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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 1.300 by root, Sat Sep 16 22:17:42 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 (©) 2005,2006,2007,2008,2009,2010 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 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
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
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
266 234
267 attachable::do_destroy (); 235 attachable::do_destroy ();
268 236
269 if (ob) 237 if (ob)
270 { 238 {
271 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;
272 ob->destroy (); 242 ob->destroy ();
273 } 243 }
274 244
275 ob = observe = viewpoint = 0; 245 ob = observe = viewpoint = 0;
276} 246}
362#endif 332#endif
363 return op; 333 return op;
364} 334}
365 335
366/* 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
367 * 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
368 * detour a monster will take from the direction path when looking 338 * detour a monster will take from the direction path when looking
369 * 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
370 * the deviation is 340 * the deviation is
371 */ 341 */
372#define DETOUR_AMOUNT 2 342#define DETOUR_AMOUNT 2
408 */ 378 */
409int 379int
410path_to_player (object *mon, object *pl, unsigned mindiff) 380path_to_player (object *mon, object *pl, unsigned mindiff)
411{ 381{
412 rv_vector rv; 382 rv_vector rv;
413 sint16 x, y;
414 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;
415 maptile *m, *lastmap;
416 384
417 get_rangevector (mon, pl, &rv, 0); 385 get_rangevector (mon, pl, &rv, 0);
418 386
419 if (rv.distance < mindiff) 387 if (rv.distance < mindiff)
420 return 0; 388 return 0;
421 389
422 x = mon->x; 390 mapxy pos (mon);
423 y = mon->y;
424 m = mon->map;
425 dir = rv.direction; 391 dir = rv.direction;
426 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 */
427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428 394
429 /* 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. */
430 if (diff > max) 396 if (diff > max)
431 return 0; 397 return 0;
432 398
433 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
434 { 400 {
435 lastx = x; 401 mapxy lastpos = pos;
436 lasty = y;
437 lastmap = m;
438 x = lastx + freearr_x[dir];
439 y = lasty + freearr_y[dir];
440 402
441 mflags = get_map_flags (m, &m, x, y, &x, &y); 403 pos.move (dir);
442 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
443 404
444 /* Space is blocked - try changing direction a little */ 405 /* Space is blocked - try changing direction a little */
445 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 406 if (!pos.normalise ()
446 && (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)))
447 { 409 {
448 /* recalculate direction from last good location. Possible 410 /* recalculate direction from last good location. Possible
449 * we were not traversing ideal location before. 411 * we were not traversing ideal location before.
450 */ 412 */
451 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 413 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
452 if (rv.direction != dir) 414 if (rv.direction != dir)
453 { 415 {
454 /* OK - says direction should be different - lets reset the 416 /* OK - says direction should be different - lets reset the
455 * the values so it will try again. 417 * the values so it will try again.
456 */ 418 */
457 x = lastx;
458 y = lasty;
459 m = lastmap; 419 pos = lastpos;
460 dir = firstdir = rv.direction; 420 dir = firstdir = rv.direction;
461 } 421 }
462 else 422 else
463 { 423 {
464 /* direct path is blocked - try taking a side step to 424 /* direct path is blocked - try taking a side step to
465 * either the left or right. 425 * either the left or right.
466 * Note increase the values in the loop below to be 426 * Note increase the values in the loop below to be
467 * more than -1/1 respectively will mean the monster takes 427 * more than -1/1 respectively will mean the monster takes
468 * bigger detour. Have to be careful about these values getting 428 * bigger detour. Have to be careful about these values getting
469 * 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
470 * stepping back and forth 430 * stepping back and forth
471 */ 431 */
472 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 432 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
473 { 433 {
474 if (i == 0) 434 if (i == 0)
475 continue; /* already did this, so skip it */ 435 continue; /* already did this, so skip it */
436
476 /* Use lastdir here - otherwise, 437 /* Use lastdir here - otherwise,
477 * since the direction that the creature should move in 438 * since the direction that the creature should move in
478 * may change, you could get infinite loops. 439 * may change, you could get infinite loops.
479 * ie, player is northwest, but monster can only 440 * ie, player is northwest, but monster can only
480 * move west, so it does that. It goes some distance, 441 * move west, so it does that. It goes some distance,
482 * 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
483 * gets back to its original point. lastdir contains 444 * gets back to its original point. lastdir contains
484 * the last direction the creature has successfully 445 * the last direction the creature has successfully
485 * moved. 446 * moved.
486 */ 447 */
487
488 x = lastx + freearr_x[absdir (lastdir + i)];
489 y = lasty + freearr_y[absdir (lastdir + i)];
490 m = lastmap; 448 pos = lastpos;
491 mflags = get_map_flags (m, &m, x, y, &x, &y); 449 pos.move (absdir (lastdir + i));
492 if (mflags & P_OUT_OF_MAP) 450
451 if (!pos.normalise ())
493 continue; 452 continue;
494 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 453
495 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 454 mapspace &ms = *pos;
455
456 if (ms.flags () & P_BLOCKSVIEW)
496 continue; 457 continue;
497 if (mflags & P_BLOCKSVIEW) 458
459 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
498 continue; 460 continue;
499 461
500 if (m == mon->map && blocked_link (mon, m, x, y)) 462 if (blocked_link (mon, pos.m, pos.x, pos.y))
501 break; 463 break;
502 } 464 }
465
503 /* go through entire loop without finding a valid 466 /* go through entire loop without finding a valid
504 * sidestep to take - thus, no valid path. 467 * sidestep to take - thus, no valid path.
505 */ 468 */
506 if (i == (DETOUR_AMOUNT + 1)) 469 if (i == DETOUR_AMOUNT + 1)
507 return 0; 470 return 0;
471
508 diff--; 472 diff--;
509 lastdir = dir; 473 lastdir = dir;
510 max--; 474 max--;
511 if (!firstdir) 475 if (!firstdir)
512 firstdir = dir + i; 476 firstdir = dir + i;
516 { 480 {
517 /* we moved towards creature, so diff is less */ 481 /* we moved towards creature, so diff is less */
518 diff--; 482 diff--;
519 max--; 483 max--;
520 lastdir = dir; 484 lastdir = dir;
485
521 if (!firstdir) 486 if (!firstdir)
522 firstdir = dir; 487 firstdir = dir;
523 } 488 }
524 489
525 if (diff <= 1) 490 if (diff <= 1)
526 { 491 {
527 /* Recalculate diff (distance) because we may not have actually 492 /* Recalculate diff (distance) because we may not have actually
528 * headed toward player for entire distance. 493 * headed toward player for entire distance.
529 */ 494 */
530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 495 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 496 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
532 } 497 }
533 498
534 if (diff > max) 499 if (diff > max)
535 return 0; 500 return 0;
551 for (object *next, *op = pl->inv; op; op = next) 516 for (object *next, *op = pl->inv; op; op = next)
552 { 517 {
553 next = op->below; 518 next = op->below;
554 519
555 /* Forces get applied per default, unless they have the 520 /* Forces get applied per default, unless they have the
556 * 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
557 */ 522 */
558 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
559 SET_FLAG (op, FLAG_APPLIED); 524 op->set_flag (FLAG_APPLIED);
560 525
561 /* we never give weapons/armour if these cannot be used 526 /* we never give weapons/armour if these cannot be used
562 * by this player due to race restrictions 527 * by this player due to race restrictions
563 */ 528 */
564 if (pl->type == PLAYER) 529 if (pl->type == PLAYER)
565 { 530 {
566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 531 if ((!pl->flag [FLAG_USE_ARMOUR]
567 && 532 &&
568 (op->type == ARMOUR || op->type == BOOTS 533 (op->type == ARMOUR || op->type == BOOTS
569 || op->type == CLOAK || op->type == HELMET 534 || op->type == CLOAK || op->type == HELMET
570 || op->type == SHIELD || op->type == GLOVES 535 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE)) 536 || op->type == BRACERS || op->type == GIRDLE))
572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 537 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
573 { 538 {
574 op->destroy (); 539 op->destroy ();
575 continue; 540 continue;
576 } 541 }
577 } 542 }
578 543
579 /* Here we remove duplicated skills (as duplicated spell objects have 544 /* Here we remove duplicated skills (as duplicated spell objects have
580 * _very_ confusing effects for players), which could for instance be 545 * _very_ confusing effects for players), which could for instance be
581 * generated by bad treasurelists. - elmex 546 * generated by multiple treasurelists specifying the same skills.
582 */ 547 */
583 if (op->type == SKILL) 548 if (op->type == SKILL)
584 { 549 {
585 for (object *tmp = op->below; tmp; tmp = tmp->below) 550 for (object *tmp = op->below; tmp; tmp = tmp->below)
586 if (tmp->type == op->type && tmp->name == op->name) 551 if (tmp->type == op->type && tmp->name == op->name)
587 { 552 {
588 op->destroy (); 553 op->destroy ();
589 LOG (llevError,
590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
591 break; 554 break;
592 } 555 }
593 556
594 if (op->nrof > 1) 557 if (op->nrof > 1)
595 op->nrof = 1; 558 op->nrof = 1;
596 } 559 }
597 560
598 if (op->type == SPELLBOOK && op->inv) 561 if (op->type == SPELLBOOK && op->inv)
599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 562 op->inv->clr_flag (FLAG_STARTEQUIP);
600 563
601 /* Give starting characters identified, uncursed, and undamned 564 /* Give starting characters identified, uncursed, and undamned
602 * 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
603 * merged properly. 566 * merged properly.
604 */ 567 */
605 if (need_identify (op)) 568 if (op->need_identify ())
606 { 569 {
607 SET_FLAG (op, FLAG_IDENTIFIED); 570 op->set_flag (FLAG_IDENTIFIED);
608 CLEAR_FLAG (op, FLAG_CURSED); 571 op->clr_flag (FLAG_CURSED);
609 CLEAR_FLAG (op, FLAG_DAMNED); 572 op->clr_flag (FLAG_DAMNED);
610 } 573 }
611 574
612 if (op->type == SPELL) 575 if (op->type == SPELL)
613 { 576 {
614 op->destroy (); 577 op->destroy ();
615 continue; 578 continue;
616 } 579 }
617 else if (op->type == SKILL) 580 else if (op->type == SKILL)
618 { 581 {
619 SET_FLAG (op, FLAG_CAN_USE_SKILL); 582 op->set_flag (FLAG_CAN_USE_SKILL);
620 op->stats.exp = 0; 583 op->stats.exp = 0;
621 op->level = 1; 584 op->level = 1;
622 } 585 }
623 else /* lock all 'normal items by default */ 586 else /* lock all 'normal items by default */
624 SET_FLAG (op, FLAG_INV_LOCKED); 587 op->set_flag (FLAG_INV_LOCKED);
625 } /* for loop of objects in player inv */ 588 } /* for loop of objects in player inv */
626 589
627 /* Need to set up the skill pointers */ 590 /* Need to set up the skill pointers */
628 pl->contr->link_skills (); 591 pl->contr->link_skills ();
629} 592}
648roll_stat () 611roll_stat ()
649{ 612{
650 int a[4], i, j, k; 613 int a[4], i, j, k;
651 614
652 for (i = 0; i < 4; i++) 615 for (i = 0; i < 4; i++)
653 a[i] = (int) rndm (6) + 1; 616 a[i] = rndm (1, 6);
654 617
655 for (i = 0, j = 0, k = 7; i < 4; i++) 618 for (i = 0, j = 0, k = 7; i < 4; i++)
656 if (a[i] < k) 619 if (a[i] < k)
657 k = a[i], j = i; 620 k = a[i], j = i;
658 621
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl) 719 if (tl)
757 create_treasure (tl, ob, 0, 0, 0); 720 create_treasure (tl, ob, 0, 0, 0);
758 721
759 INVOKE_PLAYER (BIRTH, ob->contr); 722 INVOKE_PLAYER (BIRTH, ob->contr);
760 INVOKE_PLAYER (LOGIN, ob->contr);
761 723
762 ob->contr->ns->state = ST_PLAYING; 724 ob->contr->ns->state = ST_PLAYING;
763 725
764 if (ob->msg) 726 if (ob->msg)
765 ob->msg = 0; 727 ob->msg = 0;
766 728
767 start_info (ob); 729 start_info (ob);
768 CLEAR_FLAG (ob, FLAG_WIZ); 730 ob->clr_flag (FLAG_WIZ);
769 give_initial_items (ob, ob->randomitems); 731 give_initial_items (ob, ob->randomitems);
770 esrv_send_inventory (ob, ob); 732 esrv_send_inventory (ob, ob);
771 ob->update_stats (); 733 ob->update_stats ();
772 734
773 /* This moves the player to a different start map, if there 735 /* This moves the player to a different start map, if there
775 */ 737 */
776 if (*first_map_ext_path) 738 if (*first_map_ext_path)
777 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);
778 else 740 else
779 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;
780} 761}
781 762
782void 763void
783player::chargen_race_next () 764player::chargen_race_next ()
784{ 765{
822 rv_vector rv; 803 rv_vector rv;
823 804
824 if (op->stats.hp < 0) 805 if (op->stats.hp < 0)
825 { 806 {
826 LOG (llevDebug, "Fleeing player is dead.\n"); 807 LOG (llevDebug, "Fleeing player is dead.\n");
827 CLEAR_FLAG (op, FLAG_SCARED); 808 op->clr_flag (FLAG_SCARED);
828 return; 809 return;
829 } 810 }
830 811
831 if (!op->enemy) 812 if (!op->enemy)
832 { 813 {
833 LOG (llevDebug, "Fleeing player had no enemy.\n"); 814 LOG (llevDebug, "Fleeing player had no enemy.\n");
834 CLEAR_FLAG (op, FLAG_SCARED); 815 op->clr_flag (FLAG_SCARED);
835 return; 816 return;
836 } 817 }
837 818
838 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))
839 { 820 {
840 op->enemy = NULL; 821 op->enemy = NULL;
841 CLEAR_FLAG (op, FLAG_SCARED); 822 op->clr_flag (FLAG_SCARED);
842 return; 823 return;
843 } 824 }
844 825
845 get_rangevector (op, op->enemy, &rv, 0); 826 get_rangevector (op, op->enemy, &rv, 0);
846 827
852 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))))
853 return; 834 return;
854 } 835 }
855 836
856 /* Cornered, get rid of scared */ 837 /* Cornered, get rid of scared */
857 CLEAR_FLAG (op, FLAG_SCARED); 838 op->clr_flag (FLAG_SCARED);
858 op->enemy = NULL; 839 op->enemy = NULL;
859} 840}
860 841
861/* 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.
862 * 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
954 * fighting */ 935 * fighting */
955 if (op->contr->mode & PU_INHIBIT) 936 if (op->contr->mode & PU_INHIBIT)
956 return 1; 937 return 1;
957 938
958 /* prevent us from turning into auto-thieves :) */ 939 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 940 if (tmp->flag [FLAG_UNPAID])
960 continue; 941 continue;
961 942
962 /* ignore known cursed objects */ 943 /* ignore known cursed objects */
963 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)
964 continue; 945 continue;
965 946
966 /* all food and drink if desired */ 947 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */ 948 /* question: don't pick up known-poisonous stuff? */
968 if (op->contr->mode & PU_FOOD) 949 if (op->contr->mode & PU_FOOD)
971 CHK_PICK_PICKUP; 952 CHK_PICK_PICKUP;
972 continue; 953 continue;
973 } 954 }
974 955
975 if (op->contr->mode & PU_DRINK) 956 if (op->contr->mode & PU_DRINK)
976 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]))
977 { 958 {
978 CHK_PICK_PICKUP; 959 CHK_PICK_PICKUP;
979 continue; 960 continue;
980 } 961 }
981 962
1019 continue; 1000 continue;
1020 } 1001 }
1021 1002
1022 /* pick up all magical items */ 1003 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL) 1004 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1005 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1006 && !tmp->flag [FLAG_KNOWN_CURSED])
1026 { 1007 {
1027 CHK_PICK_PICKUP; 1008 CHK_PICK_PICKUP;
1028 continue; 1009 continue;
1029 } 1010 }
1030 1011
1114 continue; 1095 continue;
1115 } 1096 }
1116 1097
1117 /* hoping to catch throwing daggers here */ 1098 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON) 1099 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1100 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1120 { 1101 {
1121 CHK_PICK_PICKUP; 1102 CHK_PICK_PICKUP;
1122 continue; 1103 continue;
1123 } 1104 }
1124 1105
1173} 1154}
1174 1155
1175/* routine for both players and monsters. We call this when 1156/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding 1157 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes 1158 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we 1159 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0. 1160 * return 0.
1180 */ 1161 */
1181static int 1162static int
1182action_makes_visible (object *op) 1163action_makes_visible (object *op)
1183{ 1164{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1165 if (op->invisible && op->flag [FLAG_ALIVE])
1185 { 1166 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1167 if (op->flag [FLAG_MAKE_INVIS])
1187 { 1168 {
1188 // artefact invisibility is permanent, but we still make noise 1169 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance. 1170 // this is important for game-balance.
1190 if (op->contr) 1171 if (op->contr)
1191 op->make_noise (); 1172 op->make_noise ();
1207 return 0; 1188 return 0;
1208} 1189}
1209 1190
1210/* 1191/*
1211 * Find an arrow in the inventory and after that 1192 * Find an arrow in the inventory and after that
1212 * in the right type container (quiver). Pointer to the 1193 * in the right type container (quiver). Pointer to the
1213 * found object is returned. 1194 * found object is returned.
1214 */ 1195 */
1215static object * 1196static object *
1216find_arrow (object *op, const char *type) 1197find_arrow (object *op, const char *type)
1217{ 1198{
1218 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1199 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1200 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp); 1201 return splay (tmp);
1221 1202
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 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))
1224 if (object *arrow = find_arrow (tmp, type)) 1205 if (object *arrow = find_arrow (tmp, type))
1225 { 1206 {
1226 splay (tmp); 1207 splay (tmp);
1227 return arrow; 1208 return arrow;
1228 } 1209 }
1245 if (!type) 1226 if (!type)
1246 return NULL; 1227 return NULL;
1247 1228
1248 for (arrow = op->inv; arrow; arrow = arrow->below) 1229 for (arrow = op->inv; arrow; arrow = arrow->below)
1249 { 1230 {
1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1231 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1251 { 1232 {
1252 i = 0; 1233 i = 0;
1253 ntmp = find_better_arrow (arrow, target, type, &i); 1234 ntmp = find_better_arrow (arrow, target, type, &i);
1254 1235
1255 if (i > betterby) 1236 if (i > betterby)
1336 y = op->y; 1317 y = op->y;
1337 1318
1338 /* find the first target */ 1319 /* find the first target */
1339 for (i = 0, found = 0; i < 20; i++) 1320 for (i = 0, found = 0; i < 20; i++)
1340 { 1321 {
1341 x += freearr_x[dir]; 1322 x += DIRX (dir);
1342 y += freearr_y[dir]; 1323 y += DIRY (dir);
1343 mflags = get_map_flags (m, &m, x, y, &x, &y); 1324 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344 1325
1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1326 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1346 { 1327 {
1347 tmp = 0; 1328 tmp = 0;
1356 break; 1337 break;
1357 } 1338 }
1358 1339
1359 if (mflags & P_IS_ALIVE) 1340 if (mflags & P_IS_ALIVE)
1360 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)
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1342 if (tmp->flag [FLAG_ALIVE])
1362 break; 1343 break;
1363 } 1344 }
1364 1345
1365 if (!tmp) 1346 if (!tmp)
1366 return find_arrow (op, type); 1347 return find_arrow (op, type);
1370 1351
1371 return find_better_arrow (op, tmp, type, &i); 1352 return find_better_arrow (op, tmp, type, &i);
1372} 1353}
1373 1354
1374/* 1355/*
1375 * Creature fires a bow - op can be monster or player. Returns 1356 * Creature fires a bow - op can be monster or player. Returns
1376 * 1 if bow was actually fired, 0 otherwise. 1357 * 1 if bow was actually fired, 0 otherwise.
1377 * op is the object firing the bow. 1358 * op is the object firing the bow.
1378 * part is for multipart creatures - the part firing the bow. 1359 * part is for multipart creatures - the part firing the bow.
1379 * dir is the direction of fire. 1360 * dir is the direction of fire.
1380 * 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)
1427 { 1408 {
1428 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1429 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);
1430 /* 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 */
1431 else 1412 else
1432 CLEAR_FLAG (op, FLAG_READY_BOW); 1413 op->clr_flag (FLAG_READY_BOW);
1433 1414
1434 return 0; 1415 return 0;
1435 } 1416 }
1436 } 1417 }
1437 1418
1486#endif 1467#endif
1487 1468
1488 SET_ANIMATION (arrow, arrow->direction); 1469 SET_ANIMATION (arrow, arrow->direction);
1489 1470
1490 /* update the speed */ 1471 /* 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 1472
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 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 ));
1496 1478
1497 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;
1498 1480
1499 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1500 { 1482 {
1521 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);
1522 1504
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1524 arrow->move_type = MOVE_FLY_LOW; 1506 arrow->move_type = MOVE_FLY_LOW;
1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1526 1509
1527 op->play_sound (sound_find ("fire_arrow")); 1510 op->play_sound (sound_find ("fire_arrow"));
1528 m->insert (arrow, sx, sy, op); 1511 m->insert (arrow, sx, sy, op);
1529 1512
1530 if (!arrow->destroyed ()) 1513 if (!arrow->destroyed ())
1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1556 } 1539 }
1557 else if (op->contr->bowtype == bow_threewide) 1540 else if (op->contr->bowtype == bow_threewide)
1558 { 1541 {
1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1543 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1562 } 1545 }
1563 else if (op->contr->bowtype == bow_spreadshot) 1546 else if (op->contr->bowtype == bow_spreadshot)
1564 { 1547 {
1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1548 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1549 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1633 1616
1634 if (item->type == WAND) 1617 if (item->type == WAND)
1635 { 1618 {
1636 if (!(--item->stats.food)) 1619 if (!(--item->stats.food))
1637 { 1620 {
1638 object *tmp;
1639
1640 if (item->arch) 1621 if (item->arch)
1641 { 1622 {
1642 CLEAR_FLAG (item, FLAG_ANIMATE); 1623 item->clr_flag (FLAG_ANIMATE);
1643 item->face = item->arch->face; 1624 item->face = item->arch->face;
1644 item->set_speed (0); 1625 item->set_speed (0);
1645 } 1626 }
1646 1627
1647 if (object *pl = item->visible_to ()) 1628 if (object *pl = item->visible_to ())
1728 for (tmp = container->inv; tmp; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1729 { 1710 {
1730 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1731 break; 1712 break;
1732 1713
1733 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1734 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1735 */ 1716 */
1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1737 break; 1718 break;
1738 } 1719 }
1775 * 1756 *
1776 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
1777 * all the others. 1758 * all the others.
1778 */ 1759 */
1779 if (pl->contr->usekeys == key_inventory 1760 if (pl->contr->usekeys == key_inventory
1780 || !QUERY_FLAG (container, FLAG_APPLIED) 1761 || !container->flag [FLAG_APPLIED]
1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1782 { 1763 {
1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 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)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1785 return NULL; 1766 return NULL;
1792/* find_key 1773/* find_key
1793 * 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
1794 * and successfully use it, we return the key, otherwise NULL 1775 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic 1776 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different. 1777 * for both is the same - just the specific key is different.
1797 * pl is the player, 1778 * pl is the player,
1798 * inv is the objects inventory to searched 1779 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against. 1780 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers. 1781 * This function can be called recursively to search containers.
1801 */ 1782 */
1802object * 1783object *
1803find_key (object *pl, object *container, object *door) 1784find_key (object *pl, object *container, object *door)
1875 { 1856 {
1876 --op->speed_left; 1857 --op->speed_left;
1877 return true; 1858 return true;
1878 } 1859 }
1879 1860
1880 sint16 nx = freearr_x[dir] + op->x; 1861 sint16 nx = DIRX (dir) + op->x;
1881 sint16 ny = freearr_y[dir] + op->y; 1862 sint16 ny = DIRY (dir) + op->y;
1882 1863
1883 if (out_of_map (op->map, nx, ny)) 1864 if (out_of_map (op->map, nx, ny))
1884 return false; 1865 return false;
1885 1866
1886 /* If braced, or can't move to the square, and it is not out of the 1867 /* If braced, or can't move to the square, and it is not out of the
1907 || mon->flag [FLAG_CAN_ROLL]) 1888 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op) 1889 && mon != op)
1909 break; 1890 break;
1910 } 1891 }
1911 1892
1912 if (!mon) /* This happens anytime the player tries to move */ 1893 /* no monster == player tries to move into a wall or so */
1913 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 }
1914 1919
1915 mon = mon->head_ (); 1920 mon = mon->head_ ();
1916 1921
1917 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))
1918 if (op->contr->weapon_sp_left > 0.f) 1923 if (op->contr->weapon_sp_left > 0.f)
1936 */ 1941 */
1937 if (op->type == PLAYER 1942 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr 1943 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party)) 1944 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op) 1945 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1946 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 { 1947 {
1943 /* 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 */
1944 if (op->contr->braced) 1949 if (op->contr->braced)
1945 return false; 1950 return false;
1946 1951
1966 * creatures. Note that if you are braced, you can't push 1971 * creatures. Note that if you are braced, you can't push
1967 * 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
1968 * attack them either. 1973 * attack them either.
1969 */ 1974 */
1970 if ((mon->type == PLAYER || mon->enemy != op) 1975 if ((mon->type == PLAYER || mon->enemy != op)
1971 && (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])
1972 && ((op->contr->peaceful 1977 && ((op->contr->peaceful
1973 || (mon->type == PLAYER && mon->contr->peaceful)) 1978 || (mon->type == PLAYER && mon->contr->peaceful))
1974 && !on_battleground)) 1979 && !on_battleground))
1975 { 1980 {
1976 if (op->speed_left > 0.f) 1981 if (op->speed_left > 0.f)
1992 } 1997 }
1993 } 1998 }
1994 /* If the object is a boulder or other rollable object, then 1999 /* 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. 2000 * roll it if not braced. You can't roll it if you are braced.
1996 */ 2001 */
1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2002 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 { 2003 {
1999 if (op->speed_left > 0.f) 2004 if (op->speed_left > 0.f)
2000 { 2005 {
2001 --op->speed_left; 2006 --op->speed_left;
2002 2007
2011 * 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
2012 * and be living. Then, it must be one of the following: 2017 * 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 2018 * 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. 2019 * that party_number -1 is no party, so attacks can still happen.
2015 */ 2020 */
2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2021 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2017 ((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)))
2018 { 2023 {
2019 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])
2020 { 2025 {
2021 --op->contr->weapon_sp_left; 2026 --op->contr->weapon_sp_left;
2033} 2038}
2034 2039
2035bool 2040bool
2036move_player (object *op, int dir) 2041move_player (object *op, int dir)
2037{ 2042{
2038 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2043 if (!op->map || op->map->state != MAP_ACTIVE)
2039 return 0; 2044 return 0;
2040 2045
2041 /* Sanity check: make sure dir is valid */ 2046 /* Sanity check: make sure dir is valid */
2042 if (dir < 0 || dir >= 9) 2047 if (dir < 0 || dir > 8)
2043 { 2048 {
2044 LOG (llevError, "move_player: invalid direction %d\n", dir); 2049 LOG (llevError, "move_player: invalid direction %d\n", dir);
2045 return 0; 2050 return 0;
2046 } 2051 }
2047 2052
2048 /* peterm: added following line */ 2053 /* peterm: added following line */
2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2054 if (op->flag [FLAG_CONFUSED] && dir)
2050 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2055 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2051 2056
2052 op->facing = dir; 2057 op->facing = dir;
2053 2058
2054 if (op->flag [FLAG_HIDDEN]) 2059 if (op->flag [FLAG_HIDDEN])
2094 * players. 2099 * players.
2095 */ 2100 */
2096bool 2101bool
2097handle_newcs_player (object *op) 2102handle_newcs_player (object *op)
2098{ 2103{
2099 if (QUERY_FLAG (op, FLAG_SCARED)) 2104 if (op->flag [FLAG_SCARED])
2100 { 2105 {
2101 if (op->speed_left > 0.f) 2106 if (op->speed_left > 0.f)
2102 { 2107 {
2103 --op->speed_left; 2108 --op->speed_left;
2104 flee_player (op); 2109 flee_player (op);
2123} 2128}
2124 2129
2125static int 2130static int
2126save_life (object *op) 2131save_life (object *op)
2127{ 2132{
2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2133 if (!op->flag [FLAG_LIFESAVE])
2129 return 0; 2134 return 0;
2130 2135
2131 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2136 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2137 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2133 { 2138 {
2134 op->play_sound (sound_find ("ob_evaporate")); 2139 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)); 2140 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2136 2141
2137 tmp->destroy (); 2142 tmp->destroy ();
2138 CLEAR_FLAG (op, FLAG_LIFESAVE); 2143 op->clr_flag (FLAG_LIFESAVE);
2139 2144
2140 if (op->stats.hp < 0) 2145 if (op->stats.hp < 0)
2141 op->stats.hp = op->stats.maxhp; 2146 op->stats.hp = op->stats.maxhp;
2142 2147
2143 if (op->stats.food < 0) 2148 if (op->stats.food < 0)
2146 op->update_stats (); 2151 op->update_stats ();
2147 return 1; 2152 return 1;
2148 } 2153 }
2149 2154
2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2155 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2151 CLEAR_FLAG (op, FLAG_LIFESAVE); 2156 op->clr_flag (FLAG_LIFESAVE);
2152 enter_player_savebed (op); /* bring him home. */ 2157 enter_player_savebed (op); /* bring him home. */
2153 return 0; 2158 return 0;
2154} 2159}
2155 2160
2156/* 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
2163{ 2168{
2164 while (op) 2169 while (op)
2165 { 2170 {
2166 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' */
2167 2172
2168 if (QUERY_FLAG (op, FLAG_UNPAID)) 2173 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env); 2174 op->insert_at (env);
2170 else if (op->inv) 2175 else if (op->inv)
2171 drop_unpaid_items (op->inv, env); 2176 drop_unpaid_items (op->inv, env);
2172 2177
2173 op = next; 2178 op = next;
2184void 2189void
2185do_some_living (object *op) 2190do_some_living (object *op)
2186{ 2191{
2187 int last_food = op->stats.food; 2192 int last_food = op->stats.food;
2188 int gen_hp, gen_sp, gen_grace; 2193 int gen_hp, gen_sp, gen_grace;
2189 int over_hp, over_sp, over_grace;
2190 int i;
2191 int rate_hp = 1200; 2194 int rate_hp = 1200;
2192 int rate_sp = 2500; 2195 int rate_sp = 2500;
2193 int rate_grace = 2000; 2196 int rate_grace = 2000;
2194 const int max_hp = 1; 2197 const int max_hp = 1;
2195 const int max_sp = 1; 2198 const int max_sp = 1;
2196 const int max_grace = 1; 2199 const int max_grace = 1;
2197 2200
2201#if 0
2198 if (op->contr->hidden) 2202 if (op->contr->hidden)
2199 { 2203 {
2200 op->invisible = 1000; 2204 op->invisible = 1000;
2201 /* the socket code flashes the player visible/invisible 2205 /* the socket code flashes the player visible/invisible
2202 * depending on the value of invisible, so we need to 2206 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly. 2207 * alternate it here for it to work correctly.
2204 */ 2208 */
2205 if (pticks & 2) 2209 if (server_tick & 2)
2206 op->invisible--; 2210 op->invisible--;
2207 } 2211 }
2212 else
2213#endif
2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2209 { 2215 {
2210 if (!op->invisible--) 2216 if (!op->invisible--)
2211 { 2217 {
2212 make_visible (op); 2218 make_visible (op);
2213 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.");
2247 if (--op->last_grace < 0) 2253 if (--op->last_grace < 0)
2248 { 2254 {
2249 if (op->stats.grace < op->stats.maxgrace / 2) 2255 if (op->stats.grace < op->stats.maxgrace / 2)
2250 op->stats.grace++; /* no penalty in food for regaining grace */ 2256 op->stats.grace++; /* no penalty in food for regaining grace */
2251 2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2252 if (max_grace > 1) 2260 if (max_grace > 1)
2253 { 2261 {
2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2262 int over_grace = temp / rate_grace;
2263
2255 if (over_grace > 0) 2264 if (over_grace > 0)
2256 { 2265 {
2257 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;
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; 2267 op->last_grace = 0;
2260 } 2268 }
2261 else 2269 else
2262 { 2270 op->last_grace = rate_grace / temp;
2263 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2264 }
2265 } 2271 }
2266 else 2272 else
2267 { 2273 op->last_grace = rate_grace / temp;
2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2274
2269 }
2270 /* wearing stuff doesn't detract from grace generation. */ 2275 /* wearing stuff doesn't detract from grace generation. */
2271 } 2276 }
2272 2277
2273 if (op->stats.food > 0) 2278 if (op->stats.food > 0)
2274 { 2279 {
2280 if (op->stats.sp < op->stats.maxsp) 2285 if (op->stats.sp < op->stats.maxsp)
2281 { 2286 {
2282 op->stats.sp++; 2287 op->stats.sp++;
2283 2288
2284 /* dms do not consume food */ 2289 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2286 { 2291 {
2287 op->stats.food--; 2292 op->stats.food--;
2288 2293
2289 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2293 } 2298 }
2294 } 2299 }
2295 2300
2296 if (max_sp > 1) 2301 if (max_sp > 1)
2297 { 2302 {
2298 over_sp = (gen_sp + 10) / rate_sp; 2303 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0) 2304 if (over_sp > 0)
2300 { 2305 {
2301 if (op->stats.sp < op->stats.maxsp) 2306 if (op->stats.sp < op->stats.maxsp)
2302 { 2307 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2324 if (op->stats.hp < op->stats.maxhp) 2329 if (op->stats.hp < op->stats.maxhp)
2325 { 2330 {
2326 op->stats.hp++; 2331 op->stats.hp++;
2327 2332
2328 /* dms do not consume food */ 2333 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ)) 2334 if (!op->flag [FLAG_WIZ])
2330 { 2335 {
2331 op->stats.food--; 2336 op->stats.food--;
2332 2337
2333 if (op->contr->digestion < 0) 2338 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion; 2339 op->stats.food += op->contr->digestion;
2335 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))
2336 op->stats.food = last_food; 2341 op->stats.food = last_food;
2337 } 2342 }
2338 } 2343 }
2339 2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2340 if (max_hp > 1) 2347 if (max_hp > 1)
2341 { 2348 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2349 int over_hp = temp / rate_hp;
2343 2350
2344 if (over_hp > 0) 2351 if (over_hp > 0)
2345 { 2352 {
2346 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;
2347 op->last_heal = 0; 2354 op->last_heal = 0;
2348 } 2355 }
2349 else 2356 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2357 op->last_heal = rate_hp / temp;
2351 } 2358 }
2352 else 2359 else
2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2360 op->last_heal = rate_hp / temp;
2354 } 2361 }
2355 } 2362 }
2356 2363
2357 /* Digestion */ 2364 /* Digestion */
2358 if (--op->last_eat < 0) 2365 if (--op->last_eat < 0)
2361 penalty = max (0, -op->contr->digestion); 2368 penalty = max (0, -op->contr->digestion);
2362 2369
2363 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);
2364 2371
2365 /* dms do not consume food */ 2372 /* dms do not consume food */
2366 if (!QUERY_FLAG (op, FLAG_WIZ)) 2373 if (!op->flag [FLAG_WIZ])
2367 op->stats.food--; 2374 op->stats.food--;
2368 } 2375 }
2369 2376
2370 if (op->stats.food < 0 && op->stats.hp >= 0) 2377 if (op->stats.food < 0 && op->stats.hp >= 0)
2371 { 2378 {
2372 object *flesh = 0; 2379 object *flesh = 0;
2373 2380
2374 for_inv_removable (op, tmp) 2381 for_inv_removable (op, tmp)
2375 { 2382 {
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2383 if (tmp->flag [FLAG_UNPAID])
2377 continue; 2384 continue;
2378 2385
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2380 { 2387 {
2381 op->statusmsg ("You blindly grab for a bite of food. " 2388 op->statusmsg ("You blindly grab for a bite of food. "
2416 op->contr->killer->destroy (); 2423 op->contr->killer->destroy ();
2417 } 2424 }
2418 } 2425 }
2419 2426
2420 /* killer should be set here already */ 2427 /* killer should be set here already */
2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2428 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2422 kill_player (op); 2429 kill_player (op);
2423 } 2430 }
2424} 2431}
2425 2432
2426/* 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.
2595 2602
2596 /* There is a maximum depletion total per level. */ 2603 /* There is a maximum depletion total per level. */
2597 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2598 { 2605 {
2599 lose_this_stat = 0; 2606 lose_this_stat = 0;
2600 /* Take loss chance vs keep chance to see if we 2607 /* Take loss chance vs keep chance to see if we
2601 retain the stat. */ 2608 retain the stat. */
2602 } 2609 }
2603 else 2610 else
2604 { 2611 {
2605 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)
2621 * difference. 2628 * difference.
2622 */ 2629 */
2623 if (this_stat >= -50) 2630 if (this_stat >= -50)
2624 { 2631 {
2625 change_attr_value (&(dep->stats), i, -1); 2632 change_attr_value (&(dep->stats), i, -1);
2626 SET_FLAG (dep, FLAG_APPLIED); 2633 dep->set_flag (FLAG_APPLIED);
2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2634 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2628 op->update_stats (); 2635 op->update_stats ();
2629 lost_a_stat = 1; 2636 lost_a_stat = 1;
2630 } 2637 }
2631 } 2638 }
2698 if (will_kill_again) 2705 if (will_kill_again)
2699 { 2706 {
2700 object *force; 2707 object *force;
2701 int at; 2708 int at;
2702 2709
2703 force = get_archetype (FORCE_NAME); 2710 force = archetype::get (FORCE_NAME);
2704 /* 50 ticks should be enough time for the spell to abate */ 2711 /* 50 ticks should be enough time for the spell to abate */
2705 force->speed = 0.1f;
2706 force->speed_left = -5.f; 2712 force->speed_left = -5.f;
2707 SET_FLAG (force, FLAG_APPLIED); 2713 force->set_speed (0.1f);
2714 force->set_flag (FLAG_APPLIED);
2715
2708 for (at = 0; at < NROFATTACKS; at++) 2716 for (at = 0; at < NROFATTACKS; at++)
2709 if (will_kill_again & (1 << at)) 2717 if (will_kill_again & (1 << at))
2710 force->resist[at] = 100; 2718 force->resist[at] = 100;
2711 2719
2712 insert_ob_in_ob (force, op); 2720 insert_ob_in_ob (force, op);
2717} 2725}
2718 2726
2719static void 2727static void
2720loot_object (object *op) 2728loot_object (object *op)
2721{ /* Grab and destroy some treasure */ 2729{ /* Grab and destroy some treasure */
2722 object *tmp, *tmp2, *next; 2730 object *tmp, *next;
2723 2731
2724 op->close_container (); /* close open sack first */ 2732 op->close_container (); /* close open sack first */
2725 2733
2726 for (tmp = op->inv; tmp; tmp = next) 2734 for (tmp = op->inv; tmp; tmp = next)
2727 { 2735 {
2734 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
2735 2743
2736 if (tmp->type == CONTAINER) 2744 if (tmp->type == CONTAINER)
2737 loot_object (tmp); /* empty container to ground */ 2745 loot_object (tmp); /* empty container to ground */
2738 2746
2739 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))))
2740 { 2748 {
2741 if (tmp->nrof > 1) 2749 if (tmp->nrof > 1)
2742 { 2750 {
2743 tmp->decrease (rndm (1, tmp->nrof - 1)); 2751 tmp->decrease (rndm (1, tmp->nrof - 1));
2744 insert_ob_in_map (tmp, op->map, NULL, 0); 2752 insert_ob_in_map (tmp, op->map, NULL, 0);
2759void 2767void
2760fix_weight () 2768fix_weight ()
2761{ 2769{
2762 for_all_players (pl) 2770 for_all_players (pl)
2763 { 2771 {
2764 sint32 old = pl->ob->carrying; 2772 weight_t old = pl->ob->carrying;
2765 2773
2766 pl->ob->update_weight (); 2774 pl->ob->update_weight ();
2767 2775
2768 if (old != pl->ob->carrying) 2776 if (old != pl->ob->carrying)
2769 { 2777 {
2834} 2842}
2835 2843
2836int 2844int
2837is_true_undead (object *op) 2845is_true_undead (object *op)
2838{ 2846{
2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2847 if (op->arch->flag [FLAG_UNDEAD])
2840 return 1; 2848 return 1;
2841 2849
2842 return 0; 2850 return 0;
2843} 2851}
2844 2852
2865 level = -(10 + (2 * ob->map->darklevel ())); 2873 level = -(10 + (2 * ob->map->darklevel ()));
2866 2874
2867 /* scan through all nearby squares for terrain to hide in */ 2875 /* scan through all nearby squares for terrain to hide in */
2868 for (i = 0, x = ob->x, y = ob->y; 2876 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1; 2877 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2878 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2871 { 2879 {
2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2880 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2873 if (mflag & P_OUT_OF_MAP) 2881 if (mflag & P_OUT_OF_MAP)
2874 continue; 2882 continue;
2875 2883
2942 2950
2943 if (who->type == PLAYER) 2951 if (who->type == PLAYER)
2944 player = 1; 2952 player = 1;
2945 2953
2946 else 2954 else
2947 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2955 friendly = who->flag [FLAG_FRIENDLY];
2948 2956
2949 /* search adjacent squares */ 2957 /* search adjacent squares */
2950 for (i = 1; i < 9; i++) 2958 for (i = 1; i < 9; i++)
2951 { 2959 {
2952 x = who->x + freearr_x[i]; 2960 x = who->x + DIRX (i);
2953 y = who->y + freearr_y[i]; 2961 y = who->y + DIRY (i);
2954 m = who->map; 2962 m = who->map;
2955 mflags = get_map_flags (m, &m, x, y, &x, &y); 2963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2956 /* space must be blocked if there is a monster. If not 2964 /* space must be blocked if there is a monster. If not
2957 * blocked, don't need to check this space. 2965 * blocked, don't need to check this space.
2958 */ 2966 */
2961 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)))
2962 continue; 2970 continue;
2963 2971
2964 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)
2965 { 2973 {
2966 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])
2967 return 1; 2975 return 1;
2968 else if (tmp->type == PLAYER) 2976 else if (tmp->type == PLAYER)
2969 {
2970 /*don't let a hidden DM prevent you from hiding */
2971 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2972 return 1; 2977 return 1;
2973 }
2974 } 2978 }
2975 } 2979 }
2976 return 0; 2980 return 0;
2977} 2981}
2978 2982
2979/* check the player los field for viewability of the 2983/* check the player los field for viewability of the
2980 * object op. This function works fine for monsters, 2984 * object op. This function works fine for monsters,
2981 * 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
2982 * a pile (say a coin under a table would return "viewable" 2986 * a pile (say a coin under a table would return "viewable"
2983 * by this routine). Another question, should we be 2987 * by this routine). Another question, should we be
2984 * concerned with the direction the player is looking 2988 * concerned with the direction the player is looking
2985 * in? Realistically, most of us can't see stuff behind 2989 * in? Realistically, most of us can't see stuff behind
2986 * our backs...on the other hand, does the "facing" direction 2990 * our backs...on the other hand, does the "facing" direction
2987 * 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
2988 * 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.
2989 * -b.t. 2993 * -b.t.
2990 * This function is now map tiling safe. 2994 * This function is now map tiling safe.
2991 */ 2995 */
2992int 2996int
2993player_can_view (object *pl, object *op) 2997player_can_view (object *pl, object *op)
2994{ 2998{
3008 3012
3009 get_rangevector (pl, op, &rv, 0x1); 3013 get_rangevector (pl, op, &rv, 0x1);
3010 3014
3011 /* starting with the 'head' part, lets loop 3015 /* starting with the 'head' part, lets loop
3012 * through the object and find if it has any 3016 * through the object and find if it has any
3013 * part that is in the los array but isn't on 3017 * part that is in the los array but isn't on
3014 * a blocked los square. 3018 * a blocked los square.
3015 * we use the archetype to figure out offsets. 3019 * we use the archetype to figure out offsets.
3016 */ 3020 */
3017 while (op) 3021 while (op)
3018 { 3022 {
3045 * and the exit-coordinates sp/hp must both be > 0. 3049 * and the exit-coordinates sp/hp must both be > 0.
3046 * => The intention here is to prevent abuse of the battleground- 3050 * => The intention here is to prevent abuse of the battleground-
3047 * feature (like pickable or hidden battleground tiles). */ 3051 * feature (like pickable or hidden battleground tiles). */
3048 for (object *tmp = op->below; tmp; tmp = tmp->below) 3052 for (object *tmp = op->below; tmp; tmp = tmp->below)
3049 { 3053 {
3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3054 if (tmp->flag [FLAG_IS_FLOOR])
3051 { 3055 {
3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3056 if (tmp->flag [FLAG_NO_PICK]
3053 && tmp->type == BATTLEGROUND 3057 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground 3058 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp)) 3059 && EXIT_X (tmp) && EXIT_Y (tmp))
3056 { 3060 {
3057 /* before we assign the exit, check if this is a teambattle */ 3061 /* before we assign the exit, check if this is a teambattle */
3209 else 3213 else
3210 j = 1; 3214 j = 1;
3211 strcat (buf, spellpathnames[i]); 3215 strcat (buf, spellpathnames[i]);
3212 } 3216 }
3213 } 3217 }
3218
3214 strcat (buf, "."); 3219 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 } 3221 }
3217 3222
3218 /* evtl. adding flags: */ 3223 /* evtl. adding flags: */
3219 if (QUERY_FLAG (item, FLAG_XRAYS)) 3224 if (item->flag [FLAG_XRAYS])
3220 SET_FLAG (skin, FLAG_XRAYS); 3225 skin->set_flag (FLAG_XRAYS);
3221 if (QUERY_FLAG (item, FLAG_STEALTH)) 3226 if (item->flag [FLAG_STEALTH])
3222 SET_FLAG (skin, FLAG_STEALTH); 3227 skin->set_flag (FLAG_STEALTH);
3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3228 if (item->flag [FLAG_SEE_IN_DARK])
3224 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3229 skin->set_flag (FLAG_SEE_IN_DARK);
3225 3230
3226 /* print message if there is one */ 3231 /* print message if there is one */
3227 if (item->msg != NULL) 3232 if (item->msg != NULL)
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3233 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3234 }
3271{ 3276{
3272 play_sound (sound_find ("generic_failure")); 3277 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color); 3278 statusmsg (msg, color);
3274} 3279}
3275 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

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