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Comparing deliantra/server/server/player.C (file contents):
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC vs.
Revision 1.272 by root, Thu Apr 15 02:51:39 2010 UTC

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 ()
519 next = op->below; 519 next = op->below;
520 520
521 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
522 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
523 */ 523 */
524 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
525 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
526 526
527 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions 528 * by this player due to race restrictions
529 */ 529 */
530 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
531 { 531 {
532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 && 533 &&
534 (op->type == ARMOUR || op->type == BOOTS 534 (op->type == ARMOUR || op->type == BOOTS
535 || op->type == CLOAK || op->type == HELMET 535 || op->type == CLOAK || op->type == HELMET
536 || op->type == SHIELD || op->type == GLOVES 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE)) 537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
539 { 539 {
540 op->destroy (); 540 op->destroy ();
541 continue; 541 continue;
542 } 542 }
543 } 543 }
560 if (op->nrof > 1) 560 if (op->nrof > 1)
561 op->nrof = 1; 561 op->nrof = 1;
562 } 562 }
563 563
564 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 op->inv->clr_flag (FLAG_STARTEQUIP);
566 566
567 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
568 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
569 * merged properly. 569 * merged properly.
570 */ 570 */
571 if (need_identify (op)) 571 if (op->need_identify ())
572 { 572 {
573 SET_FLAG (op, FLAG_IDENTIFIED); 573 op->set_flag (FLAG_IDENTIFIED);
574 CLEAR_FLAG (op, FLAG_CURSED); 574 op->clr_flag (FLAG_CURSED);
575 CLEAR_FLAG (op, FLAG_DAMNED); 575 op->clr_flag (FLAG_DAMNED);
576 } 576 }
577 577
578 if (op->type == SPELL) 578 if (op->type == SPELL)
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 continue; 581 continue;
582 } 582 }
583 else if (op->type == SKILL) 583 else if (op->type == SKILL)
584 { 584 {
585 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 op->set_flag (FLAG_CAN_USE_SKILL);
586 op->stats.exp = 0; 586 op->stats.exp = 0;
587 op->level = 1; 587 op->level = 1;
588 } 588 }
589 else /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
590 SET_FLAG (op, FLAG_INV_LOCKED); 590 op->set_flag (FLAG_INV_LOCKED);
591 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
592 592
593 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
594 pl->contr->link_skills (); 594 pl->contr->link_skills ();
595} 595}
729 729
730 if (ob->msg) 730 if (ob->msg)
731 ob->msg = 0; 731 ob->msg = 0;
732 732
733 start_info (ob); 733 start_info (ob);
734 CLEAR_FLAG (ob, FLAG_WIZ); 734 ob->clr_flag (FLAG_WIZ);
735 give_initial_items (ob, ob->randomitems); 735 give_initial_items (ob, ob->randomitems);
736 esrv_send_inventory (ob, ob); 736 esrv_send_inventory (ob, ob);
737 ob->update_stats (); 737 ob->update_stats ();
738 738
739 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
788 rv_vector rv; 788 rv_vector rv;
789 789
790 if (op->stats.hp < 0) 790 if (op->stats.hp < 0)
791 { 791 {
792 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
793 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
794 return; 794 return;
795 } 795 }
796 796
797 if (!op->enemy) 797 if (!op->enemy)
798 { 798 {
799 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
800 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
801 return; 801 return;
802 } 802 }
803 803
804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
805 { 805 {
806 op->enemy = NULL; 806 op->enemy = NULL;
807 CLEAR_FLAG (op, FLAG_SCARED); 807 op->clr_flag (FLAG_SCARED);
808 return; 808 return;
809 } 809 }
810 810
811 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
812 812
818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
819 return; 819 return;
820 } 820 }
821 821
822 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
823 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
824 op->enemy = NULL; 824 op->enemy = NULL;
825} 825}
826 826
827/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
828 * It returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
920 * fighting */ 920 * fighting */
921 if (op->contr->mode & PU_INHIBIT) 921 if (op->contr->mode & PU_INHIBIT)
922 return 1; 922 return 1;
923 923
924 /* prevent us from turning into auto-thieves :) */ 924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 925 if (tmp->flag [FLAG_UNPAID])
926 continue; 926 continue;
927 927
928 /* ignore known cursed objects */ 928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 929 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
930 continue; 930 continue;
931 931
932 /* all food and drink if desired */ 932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */ 933 /* question: don't pick up known-poisonous stuff? */
934 if (op->contr->mode & PU_FOOD) 934 if (op->contr->mode & PU_FOOD)
937 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
938 continue; 938 continue;
939 } 939 }
940 940
941 if (op->contr->mode & PU_DRINK) 941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 942 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
943 { 943 {
944 CHK_PICK_PICKUP; 944 CHK_PICK_PICKUP;
945 continue; 945 continue;
946 } 946 }
947 947
985 continue; 985 continue;
986 } 986 }
987 987
988 /* pick up all magical items */ 988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 990 if (tmp->flag [FLAG_KNOWN_MAGICAL]
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 991 && !tmp->flag [FLAG_KNOWN_CURSED])
992 { 992 {
993 CHK_PICK_PICKUP; 993 CHK_PICK_PICKUP;
994 continue; 994 continue;
995 } 995 }
996 996
1080 continue; 1080 continue;
1081 } 1081 }
1082 1082
1083 /* hoping to catch throwing daggers here */ 1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON) 1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1085 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1086 { 1086 {
1087 CHK_PICK_PICKUP; 1087 CHK_PICK_PICKUP;
1088 continue; 1088 continue;
1089 } 1089 }
1090 1090
1145 * return 0. 1145 * return 0.
1146 */ 1146 */
1147static int 1147static int
1148action_makes_visible (object *op) 1148action_makes_visible (object *op)
1149{ 1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1150 if (op->invisible && op->flag [FLAG_ALIVE])
1151 { 1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1152 if (op->flag [FLAG_MAKE_INVIS])
1153 { 1153 {
1154 // artefact invisibility is permanent, but we still make noise 1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance. 1155 // this is important for game-balance.
1156 if (op->contr) 1156 if (op->contr)
1157 op->make_noise (); 1157 op->make_noise ();
1184 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp); 1186 return splay (tmp);
1187 1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1189 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type)) 1190 if (object *arrow = find_arrow (tmp, type))
1191 { 1191 {
1192 splay (tmp); 1192 splay (tmp);
1193 return arrow; 1193 return arrow;
1194 } 1194 }
1211 if (!type) 1211 if (!type)
1212 return NULL; 1212 return NULL;
1213 1213
1214 for (arrow = op->inv; arrow; arrow = arrow->below) 1214 for (arrow = op->inv; arrow; arrow = arrow->below)
1215 { 1215 {
1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1217 { 1217 {
1218 i = 0; 1218 i = 0;
1219 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220 1220
1221 if (i > betterby) 1221 if (i > betterby)
1322 break; 1322 break;
1323 } 1323 }
1324 1324
1325 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (tmp->flag [FLAG_ALIVE])
1328 break; 1328 break;
1329 } 1329 }
1330 1330
1331 if (!tmp) 1331 if (!tmp)
1332 return find_arrow (op, type); 1332 return find_arrow (op, type);
1393 { 1393 {
1394 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1397 else 1397 else
1398 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 op->clr_flag (FLAG_READY_BOW);
1399 1399
1400 return 0; 1400 return 0;
1401 } 1401 }
1402 } 1402 }
1403 1403
1603 { 1603 {
1604 object *tmp; 1604 object *tmp;
1605 1605
1606 if (item->arch) 1606 if (item->arch)
1607 { 1607 {
1608 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 item->clr_flag (FLAG_ANIMATE);
1609 item->face = item->arch->face; 1609 item->face = item->arch->face;
1610 item->set_speed (0); 1610 item->set_speed (0);
1611 } 1611 }
1612 1612
1613 if (object *pl = item->visible_to ()) 1613 if (object *pl = item->visible_to ())
1741 * 1741 *
1742 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1743 * all the others. 1743 * all the others.
1744 */ 1744 */
1745 if (pl->contr->usekeys == key_inventory 1745 if (pl->contr->usekeys == key_inventory
1746 || !QUERY_FLAG (container, FLAG_APPLIED) 1746 || !container->flag [FLAG_APPLIED]
1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1748 { 1748 {
1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1751 return NULL; 1751 return NULL;
1902 */ 1902 */
1903 if (op->type == PLAYER 1903 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr 1904 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party)) 1905 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op) 1906 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1907 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1908 { 1908 {
1909 /* If we're braced, we don't want to switch places with it */ 1909 /* If we're braced, we don't want to switch places with it */
1910 if (op->contr->braced) 1910 if (op->contr->braced)
1911 return false; 1911 return false;
1912 1912
1932 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
1933 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
1934 * attack them either. 1934 * attack them either.
1935 */ 1935 */
1936 if ((mon->type == PLAYER || mon->enemy != op) 1936 if ((mon->type == PLAYER || mon->enemy != op)
1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1937 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1938 && ((op->contr->peaceful 1938 && ((op->contr->peaceful
1939 || (mon->type == PLAYER && mon->contr->peaceful)) 1939 || (mon->type == PLAYER && mon->contr->peaceful))
1940 && !on_battleground)) 1940 && !on_battleground))
1941 { 1941 {
1942 if (op->speed_left > 0.f) 1942 if (op->speed_left > 0.f)
1958 } 1958 }
1959 } 1959 }
1960 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
1961 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
1962 */ 1962 */
1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1964 { 1964 {
1965 if (op->speed_left > 0.f) 1965 if (op->speed_left > 0.f)
1966 { 1966 {
1967 --op->speed_left; 1967 --op->speed_left;
1968 1968
1977 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
1978 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
1979 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
1980 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
1981 */ 1981 */
1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1984 { 1984 {
1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1986 { 1986 {
1987 --op->contr->weapon_sp_left; 1987 --op->contr->weapon_sp_left;
2003{ 2003{
2004 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2005 return 0; 2005 return 0;
2006 2006
2007 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2008 if (dir < 0 || dir >= 9) 2008 if (dir < 0 || dir > 8)
2009 { 2009 {
2010 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2011 return 0; 2011 return 0;
2012 } 2012 }
2013 2013
2014 /* peterm: added following line */ 2014 /* peterm: added following line */
2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (op->flag [FLAG_CONFUSED] && dir)
2016 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2017 2017
2018 op->facing = dir; 2018 op->facing = dir;
2019 2019
2020 if (op->flag [FLAG_HIDDEN]) 2020 if (op->flag [FLAG_HIDDEN])
2060 * players. 2060 * players.
2061 */ 2061 */
2062bool 2062bool
2063handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2064{ 2064{
2065 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (op->flag [FLAG_SCARED])
2066 { 2066 {
2067 if (op->speed_left > 0.f) 2067 if (op->speed_left > 0.f)
2068 { 2068 {
2069 --op->speed_left; 2069 --op->speed_left;
2070 flee_player (op); 2070 flee_player (op);
2089} 2089}
2090 2090
2091static int 2091static int
2092save_life (object *op) 2092save_life (object *op)
2093{ 2093{
2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!op->flag [FLAG_LIFESAVE])
2095 return 0; 2095 return 0;
2096 2096
2097 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2099 { 2099 {
2100 op->play_sound (sound_find ("ob_evaporate")); 2100 op->play_sound (sound_find ("ob_evaporate"));
2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2102 2102
2103 tmp->destroy (); 2103 tmp->destroy ();
2104 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 op->clr_flag (FLAG_LIFESAVE);
2105 2105
2106 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2107 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2108 2108
2109 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2112 op->update_stats (); 2112 op->update_stats ();
2113 return 1; 2113 return 1;
2114 } 2114 }
2115 2115
2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2117 CLEAR_FLAG (op, FLAG_LIFESAVE); 2117 op->clr_flag (FLAG_LIFESAVE);
2118 enter_player_savebed (op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2119 return 0; 2119 return 0;
2120} 2120}
2121 2121
2122/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2129{ 2129{
2130 while (op) 2130 while (op)
2131 { 2131 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133 2133
2134 if (QUERY_FLAG (op, FLAG_UNPAID)) 2134 if (op->flag [FLAG_UNPAID])
2135 op->insert_at (env); 2135 op->insert_at (env);
2136 else if (op->inv) 2136 else if (op->inv)
2137 drop_unpaid_items (op->inv, env); 2137 drop_unpaid_items (op->inv, env);
2138 2138
2139 op = next; 2139 op = next;
2169 * alternate it here for it to work correctly. 2169 * alternate it here for it to work correctly.
2170 */ 2170 */
2171 if (pticks & 2) 2171 if (pticks & 2)
2172 op->invisible--; 2172 op->invisible--;
2173 } 2173 }
2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2174 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2175 { 2175 {
2176 if (!op->invisible--) 2176 if (!op->invisible--)
2177 { 2177 {
2178 make_visible (op); 2178 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2246 if (op->stats.sp < op->stats.maxsp) 2246 if (op->stats.sp < op->stats.maxsp)
2247 { 2247 {
2248 op->stats.sp++; 2248 op->stats.sp++;
2249 2249
2250 /* dms do not consume food */ 2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ)) 2251 if (!op->flag [FLAG_WIZ])
2252 { 2252 {
2253 op->stats.food--; 2253 op->stats.food--;
2254 2254
2255 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2256 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2290 if (op->stats.hp < op->stats.maxhp) 2290 if (op->stats.hp < op->stats.maxhp)
2291 { 2291 {
2292 op->stats.hp++; 2292 op->stats.hp++;
2293 2293
2294 /* dms do not consume food */ 2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ)) 2295 if (!op->flag [FLAG_WIZ])
2296 { 2296 {
2297 op->stats.food--; 2297 op->stats.food--;
2298 2298
2299 if (op->contr->digestion < 0) 2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion; 2300 op->stats.food += op->contr->digestion;
2327 penalty = max (0, -op->contr->digestion); 2327 penalty = max (0, -op->contr->digestion);
2328 2328
2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2330 2330
2331 /* dms do not consume food */ 2331 /* dms do not consume food */
2332 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2333 op->stats.food--; 2333 op->stats.food--;
2334 } 2334 }
2335 2335
2336 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2337 { 2337 {
2338 object *flesh = 0; 2338 object *flesh = 0;
2339 2339
2340 for_inv_removable (op, tmp) 2340 for_inv_removable (op, tmp)
2341 { 2341 {
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (tmp->flag [FLAG_UNPAID])
2343 continue; 2343 continue;
2344 2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2346 { 2346 {
2347 op->statusmsg ("You blindly grab for a bite of food. " 2347 op->statusmsg ("You blindly grab for a bite of food. "
2382 op->contr->killer->destroy (); 2382 op->contr->killer->destroy ();
2383 } 2383 }
2384 } 2384 }
2385 2385
2386 /* killer should be set here already */ 2386 /* killer should be set here already */
2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2388 kill_player (op); 2388 kill_player (op);
2389 } 2389 }
2390} 2390}
2391 2391
2392/* If the player should die (lack of hp, food, etc), we call this. 2392/* If the player should die (lack of hp, food, etc), we call this.
2587 * difference. 2587 * difference.
2588 */ 2588 */
2589 if (this_stat >= -50) 2589 if (this_stat >= -50)
2590 { 2590 {
2591 change_attr_value (&(dep->stats), i, -1); 2591 change_attr_value (&(dep->stats), i, -1);
2592 SET_FLAG (dep, FLAG_APPLIED); 2592 dep->set_flag (FLAG_APPLIED);
2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2594 op->update_stats (); 2594 op->update_stats ();
2595 lost_a_stat = 1; 2595 lost_a_stat = 1;
2596 } 2596 }
2597 } 2597 }
2668 2668
2669 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2670 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2671 force->speed = 0.1f; 2671 force->speed = 0.1f;
2672 force->speed_left = -5.f; 2672 force->speed_left = -5.f;
2673 SET_FLAG (force, FLAG_APPLIED); 2673 force->set_flag (FLAG_APPLIED);
2674 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
2675 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2676 force->resist[at] = 100; 2676 force->resist[at] = 100;
2677 2677
2678 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2700 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2701 2701
2702 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
2703 loot_object (tmp); /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
2704 2704
2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2706 { 2706 {
2707 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2708 { 2708 {
2709 tmp->decrease (rndm (1, tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2710 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2800} 2800}
2801 2801
2802int 2802int
2803is_true_undead (object *op) 2803is_true_undead (object *op)
2804{ 2804{
2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2805 if (op->arch->flag [FLAG_UNDEAD])
2806 return 1; 2806 return 1;
2807 2807
2808 return 0; 2808 return 0;
2809} 2809}
2810 2810
2908 2908
2909 if (who->type == PLAYER) 2909 if (who->type == PLAYER)
2910 player = 1; 2910 player = 1;
2911 2911
2912 else 2912 else
2913 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2913 friendly = who->flag [FLAG_FRIENDLY];
2914 2914
2915 /* search adjacent squares */ 2915 /* search adjacent squares */
2916 for (i = 1; i < 9; i++) 2916 for (i = 1; i < 9; i++)
2917 { 2917 {
2918 x = who->x + freearr_x[i]; 2918 x = who->x + freearr_x[i];
2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2928 continue; 2928 continue;
2929 2929
2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2931 { 2931 {
2932 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2932 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2933 return 1; 2933 return 1;
2934 else if (tmp->type == PLAYER) 2934 else if (tmp->type == PLAYER)
2935 { 2935 {
2936 /*don't let a hidden DM prevent you from hiding */ 2936 /*don't let a hidden DM prevent you from hiding */
2937 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2937 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2938 return 1; 2938 return 1;
2939 } 2939 }
2940 } 2940 }
2941 } 2941 }
2942 return 0; 2942 return 0;
3011 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3012 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3013 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3014 for (object *tmp = op->below; tmp; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3015 { 3015 {
3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (tmp->flag [FLAG_IS_FLOOR])
3017 { 3017 {
3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3018 if (tmp->flag [FLAG_NO_PICK]
3019 && tmp->type == BATTLEGROUND 3019 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground 3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp)) 3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3022 { 3022 {
3023 /* before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3181 strcat (buf, "."); 3181 strcat (buf, ".");
3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3183 } 3183 }
3184 3184
3185 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3186 if (QUERY_FLAG (item, FLAG_XRAYS)) 3186 if (item->flag [FLAG_XRAYS])
3187 SET_FLAG (skin, FLAG_XRAYS); 3187 skin->set_flag (FLAG_XRAYS);
3188 if (QUERY_FLAG (item, FLAG_STEALTH)) 3188 if (item->flag [FLAG_STEALTH])
3189 SET_FLAG (skin, FLAG_STEALTH); 3189 skin->set_flag (FLAG_STEALTH);
3190 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3190 if (item->flag [FLAG_SEE_IN_DARK])
3191 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3191 skin->set_flag (FLAG_SEE_IN_DARK);
3192 3192
3193 /* print message if there is one */ 3193 /* print message if there is one */
3194 if (item->msg != NULL) 3194 if (item->msg != NULL)
3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3196 } 3196 }
3238{ 3238{
3239 play_sound (sound_find ("generic_failure")); 3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color); 3240 statusmsg (msg, color);
3241} 3241}
3242 3242
3243void
3244object::failmsgf (const char *format, ...)
3245{
3246 if (!contr)
3247 return;
3248
3249 va_list ap;
3250 va_start (ap, format);
3251 contr->failmsg (vformat (format, ap));
3252 va_end (ap);
3253}
3254
3255void
3256player::failmsgf (const char *format, ...)
3257{
3258 va_list ap;
3259 va_start (ap, format);
3260 failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263

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