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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 1.273 by root, Sun Apr 18 05:54:18 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 ()
374 */ 374 */
375int 375int
376path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{ 377{
378 rv_vector rv; 378 rv_vector rv;
379 sint16 x, y;
380 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
381 maptile *m, *lastmap;
382 380
383 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
384 382
385 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
386 return 0; 384 return 0;
387 385
388 x = mon->x; 386 mapxy pos (mon);
389 y = mon->y;
390 m = mon->map;
391 dir = rv.direction; 387 dir = rv.direction;
392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394 390
395 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
396 if (diff > max) 392 if (diff > max)
397 return 0; 393 return 0;
398 394
399 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
400 { 396 {
401 lastx = x; 397 mapxy lastpos = pos;
402 lasty = y; 398 pos.move (dir);
403 lastmap = m;
404 x = lastx + freearr_x[dir];
405 y = lasty + freearr_y[dir];
406 399
407 mflags = get_map_flags (m, &m, x, y, &x, &y); 400 MoveType blocked;
408 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); 401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
409 415
410 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
411 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
412 && (m == mon->map && blocked_link (mon, m, x, y)))) 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
413 { 419 {
414 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
415 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
416 */ 422 */
417 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
418 if (rv.direction != dir) 424 if (rv.direction != dir)
419 { 425 {
420 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
421 * the values so it will try again. 427 * the values so it will try again.
422 */ 428 */
423 x = lastx;
424 y = lasty;
425 m = lastmap; 429 pos = lastpos;
426 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
427 } 431 }
428 else 432 else
429 { 433 {
430 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
437 */ 441 */
438 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
439 { 443 {
440 if (i == 0) 444 if (i == 0)
441 continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
442 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
443 * since the direction that the creature should move in 448 * since the direction that the creature should move in
444 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
445 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
446 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
448 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
449 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
450 * the last direction the creature has successfully 455 * the last direction the creature has successfully
451 * moved. 456 * moved.
452 */ 457 */
453
454 x = lastx + freearr_x[absdir (lastdir + i)];
455 y = lasty + freearr_y[absdir (lastdir + i)];
456 m = lastmap; 458 pos = lastpos;
457 mflags = get_map_flags (m, &m, x, y, &x, &y); 459 pos.move (absdir (lastdir + i));
458 if (mflags & P_OUT_OF_MAP) 460
461 if (!pos.normalise ())
459 continue; 462 continue;
460 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 463
461 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
462 continue; 467 continue;
463 if (mflags & P_BLOCKSVIEW) 468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
464 continue; 470 continue;
465 471
466 if (m == mon->map && blocked_link (mon, m, x, y)) 472 if (blocked_link (mon, pos.m, pos.x, pos.y))
467 break; 473 break;
468 } 474 }
475
469 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
470 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
471 */ 478 */
472 if (i == (DETOUR_AMOUNT + 1)) 479 if (i == DETOUR_AMOUNT + 1)
473 return 0; 480 return 0;
481
474 diff--; 482 diff--;
475 lastdir = dir; 483 lastdir = dir;
476 max--; 484 max--;
477 if (!firstdir) 485 if (!firstdir)
478 firstdir = dir + i; 486 firstdir = dir + i;
482 { 490 {
483 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
484 diff--; 492 diff--;
485 max--; 493 max--;
486 lastdir = dir; 494 lastdir = dir;
495
487 if (!firstdir) 496 if (!firstdir)
488 firstdir = dir; 497 firstdir = dir;
489 } 498 }
490 499
491 if (diff <= 1) 500 if (diff <= 1)
492 { 501 {
493 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance. 503 * headed toward player for entire distance.
495 */ 504 */
496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 } 507 }
499 508
500 if (diff > max) 509 if (diff > max)
501 return 0; 510 return 0;
519 next = op->below; 528 next = op->below;
520 529
521 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
522 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
523 */ 532 */
524 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
525 SET_FLAG (op, FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
526 535
527 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions 537 * by this player due to race restrictions
529 */ 538 */
530 if (pl->type == PLAYER) 539 if (pl->type == PLAYER)
531 { 540 {
532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 541 if ((!pl->flag [FLAG_USE_ARMOUR]
533 && 542 &&
534 (op->type == ARMOUR || op->type == BOOTS 543 (op->type == ARMOUR || op->type == BOOTS
535 || op->type == CLOAK || op->type == HELMET 544 || op->type == CLOAK || op->type == HELMET
536 || op->type == SHIELD || op->type == GLOVES 545 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE)) 546 || op->type == BRACERS || op->type == GIRDLE))
538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
539 { 548 {
540 op->destroy (); 549 op->destroy ();
541 continue; 550 continue;
542 } 551 }
543 } 552 }
560 if (op->nrof > 1) 569 if (op->nrof > 1)
561 op->nrof = 1; 570 op->nrof = 1;
562 } 571 }
563 572
564 if (op->type == SPELLBOOK && op->inv) 573 if (op->type == SPELLBOOK && op->inv)
565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 574 op->inv->clr_flag (FLAG_STARTEQUIP);
566 575
567 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
568 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
569 * merged properly. 578 * merged properly.
570 */ 579 */
571 if (need_identify (op)) 580 if (op->need_identify ())
572 { 581 {
573 SET_FLAG (op, FLAG_IDENTIFIED); 582 op->set_flag (FLAG_IDENTIFIED);
574 CLEAR_FLAG (op, FLAG_CURSED); 583 op->clr_flag (FLAG_CURSED);
575 CLEAR_FLAG (op, FLAG_DAMNED); 584 op->clr_flag (FLAG_DAMNED);
576 } 585 }
577 586
578 if (op->type == SPELL) 587 if (op->type == SPELL)
579 { 588 {
580 op->destroy (); 589 op->destroy ();
581 continue; 590 continue;
582 } 591 }
583 else if (op->type == SKILL) 592 else if (op->type == SKILL)
584 { 593 {
585 SET_FLAG (op, FLAG_CAN_USE_SKILL); 594 op->set_flag (FLAG_CAN_USE_SKILL);
586 op->stats.exp = 0; 595 op->stats.exp = 0;
587 op->level = 1; 596 op->level = 1;
588 } 597 }
589 else /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
590 SET_FLAG (op, FLAG_INV_LOCKED); 599 op->set_flag (FLAG_INV_LOCKED);
591 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
592 601
593 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
594 pl->contr->link_skills (); 603 pl->contr->link_skills ();
595} 604}
729 738
730 if (ob->msg) 739 if (ob->msg)
731 ob->msg = 0; 740 ob->msg = 0;
732 741
733 start_info (ob); 742 start_info (ob);
734 CLEAR_FLAG (ob, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
735 give_initial_items (ob, ob->randomitems); 744 give_initial_items (ob, ob->randomitems);
736 esrv_send_inventory (ob, ob); 745 esrv_send_inventory (ob, ob);
737 ob->update_stats (); 746 ob->update_stats ();
738 747
739 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
788 rv_vector rv; 797 rv_vector rv;
789 798
790 if (op->stats.hp < 0) 799 if (op->stats.hp < 0)
791 { 800 {
792 LOG (llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
793 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
794 return; 803 return;
795 } 804 }
796 805
797 if (!op->enemy) 806 if (!op->enemy)
798 { 807 {
799 LOG (llevDebug, "Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
800 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
801 return; 810 return;
802 } 811 }
803 812
804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
805 { 814 {
806 op->enemy = NULL; 815 op->enemy = NULL;
807 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
808 return; 817 return;
809 } 818 }
810 819
811 get_rangevector (op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
812 821
818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
819 return; 828 return;
820 } 829 }
821 830
822 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
823 CLEAR_FLAG (op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
824 op->enemy = NULL; 833 op->enemy = NULL;
825} 834}
826 835
827/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* 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 837 * It returns 1 if the player should keep on moving, 0 if he should
920 * fighting */ 929 * fighting */
921 if (op->contr->mode & PU_INHIBIT) 930 if (op->contr->mode & PU_INHIBIT)
922 return 1; 931 return 1;
923 932
924 /* prevent us from turning into auto-thieves :) */ 933 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 934 if (tmp->flag [FLAG_UNPAID])
926 continue; 935 continue;
927 936
928 /* ignore known cursed objects */ 937 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
930 continue; 939 continue;
931 940
932 /* all food and drink if desired */ 941 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */ 942 /* question: don't pick up known-poisonous stuff? */
934 if (op->contr->mode & PU_FOOD) 943 if (op->contr->mode & PU_FOOD)
937 CHK_PICK_PICKUP; 946 CHK_PICK_PICKUP;
938 continue; 947 continue;
939 } 948 }
940 949
941 if (op->contr->mode & PU_DRINK) 950 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
943 { 952 {
944 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
945 continue; 954 continue;
946 } 955 }
947 956
985 continue; 994 continue;
986 } 995 }
987 996
988 /* pick up all magical items */ 997 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL) 998 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1000 && !tmp->flag [FLAG_KNOWN_CURSED])
992 { 1001 {
993 CHK_PICK_PICKUP; 1002 CHK_PICK_PICKUP;
994 continue; 1003 continue;
995 } 1004 }
996 1005
1080 continue; 1089 continue;
1081 } 1090 }
1082 1091
1083 /* hoping to catch throwing daggers here */ 1092 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON) 1093 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1086 { 1095 {
1087 CHK_PICK_PICKUP; 1096 CHK_PICK_PICKUP;
1088 continue; 1097 continue;
1089 } 1098 }
1090 1099
1145 * return 0. 1154 * return 0.
1146 */ 1155 */
1147static int 1156static int
1148action_makes_visible (object *op) 1157action_makes_visible (object *op)
1149{ 1158{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1159 if (op->invisible && op->flag [FLAG_ALIVE])
1151 { 1160 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1161 if (op->flag [FLAG_MAKE_INVIS])
1153 { 1162 {
1154 // artefact invisibility is permanent, but we still make noise 1163 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance. 1164 // this is important for game-balance.
1156 if (op->contr) 1165 if (op->contr)
1157 op->make_noise (); 1166 op->make_noise ();
1184 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp); 1195 return splay (tmp);
1187 1196
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type)) 1199 if (object *arrow = find_arrow (tmp, type))
1191 { 1200 {
1192 splay (tmp); 1201 splay (tmp);
1193 return arrow; 1202 return arrow;
1194 } 1203 }
1211 if (!type) 1220 if (!type)
1212 return NULL; 1221 return NULL;
1213 1222
1214 for (arrow = op->inv; arrow; arrow = arrow->below) 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1215 { 1224 {
1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1217 { 1226 {
1218 i = 0; 1227 i = 0;
1219 ntmp = find_better_arrow (arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1220 1229
1221 if (i > betterby) 1230 if (i > betterby)
1322 break; 1331 break;
1323 } 1332 }
1324 1333
1325 if (mflags & P_IS_ALIVE) 1334 if (mflags & P_IS_ALIVE)
1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1336 if (tmp->flag [FLAG_ALIVE])
1328 break; 1337 break;
1329 } 1338 }
1330 1339
1331 if (!tmp) 1340 if (!tmp)
1332 return find_arrow (op, type); 1341 return find_arrow (op, type);
1393 { 1402 {
1394 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1404 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 */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1397 else 1406 else
1398 CLEAR_FLAG (op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1399 1408
1400 return 0; 1409 return 0;
1401 } 1410 }
1402 } 1411 }
1403 1412
1603 { 1612 {
1604 object *tmp; 1613 object *tmp;
1605 1614
1606 if (item->arch) 1615 if (item->arch)
1607 { 1616 {
1608 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1609 item->face = item->arch->face; 1618 item->face = item->arch->face;
1610 item->set_speed (0); 1619 item->set_speed (0);
1611 } 1620 }
1612 1621
1613 if (object *pl = item->visible_to ()) 1622 if (object *pl = item->visible_to ())
1741 * 1750 *
1742 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1743 * all the others. 1752 * all the others.
1744 */ 1753 */
1745 if (pl->contr->usekeys == key_inventory 1754 if (pl->contr->usekeys == key_inventory
1746 || !QUERY_FLAG (container, FLAG_APPLIED) 1755 || !container->flag [FLAG_APPLIED]
1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1748 { 1757 {
1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 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)); 1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1751 return NULL; 1760 return NULL;
1902 */ 1911 */
1903 if (op->type == PLAYER 1912 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr 1913 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party)) 1914 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op) 1915 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1908 { 1917 {
1909 /* If we're braced, we don't want to switch places with it */ 1918 /* If we're braced, we don't want to switch places with it */
1910 if (op->contr->braced) 1919 if (op->contr->braced)
1911 return false; 1920 return false;
1912 1921
1932 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
1933 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
1934 * attack them either. 1943 * attack them either.
1935 */ 1944 */
1936 if ((mon->type == PLAYER || mon->enemy != op) 1945 if ((mon->type == PLAYER || mon->enemy != op)
1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1938 && ((op->contr->peaceful 1947 && ((op->contr->peaceful
1939 || (mon->type == PLAYER && mon->contr->peaceful)) 1948 || (mon->type == PLAYER && mon->contr->peaceful))
1940 && !on_battleground)) 1949 && !on_battleground))
1941 { 1950 {
1942 if (op->speed_left > 0.f) 1951 if (op->speed_left > 0.f)
1958 } 1967 }
1959 } 1968 }
1960 /* If the object is a boulder or other rollable object, then 1969 /* 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. 1970 * roll it if not braced. You can't roll it if you are braced.
1962 */ 1971 */
1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1964 { 1973 {
1965 if (op->speed_left > 0.f) 1974 if (op->speed_left > 0.f)
1966 { 1975 {
1967 --op->speed_left; 1976 --op->speed_left;
1968 1977
1977 * Way it works is like this: First, it must have some hit points 1986 * 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: 1987 * 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 1988 * 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. 1989 * that party_number -1 is no party, so attacks can still happen.
1981 */ 1990 */
1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1984 { 1993 {
1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1986 { 1995 {
1987 --op->contr->weapon_sp_left; 1996 --op->contr->weapon_sp_left;
2003{ 2012{
2004 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2005 return 0; 2014 return 0;
2006 2015
2007 /* Sanity check: make sure dir is valid */ 2016 /* Sanity check: make sure dir is valid */
2008 if (dir < 0 || dir >= 9) 2017 if (dir < 0 || dir > 8)
2009 { 2018 {
2010 LOG (llevError, "move_player: invalid direction %d\n", dir); 2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2011 return 0; 2020 return 0;
2012 } 2021 }
2013 2022
2014 /* peterm: added following line */ 2023 /* peterm: added following line */
2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2024 if (op->flag [FLAG_CONFUSED] && dir)
2016 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2017 2026
2018 op->facing = dir; 2027 op->facing = dir;
2019 2028
2020 if (op->flag [FLAG_HIDDEN]) 2029 if (op->flag [FLAG_HIDDEN])
2060 * players. 2069 * players.
2061 */ 2070 */
2062bool 2071bool
2063handle_newcs_player (object *op) 2072handle_newcs_player (object *op)
2064{ 2073{
2065 if (QUERY_FLAG (op, FLAG_SCARED)) 2074 if (op->flag [FLAG_SCARED])
2066 { 2075 {
2067 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2068 { 2077 {
2069 --op->speed_left; 2078 --op->speed_left;
2070 flee_player (op); 2079 flee_player (op);
2089} 2098}
2090 2099
2091static int 2100static int
2092save_life (object *op) 2101save_life (object *op)
2093{ 2102{
2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2103 if (!op->flag [FLAG_LIFESAVE])
2095 return 0; 2104 return 0;
2096 2105
2097 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2099 { 2108 {
2100 op->play_sound (sound_find ("ob_evaporate")); 2109 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)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2102 2111
2103 tmp->destroy (); 2112 tmp->destroy ();
2104 CLEAR_FLAG (op, FLAG_LIFESAVE); 2113 op->clr_flag (FLAG_LIFESAVE);
2105 2114
2106 if (op->stats.hp < 0) 2115 if (op->stats.hp < 0)
2107 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2108 2117
2109 if (op->stats.food < 0) 2118 if (op->stats.food < 0)
2112 op->update_stats (); 2121 op->update_stats ();
2113 return 1; 2122 return 1;
2114 } 2123 }
2115 2124
2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2117 CLEAR_FLAG (op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2118 enter_player_savebed (op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2119 return 0; 2128 return 0;
2120} 2129}
2121 2130
2122/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2129{ 2138{
2130 while (op) 2139 while (op)
2131 { 2140 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133 2142
2134 if (QUERY_FLAG (op, FLAG_UNPAID)) 2143 if (op->flag [FLAG_UNPAID])
2135 op->insert_at (env); 2144 op->insert_at (env);
2136 else if (op->inv) 2145 else if (op->inv)
2137 drop_unpaid_items (op->inv, env); 2146 drop_unpaid_items (op->inv, env);
2138 2147
2139 op = next; 2148 op = next;
2169 * alternate it here for it to work correctly. 2178 * alternate it here for it to work correctly.
2170 */ 2179 */
2171 if (pticks & 2) 2180 if (pticks & 2)
2172 op->invisible--; 2181 op->invisible--;
2173 } 2182 }
2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2175 { 2184 {
2176 if (!op->invisible--) 2185 if (!op->invisible--)
2177 { 2186 {
2178 make_visible (op); 2187 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2246 if (op->stats.sp < op->stats.maxsp) 2255 if (op->stats.sp < op->stats.maxsp)
2247 { 2256 {
2248 op->stats.sp++; 2257 op->stats.sp++;
2249 2258
2250 /* dms do not consume food */ 2259 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ)) 2260 if (!op->flag [FLAG_WIZ])
2252 { 2261 {
2253 op->stats.food--; 2262 op->stats.food--;
2254 2263
2255 if (op->contr->digestion < 0) 2264 if (op->contr->digestion < 0)
2256 op->stats.food += op->contr->digestion; 2265 op->stats.food += op->contr->digestion;
2290 if (op->stats.hp < op->stats.maxhp) 2299 if (op->stats.hp < op->stats.maxhp)
2291 { 2300 {
2292 op->stats.hp++; 2301 op->stats.hp++;
2293 2302
2294 /* dms do not consume food */ 2303 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ)) 2304 if (!op->flag [FLAG_WIZ])
2296 { 2305 {
2297 op->stats.food--; 2306 op->stats.food--;
2298 2307
2299 if (op->contr->digestion < 0) 2308 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion; 2309 op->stats.food += op->contr->digestion;
2327 penalty = max (0, -op->contr->digestion); 2336 penalty = max (0, -op->contr->digestion);
2328 2337
2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2330 2339
2331 /* dms do not consume food */ 2340 /* dms do not consume food */
2332 if (!QUERY_FLAG (op, FLAG_WIZ)) 2341 if (!op->flag [FLAG_WIZ])
2333 op->stats.food--; 2342 op->stats.food--;
2334 } 2343 }
2335 2344
2336 if (op->stats.food < 0 && op->stats.hp >= 0) 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2337 { 2346 {
2338 object *flesh = 0; 2347 object *flesh = 0;
2339 2348
2340 for_inv_removable (op, tmp) 2349 for_inv_removable (op, tmp)
2341 { 2350 {
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2351 if (tmp->flag [FLAG_UNPAID])
2343 continue; 2352 continue;
2344 2353
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2346 { 2355 {
2347 op->statusmsg ("You blindly grab for a bite of food. " 2356 op->statusmsg ("You blindly grab for a bite of food. "
2382 op->contr->killer->destroy (); 2391 op->contr->killer->destroy ();
2383 } 2392 }
2384 } 2393 }
2385 2394
2386 /* killer should be set here already */ 2395 /* killer should be set here already */
2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2388 kill_player (op); 2397 kill_player (op);
2389 } 2398 }
2390} 2399}
2391 2400
2392/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2587 * difference. 2596 * difference.
2588 */ 2597 */
2589 if (this_stat >= -50) 2598 if (this_stat >= -50)
2590 { 2599 {
2591 change_attr_value (&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2592 SET_FLAG (dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2594 op->update_stats (); 2603 op->update_stats ();
2595 lost_a_stat = 1; 2604 lost_a_stat = 1;
2596 } 2605 }
2597 } 2606 }
2668 2677
2669 force = get_archetype (FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2670 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2671 force->speed = 0.1f; 2680 force->speed = 0.1f;
2672 force->speed_left = -5.f; 2681 force->speed_left = -5.f;
2673 SET_FLAG (force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2674 for (at = 0; at < NROFATTACKS; at++) 2683 for (at = 0; at < NROFATTACKS; at++)
2675 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2676 force->resist[at] = 100; 2685 force->resist[at] = 100;
2677 2686
2678 insert_ob_in_ob (force, op); 2687 insert_ob_in_ob (force, op);
2700 tmp->x = op->x, tmp->y = op->y; 2709 tmp->x = op->x, tmp->y = op->y;
2701 2710
2702 if (tmp->type == CONTAINER) 2711 if (tmp->type == CONTAINER)
2703 loot_object (tmp); /* empty container to ground */ 2712 loot_object (tmp); /* empty container to ground */
2704 2713
2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2706 { 2715 {
2707 if (tmp->nrof > 1) 2716 if (tmp->nrof > 1)
2708 { 2717 {
2709 tmp->decrease (rndm (1, tmp->nrof - 1)); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2710 insert_ob_in_map (tmp, op->map, NULL, 0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2800} 2809}
2801 2810
2802int 2811int
2803is_true_undead (object *op) 2812is_true_undead (object *op)
2804{ 2813{
2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2814 if (op->arch->flag [FLAG_UNDEAD])
2806 return 1; 2815 return 1;
2807 2816
2808 return 0; 2817 return 0;
2809} 2818}
2810 2819
2908 2917
2909 if (who->type == PLAYER) 2918 if (who->type == PLAYER)
2910 player = 1; 2919 player = 1;
2911 2920
2912 else 2921 else
2913 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2922 friendly = who->flag [FLAG_FRIENDLY];
2914 2923
2915 /* search adjacent squares */ 2924 /* search adjacent squares */
2916 for (i = 1; i < 9; i++) 2925 for (i = 1; i < 9; i++)
2917 { 2926 {
2918 x = who->x + freearr_x[i]; 2927 x = who->x + freearr_x[i];
2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2928 continue; 2937 continue;
2929 2938
2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2931 { 2940 {
2932 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2933 return 1; 2942 return 1;
2934 else if (tmp->type == PLAYER) 2943 else if (tmp->type == PLAYER)
2935 { 2944 {
2936 /*don't let a hidden DM prevent you from hiding */ 2945 /*don't let a hidden DM prevent you from hiding */
2937 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2938 return 1; 2947 return 1;
2939 } 2948 }
2940 } 2949 }
2941 } 2950 }
2942 return 0; 2951 return 0;
3011 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3012 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3013 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3014 for (object *tmp = op->below; tmp; tmp = tmp->below) 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3015 { 3024 {
3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3025 if (tmp->flag [FLAG_IS_FLOOR])
3017 { 3026 {
3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3027 if (tmp->flag [FLAG_NO_PICK]
3019 && tmp->type == BATTLEGROUND 3028 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground 3029 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp)) 3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3022 { 3031 {
3023 /* before we assign the exit, check if this is a teambattle */ 3032 /* before we assign the exit, check if this is a teambattle */
3181 strcat (buf, "."); 3190 strcat (buf, ".");
3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3183 } 3192 }
3184 3193
3185 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3186 if (QUERY_FLAG (item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3187 SET_FLAG (skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3188 if (QUERY_FLAG (item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3189 SET_FLAG (skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3190 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3191 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3192 3201
3193 /* print message if there is one */ 3202 /* print message if there is one */
3194 if (item->msg != NULL) 3203 if (item->msg != NULL)
3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3196 } 3205 }
3238{ 3247{
3239 play_sound (sound_find ("generic_failure")); 3248 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color); 3249 statusmsg (msg, color);
3241} 3250}
3242 3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3256 return;
3257
3258 va_list ap;
3259 va_start (ap, format);
3260 contr->failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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