (op->type == SPELL)
613 { 571 {
614 op->destroy (); 572 op->destroy ();
615 continue; 573 continue;
616 } 574 }
617 else if (op->type == SKILL) 575 else if (op->type == SKILL)
618 { 576 {
619 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
620 op->stats.exp = 0; 578 op->stats.exp = 0;
621 op->level = 1; 579 op->level = 1;
622 } 580 }
623 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
624 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
625 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
626 584
627 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
628 pl->contr->link_skills (); 586 pl->contr->link_skills ();
629} 587}
648roll_stat () 606roll_stat ()
649{ 607{
650 int a[4], i, j, k; 608 int a[4], i, j, k;
651 609
652 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
653 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
654 612
655 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
656 if (a[i] < k) 614 if (a[i] < k)
657 k = a[i], j = i; 615 k = a[i], j = i;
658 616
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl) 714 if (tl)
757 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
758 716
759 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
760 INVOKE_PLAYER (LOGIN, ob->contr);
761 718
762 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
763 720
764 if (ob->msg) 721 if (ob->msg)
765 ob->msg = 0; 722 ob->msg = 0;
766 723
767 start_info (ob); 724 start_info (ob);
768 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
769 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
770 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
771 ob->update_stats (); 728 ob->update_stats ();
772 729
773 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
822 rv_vector rv; 779 rv_vector rv;
823 780
824 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
825 { 782 {
826 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
827 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
828 return; 785 return;
829 } 786 }
830 787
831 if (!op->enemy) 788 if (!op->enemy)
832 { 789 {
833 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
834 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
835 return; 792 return;
836 } 793 }
837 794
838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 795 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
839 { 796 {
840 op->enemy = NULL; 797 op->enemy = NULL;
841 CLEAR_FLAG (op, FLAG_SCARED); 798 op->clr_flag (FLAG_SCARED);
842 return; 799 return;
843 } 800 }
844 801
845 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
846 803
852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
853 return; 810 return;
854 } 811 }
855 812
856 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
857 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
858 op->enemy = NULL; 815 op->enemy = NULL;
859} 816}
860 817
861/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* check_pick sees if there is stuff to be picked up/picks up stuff.
862 * It returns 1 if the player should keep on moving, 0 if he should 819 * It returns 1 if the player should keep on moving, 0 if he should
954 * fighting */ 911 * fighting */
955 if (op->contr->mode & PU_INHIBIT) 912 if (op->contr->mode & PU_INHIBIT)
956 return 1; 913 return 1;
957 914
958 /* prevent us from turning into auto-thieves :) */ 915 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 916 if (tmp->flag [FLAG_UNPAID])
960 continue; 917 continue;
961 918
962 /* ignore known cursed objects */ 919 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
964 continue; 921 continue;
965 922
966 /* all food and drink if desired */ 923 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */ 924 /* question: don't pick up known-poisonous stuff? */
968 if (op->contr->mode & PU_FOOD) 925 if (op->contr->mode & PU_FOOD)
971 CHK_PICK_PICKUP; 928 CHK_PICK_PICKUP;
972 continue; 929 continue;
973 } 930 }
974 931
975 if (op->contr->mode & PU_DRINK) 932 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
977 { 934 {
978 CHK_PICK_PICKUP; 935 CHK_PICK_PICKUP;
979 continue; 936 continue;
980 } 937 }
981 938
1019 continue; 976 continue;
1020 } 977 }
1021 978
1022 /* pick up all magical items */ 979 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL) 980 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 982 && !tmp->flag [FLAG_KNOWN_CURSED])
1026 { 983 {
1027 CHK_PICK_PICKUP; 984 CHK_PICK_PICKUP;
1028 continue; 985 continue;
1029 } 986 }
1030 987
1114 continue; 1071 continue;
1115 } 1072 }
1116 1073
1117 /* hoping to catch throwing daggers here */ 1074 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON) 1075 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1120 { 1077 {
1121 CHK_PICK_PICKUP; 1078 CHK_PICK_PICKUP;
1122 continue; 1079 continue;
1123 } 1080 }
1124 1081
1179 * return 0. 1136 * return 0.
1180 */ 1137 */
1181static int 1138static int
1182action_makes_visible (object *op) 1139action_makes_visible (object *op)
1183{ 1140{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1141 if (op->invisible && op->flag [FLAG_ALIVE])
1185 { 1142 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1143 if (op->flag [FLAG_MAKE_INVIS])
1187 { 1144 {
1188 // artefact invisibility is permanent, but we still make noise 1145 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance. 1146 // this is important for game-balance.
1190 if (op->contr) 1147 if (op->contr)
1191 op->make_noise (); 1148 op->make_noise ();
1218 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1175 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp); 1177 return splay (tmp);
1221 1178
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type)) 1181 if (object *arrow = find_arrow (tmp, type))
1225 { 1182 {
1226 splay (tmp); 1183 splay (tmp);
1227 return arrow; 1184 return arrow;
1228 } 1185 }
1245 if (!type) 1202 if (!type)
1246 return NULL; 1203 return NULL;
1247 1204
1248 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1249 { 1206 {
1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1251 { 1208 {
1252 i = 0; 1209 i = 0;
1253 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1254 1211
1255 if (i > betterby) 1212 if (i > betterby)
1356 break; 1313 break;
1357 } 1314 }
1358 1315
1359 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1362 break; 1319 break;
1363 } 1320 }
1364 1321
1365 if (!tmp) 1322 if (!tmp)
1366 return find_arrow (op, type); 1323 return find_arrow (op, type);
1427 { 1384 {
1428 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1431 else 1388 else
1432 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1433 1390
1434 return 0; 1391 return 0;
1435 } 1392 }
1436 } 1393 }
1437 1394
1486#endif 1443#endif
1487 1444
1488 SET_ANIMATION (arrow, arrow->direction); 1445 SET_ANIMATION (arrow, arrow->direction);
1489 1446
1490 /* update the speed */ 1447 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493 1448
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0; 1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1496 1454
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498 1456
1499 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1500 { 1458 {
1633 1591
1634 if (item->type == WAND) 1592 if (item->type == WAND)
1635 { 1593 {
1636 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
1637 { 1595 {
1638 object *tmp;
1639
1640 if (item->arch) 1596 if (item->arch)
1641 { 1597 {
1642 CLEAR_FLAG (item, FLAG_ANIMATE); 1598 item->clr_flag (FLAG_ANIMATE);
1643 item->face = item->arch->face; 1599 item->face = item->arch->face;
1644 item->set_speed (0); 1600 item->set_speed (0);
1645 } 1601 }
1646 1602
1647 if (object *pl = item->visible_to ()) 1603 if (object *pl = item->visible_to ())
1775 * 1731 *
1776 * Change the color so that the message doesn't disappear with 1732 * Change the color so that the message doesn't disappear with
1777 * all the others. 1733 * all the others.
1778 */ 1734 */
1779 if (pl->contr->usekeys == key_inventory 1735 if (pl->contr->usekeys == key_inventory
1780 || !QUERY_FLAG (container, FLAG_APPLIED) 1736 || !container->flag [FLAG_APPLIED]
1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1737 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1782 { 1738 {
1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1739 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1740 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1785 return NULL; 1741 return NULL;
1907 || mon->flag [FLAG_CAN_ROLL]) 1863 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op) 1864 && mon != op)
1909 break; 1865 break;
1910 } 1866 }
1911 1867
1912 if (!mon) /* This happens anytime the player tries to move */ 1868 /* no monster == player tries to move into a wall or so */
1913 return false; /* into a wall */ 1869 if (!mon)
1870 {
1871 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1872 if (op->move_type & ob->move_block)
1873 {
1874 if (ob->move_block == MOVE_ALL)
1875 move_into_wall (op, ob);
1876 else
1877 {
1878 if (op->contr->ns->bumpmsg)
1879 {
1880 op->play_sound (sound_find ("blocked_move"));
1881
1882 op->statusmsg (ob->invisible
1883 ? "Something blocks you."
1884 : format ("Something blocks you from entering the %s.", query_name (ob))
1885 );
1886 }
1887 }
1888
1889 break;
1890 }
1891
1892 return false;
1893 }
1914 1894
1915 mon = mon->head_ (); 1895 mon = mon->head_ ();
1916 1896
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1897 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f) 1898 if (op->contr->weapon_sp_left > 0.f)
1936 */ 1916 */
1937 if (op->type == PLAYER 1917 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr 1918 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party)) 1919 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op) 1920 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1921 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 { 1922 {
1943 /* If we're braced, we don't want to switch places with it */ 1923 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced) 1924 if (op->contr->braced)
1945 return false; 1925 return false;
1946 1926
1966 * creatures. Note that if you are braced, you can't push 1946 * creatures. Note that if you are braced, you can't push
1967 * someone, but put it inside this loop so that you won't 1947 * someone, but put it inside this loop so that you won't
1968 * attack them either. 1948 * attack them either.
1969 */ 1949 */
1970 if ((mon->type == PLAYER || mon->enemy != op) 1950 if ((mon->type == PLAYER || mon->enemy != op)
1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1951 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1972 && ((op->contr->peaceful 1952 && ((op->contr->peaceful
1973 || (mon->type == PLAYER && mon->contr->peaceful)) 1953 || (mon->type == PLAYER && mon->contr->peaceful))
1974 && !on_battleground)) 1954 && !on_battleground))
1975 { 1955 {
1976 if (op->speed_left > 0.f) 1956 if (op->speed_left > 0.f)
1992 } 1972 }
1993 } 1973 }
1994 /* If the object is a boulder or other rollable object, then 1974 /* If the object is a boulder or other rollable object, then
1995 * roll it if not braced. You can't roll it if you are braced. 1975 * roll it if not braced. You can't roll it if you are braced.
1996 */ 1976 */
1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1977 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 { 1978 {
1999 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
2000 { 1980 {
2001 --op->speed_left; 1981 --op->speed_left;
2002 1982
2011 * Way it works is like this: First, it must have some hit points 1991 * Way it works is like this: First, it must have some hit points
2012 * and be living. Then, it must be one of the following: 1992 * and be living. Then, it must be one of the following:
2013 * 1) Not a player, 2) A player, but of a different party. Note 1993 * 1) Not a player, 2) A player, but of a different party. Note
2014 * that party_number -1 is no party, so attacks can still happen. 1994 * that party_number -1 is no party, so attacks can still happen.
2015 */ 1995 */
2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1996 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1997 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2018 { 1998 {
2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1999 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2020 { 2000 {
2021 --op->contr->weapon_sp_left; 2001 --op->contr->weapon_sp_left;
2033} 2013}
2034 2014
2035bool 2015bool
2036move_player (object *op, int dir) 2016move_player (object *op, int dir)
2037{ 2017{
2038 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2018 if (!op->map || op->map->state != MAP_ACTIVE)
2039 return 0; 2019 return 0;
2040 2020
2041 /* Sanity check: make sure dir is valid */ 2021 /* Sanity check: make sure dir is valid */
2042 if (dir < 0 || dir >= 9) 2022 if (dir < 0 || dir > 8)
2043 { 2023 {
2044 LOG (llevError, "move_player: invalid direction %d\n", dir); 2024 LOG (llevError, "move_player: invalid direction %d\n", dir);
2045 return 0; 2025 return 0;
2046 } 2026 }
2047 2027
2048 /* peterm: added following line */ 2028 /* peterm: added following line */
2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2029 if (op->flag [FLAG_CONFUSED] && dir)
2050 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2030 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2051 2031
2052 op->facing = dir; 2032 op->facing = dir;
2053 2033
2054 if (op->flag [FLAG_HIDDEN]) 2034 if (op->flag [FLAG_HIDDEN])
2094 * players. 2074 * players.
2095 */ 2075 */
2096bool 2076bool
2097handle_newcs_player (object *op) 2077handle_newcs_player (object *op)
2098{ 2078{
2099 if (QUERY_FLAG (op, FLAG_SCARED)) 2079 if (op->flag [FLAG_SCARED])
2100 { 2080 {
2101 if (op->speed_left > 0.f) 2081 if (op->speed_left > 0.f)
2102 { 2082 {
2103 --op->speed_left; 2083 --op->speed_left;
2104 flee_player (op); 2084 flee_player (op);
2123} 2103}
2124 2104
2125static int 2105static int
2126save_life (object *op) 2106save_life (object *op)
2127{ 2107{
2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2108 if (!op->flag [FLAG_LIFESAVE])
2129 return 0; 2109 return 0;
2130 2110
2131 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2111 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2112 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2133 { 2113 {
2134 op->play_sound (sound_find ("ob_evaporate")); 2114 op->play_sound (sound_find ("ob_evaporate"));
2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2115 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2136 2116
2137 tmp->destroy (); 2117 tmp->destroy ();
2138 CLEAR_FLAG (op, FLAG_LIFESAVE); 2118 op->clr_flag (FLAG_LIFESAVE);
2139 2119
2140 if (op->stats.hp < 0) 2120 if (op->stats.hp < 0)
2141 op->stats.hp = op->stats.maxhp; 2121 op->stats.hp = op->stats.maxhp;
2142 2122
2143 if (op->stats.food < 0) 2123 if (op->stats.food < 0)
2146 op->update_stats (); 2126 op->update_stats ();
2147 return 1; 2127 return 1;
2148 } 2128 }
2149 2129
2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2130 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2151 CLEAR_FLAG (op, FLAG_LIFESAVE); 2131 op->clr_flag (FLAG_LIFESAVE);
2152 enter_player_savebed (op); /* bring him home. */ 2132 enter_player_savebed (op); /* bring him home. */
2153 return 0; 2133 return 0;
2154} 2134}
2155 2135
2156/* This goes throws the inventory and removes unpaid objects, and puts them 2136/* This goes throws the inventory and removes unpaid objects, and puts them
2163{ 2143{
2164 while (op) 2144 while (op)
2165 { 2145 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2146 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167 2147
2168 if (QUERY_FLAG (op, FLAG_UNPAID)) 2148 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env); 2149 op->insert_at (env);
2170 else if (op->inv) 2150 else if (op->inv)
2171 drop_unpaid_items (op->inv, env); 2151 drop_unpaid_items (op->inv, env);
2172 2152
2173 op = next; 2153 op = next;
2184void 2164void
2185do_some_living (object *op) 2165do_some_living (object *op)
2186{ 2166{
2187 int last_food = op->stats.food; 2167 int last_food = op->stats.food;
2188 int gen_hp, gen_sp, gen_grace; 2168 int gen_hp, gen_sp, gen_grace;
2189 int over_hp, over_sp, over_grace;
2190 int i;
2191 int rate_hp = 1200; 2169 int rate_hp = 1200;
2192 int rate_sp = 2500; 2170 int rate_sp = 2500;
2193 int rate_grace = 2000; 2171 int rate_grace = 2000;
2194 const int max_hp = 1; 2172 const int max_hp = 1;
2195 const int max_sp = 1; 2173 const int max_sp = 1;
2200 op->invisible = 1000; 2178 op->invisible = 1000;
2201 /* the socket code flashes the player visible/invisible 2179 /* the socket code flashes the player visible/invisible
2202 * depending on the value of invisible, so we need to 2180 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly. 2181 * alternate it here for it to work correctly.
2204 */ 2182 */
2205 if (pticks & 2) 2183 if (server_tick & 2)
2206 op->invisible--; 2184 op->invisible--;
2207 } 2185 }
2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2209 { 2187 {
2210 if (!op->invisible--) 2188 if (!op->invisible--)
2211 { 2189 {
2212 make_visible (op); 2190 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2247 if (--op->last_grace < 0) 2225 if (--op->last_grace < 0)
2248 { 2226 {
2249 if (op->stats.grace < op->stats.maxgrace / 2) 2227 if (op->stats.grace < op->stats.maxgrace / 2)
2250 op->stats.grace++; /* no penalty in food for regaining grace */ 2228 op->stats.grace++; /* no penalty in food for regaining grace */
2251 2229
2230 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2231
2252 if (max_grace > 1) 2232 if (max_grace > 1)
2253 { 2233 {
2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2234 int over_grace = temp / rate_grace;
2235
2255 if (over_grace > 0) 2236 if (over_grace > 0)
2256 { 2237 {
2257 op->stats.sp += over_grace 2238 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2258 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2259 op->last_grace = 0; 2239 op->last_grace = 0;
2260 } 2240 }
2261 else 2241 else
2262 { 2242 op->last_grace = rate_grace / temp;
2263 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2264 }
2265 } 2243 }
2266 else 2244 else
2267 { 2245 op->last_grace = rate_grace / temp;
2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2246
2269 }
2270 /* wearing stuff doesn't detract from grace generation. */ 2247 /* wearing stuff doesn't detract from grace generation. */
2271 } 2248 }
2272 2249
2273 if (op->stats.food > 0) 2250 if (op->stats.food > 0)
2274 { 2251 {
2280 if (op->stats.sp < op->stats.maxsp) 2257 if (op->stats.sp < op->stats.maxsp)
2281 { 2258 {
2282 op->stats.sp++; 2259 op->stats.sp++;
2283 2260
2284 /* dms do not consume food */ 2261 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (!op->flag [FLAG_WIZ])
2286 { 2263 {
2287 op->stats.food--; 2264 op->stats.food--;
2288 2265
2289 if (op->contr->digestion < 0) 2266 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion; 2267 op->stats.food += op->contr->digestion;
2293 } 2270 }
2294 } 2271 }
2295 2272
2296 if (max_sp > 1) 2273 if (max_sp > 1)
2297 { 2274 {
2298 over_sp = (gen_sp + 10) / rate_sp; 2275 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0) 2276 if (over_sp > 0)
2300 { 2277 {
2301 if (op->stats.sp < op->stats.maxsp) 2278 if (op->stats.sp < op->stats.maxsp)
2302 { 2279 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2280 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2324 if (op->stats.hp < op->stats.maxhp) 2301 if (op->stats.hp < op->stats.maxhp)
2325 { 2302 {
2326 op->stats.hp++; 2303 op->stats.hp++;
2327 2304
2328 /* dms do not consume food */ 2305 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ)) 2306 if (!op->flag [FLAG_WIZ])
2330 { 2307 {
2331 op->stats.food--; 2308 op->stats.food--;
2332 2309
2333 if (op->contr->digestion < 0) 2310 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion; 2311 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2312 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food; 2313 op->stats.food = last_food;
2337 } 2314 }
2338 } 2315 }
2339 2316
2317 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2318
2340 if (max_hp > 1) 2319 if (max_hp > 1)
2341 { 2320 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2321 int over_hp = temp / rate_hp;
2343 2322
2344 if (over_hp > 0) 2323 if (over_hp > 0)
2345 { 2324 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2325 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0; 2326 op->last_heal = 0;
2348 } 2327 }
2349 else 2328 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2329 op->last_heal = rate_hp / temp;
2351 } 2330 }
2352 else 2331 else
2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2332 op->last_heal = rate_hp / temp;
2354 } 2333 }
2355 } 2334 }
2356 2335
2357 /* Digestion */ 2336 /* Digestion */
2358 if (--op->last_eat < 0) 2337 if (--op->last_eat < 0)
2361 penalty = max (0, -op->contr->digestion); 2340 penalty = max (0, -op->contr->digestion);
2362 2341
2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2342 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2364 2343
2365 /* dms do not consume food */ 2344 /* dms do not consume food */
2366 if (!QUERY_FLAG (op, FLAG_WIZ)) 2345 if (!op->flag [FLAG_WIZ])
2367 op->stats.food--; 2346 op->stats.food--;
2368 } 2347 }
2369 2348
2370 if (op->stats.food < 0 && op->stats.hp >= 0) 2349 if (op->stats.food < 0 && op->stats.hp >= 0)
2371 { 2350 {
2372 object *flesh = 0; 2351 object *flesh = 0;
2373 2352
2374 for_inv_removable (op, tmp) 2353 for_inv_removable (op, tmp)
2375 { 2354 {
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2355 if (tmp->flag [FLAG_UNPAID])
2377 continue; 2356 continue;
2378 2357
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2358 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2380 { 2359 {
2381 op->statusmsg ("You blindly grab for a bite of food. " 2360 op->statusmsg ("You blindly grab for a bite of food. "
2416 op->contr->killer->destroy (); 2395 op->contr->killer->destroy ();
2417 } 2396 }
2418 } 2397 }
2419 2398
2420 /* killer should be set here already */ 2399 /* killer should be set here already */
2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2400 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2422 kill_player (op); 2401 kill_player (op);
2423 } 2402 }
2424} 2403}
2425 2404
2426/* If the player should die (lack of hp, food, etc), we call this. 2405/* If the player should die (lack of hp, food, etc), we call this.
2621 * difference. 2600 * difference.
2622 */ 2601 */
2623 if (this_stat >= -50) 2602 if (this_stat >= -50)
2624 { 2603 {
2625 change_attr_value (&(dep->stats), i, -1); 2604 change_attr_value (&(dep->stats), i, -1);
2626 SET_FLAG (dep, FLAG_APPLIED); 2605 dep->set_flag (FLAG_APPLIED);
2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2606 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2628 op->update_stats (); 2607 op->update_stats ();
2629 lost_a_stat = 1; 2608 lost_a_stat = 1;
2630 } 2609 }
2631 } 2610 }
2698 if (will_kill_again) 2677 if (will_kill_again)
2699 { 2678 {
2700 object *force; 2679 object *force;
2701 int at; 2680 int at;
2702 2681
2703 force = get_archetype (FORCE_NAME); 2682 force = archetype::get (FORCE_NAME);
2704 /* 50 ticks should be enough time for the spell to abate */ 2683 /* 50 ticks should be enough time for the spell to abate */
2705 force->speed = 0.1f;
2706 force->speed_left = -5.f; 2684 force->speed_left = -5.f;
2707 SET_FLAG (force, FLAG_APPLIED); 2685 force->set_speed (0.1f);
2686 force->set_flag (FLAG_APPLIED);
2687
2708 for (at = 0; at < NROFATTACKS; at++) 2688 for (at = 0; at < NROFATTACKS; at++)
2709 if (will_kill_again & (1 << at)) 2689 if (will_kill_again & (1 << at))
2710 force->resist[at] = 100; 2690 force->resist[at] = 100;
2711 2691
2712 insert_ob_in_ob (force, op); 2692 insert_ob_in_ob (force, op);
2717} 2697}
2718 2698
2719static void 2699static void
2720loot_object (object *op) 2700loot_object (object *op)
2721{ /* Grab and destroy some treasure */ 2701{ /* Grab and destroy some treasure */
2722 object *tmp, *tmp2, *next; 2702 object *tmp, *next;
2723 2703
2724 op->close_container (); /* close open sack first */ 2704 op->close_container (); /* close open sack first */
2725 2705
2726 for (tmp = op->inv; tmp; tmp = next) 2706 for (tmp = op->inv; tmp; tmp = next)
2727 { 2707 {
2734 tmp->x = op->x, tmp->y = op->y; 2714 tmp->x = op->x, tmp->y = op->y;
2735 2715
2736 if (tmp->type == CONTAINER) 2716 if (tmp->type == CONTAINER)
2737 loot_object (tmp); /* empty container to ground */ 2717 loot_object (tmp); /* empty container to ground */
2738 2718
2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2719 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2740 { 2720 {
2741 if (tmp->nrof > 1) 2721 if (tmp->nrof > 1)
2742 { 2722 {
2743 tmp->decrease (rndm (1, tmp->nrof - 1)); 2723 tmp->decrease (rndm (1, tmp->nrof - 1));
2744 insert_ob_in_map (tmp, op->map, NULL, 0); 2724 insert_ob_in_map (tmp, op->map, NULL, 0);
2834} 2814}
2835 2815
2836int 2816int
2837is_true_undead (object *op) 2817is_true_undead (object *op)
2838{ 2818{
2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2819 if (op->arch->flag [FLAG_UNDEAD])
2840 return 1; 2820 return 1;
2841 2821
2842 return 0; 2822 return 0;
2843} 2823}
2844 2824
2942 2922
2943 if (who->type == PLAYER) 2923 if (who->type == PLAYER)
2944 player = 1; 2924 player = 1;
2945 2925
2946 else 2926 else
2947 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2927 friendly = who->flag [FLAG_FRIENDLY];
2948 2928
2949 /* search adjacent squares */ 2929 /* search adjacent squares */
2950 for (i = 1; i < 9; i++) 2930 for (i = 1; i < 9; i++)
2951 { 2931 {
2952 x = who->x + freearr_x[i]; 2932 x = who->x + freearr_x[i];
2961 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2941 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2962 continue; 2942 continue;
2963 2943
2964 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2965 { 2945 {
2966 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2946 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2967 return 1; 2947 return 1;
2968 else if (tmp->type == PLAYER) 2948 else if (tmp->type == PLAYER)
2969 { 2949 {
2970 /*don't let a hidden DM prevent you from hiding */ 2950 /*don't let a hidden DM prevent you from hiding */
2971 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2951 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2972 return 1; 2952 return 1;
2973 } 2953 }
2974 } 2954 }
2975 } 2955 }
2976 return 0; 2956 return 0;
3045 * and the exit-coordinates sp/hp must both be > 0. 3025 * and the exit-coordinates sp/hp must both be > 0.
3046 * => The intention here is to prevent abuse of the battleground- 3026 * => The intention here is to prevent abuse of the battleground-
3047 * feature (like pickable or hidden battleground tiles). */ 3027 * feature (like pickable or hidden battleground tiles). */
3048 for (object *tmp = op->below; tmp; tmp = tmp->below) 3028 for (object *tmp = op->below; tmp; tmp = tmp->below)
3049 { 3029 {
3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3030 if (tmp->flag [FLAG_IS_FLOOR])
3051 { 3031 {
3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3032 if (tmp->flag [FLAG_NO_PICK]
3053 && tmp->type == BATTLEGROUND 3033 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground 3034 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp)) 3035 && EXIT_X (tmp) && EXIT_Y (tmp))
3056 { 3036 {
3057 /* before we assign the exit, check if this is a teambattle */ 3037 /* before we assign the exit, check if this is a teambattle */
3209 else 3189 else
3210 j = 1; 3190 j = 1;
3211 strcat (buf, spellpathnames[i]); 3191 strcat (buf, spellpathnames[i]);
3212 } 3192 }
3213 } 3193 }
3194
3214 strcat (buf, "."); 3195 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3196 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 } 3197 }
3217 3198
3218 /* evtl. adding flags: */ 3199 /* evtl. adding flags: */
3219 if (QUERY_FLAG (item, FLAG_XRAYS)) 3200 if (item->flag [FLAG_XRAYS])
3220 SET_FLAG (skin, FLAG_XRAYS); 3201 skin->set_flag (FLAG_XRAYS);
3221 if (QUERY_FLAG (item, FLAG_STEALTH)) 3202 if (item->flag [FLAG_STEALTH])
3222 SET_FLAG (skin, FLAG_STEALTH); 3203 skin->set_flag (FLAG_STEALTH);
3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3204 if (item->flag [FLAG_SEE_IN_DARK])
3224 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3205 skin->set_flag (FLAG_SEE_IN_DARK);
3225 3206
3226 /* print message if there is one */ 3207 /* print message if there is one */
3227 if (item->msg != NULL) 3208 if (item->msg != NULL)
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3209 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3210 }
3271{ 3252{
3272 play_sound (sound_find ("generic_failure")); 3253 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color); 3254 statusmsg (msg, color);
3274} 3255}
3275 3256
3257void
3258object::failmsgf (const char *format, ...)
3259{
3260 if (!contr)
3261 return;
3262
3263 va_list ap;
3264 va_start (ap, format);
3265 contr->failmsg (vformat (format, ap));
3266 va_end (ap);
3267}
3268
3269void
3270player::failmsgf (const char *format, ...)
3271{
3272 va_list ap;
3273 va_start (ap, format);
3274 failmsg (vformat (format, ap));
3275 va_end (ap);
3276}
3277

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