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Comparing deliantra/server/server/player.C (file contents):
Revision 1.246 by root, Wed Nov 11 04:45:23 2009 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
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 ()
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 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
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
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
110 link_skills (); 108 link_skills ();
111 109
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
134 132
135 ns->floorbox_update (); 133 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
138 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
139 activate (); 143 activate ();
140 144
141 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
143} 147}
182 186
183 ob->speed = 1.0f; 187 ob->speed = 1.0f;
184 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
185 189
186 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
187
188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
195 {
196 case SKILL:
197 ob->flag [FLAG_APPLIED] = false;
198 break;
199
200 case WAND:
201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
210 }
211
212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
213 ob->deactivate (); // change_weapon activates, fix this better
214} 191}
215 192
216void 193void
217player::set_observe (object *op) 194player::set_observe (object *op)
218{ 195{
257 disconnect (); 234 disconnect ();
258 235
259 attachable::do_destroy (); 236 attachable::do_destroy ();
260 237
261 if (ob) 238 if (ob)
262 {
263 ob->destroy_inv (false);
264 ob->destroy (); 239 ob->destroy ();
265 }
266 240
267 ob = observe = viewpoint = 0; 241 ob = observe = viewpoint = 0;
268} 242}
269 243
270player::~player () 244player::~player ()
308player * 282player *
309player::create () 283player::create ()
310{ 284{
311 player *pl = new player; 285 player *pl = new player;
312 286
313 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
314 288
315 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
318 292
400 */ 374 */
401int 375int
402path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
403{ 377{
404 rv_vector rv; 378 rv_vector rv;
405 sint16 x, y;
406 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;
407 maptile *m, *lastmap;
408 380
409 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
410 382
411 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
412 return 0; 384 return 0;
413 385
414 x = mon->x; 386 mapxy pos (mon);
415 y = mon->y;
416 m = mon->map;
417 dir = rv.direction; 387 dir = rv.direction;
418 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 */
419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420 390
421 /* 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. */
422 if (diff > max) 392 if (diff > max)
423 return 0; 393 return 0;
424 394
425 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
426 { 396 {
427 lastx = x; 397 mapxy lastpos = pos;
428 lasty = y;
429 lastmap = m;
430 x = lastx + freearr_x[dir];
431 y = lasty + freearr_y[dir];
432 398
433 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
434 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
435 400
436 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
437 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
438 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
439 { 405 {
440 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
441 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
442 */ 408 */
443 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
444 if (rv.direction != dir) 410 if (rv.direction != dir)
445 { 411 {
446 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
447 * the values so it will try again. 413 * the values so it will try again.
448 */ 414 */
449 x = lastx;
450 y = lasty;
451 m = lastmap; 415 pos = lastpos;
452 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
453 } 417 }
454 else 418 else
455 { 419 {
456 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
463 */ 427 */
464 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
465 { 429 {
466 if (i == 0) 430 if (i == 0)
467 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
468 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
469 * since the direction that the creature should move in 434 * since the direction that the creature should move in
470 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
471 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
472 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
474 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
475 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
476 * the last direction the creature has successfully 441 * the last direction the creature has successfully
477 * moved. 442 * moved.
478 */ 443 */
479
480 x = lastx + freearr_x[absdir (lastdir + i)];
481 y = lasty + freearr_y[absdir (lastdir + i)];
482 m = lastmap; 444 pos = lastpos;
483 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
484 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
485 continue; 448 continue;
486 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
487 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
488 continue; 453 continue;
489 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
490 continue; 456 continue;
491 457
492 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
493 break; 459 break;
494 } 460 }
461
495 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
496 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
497 */ 464 */
498 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
499 return 0; 466 return 0;
467
500 diff--; 468 diff--;
501 lastdir = dir; 469 lastdir = dir;
502 max--; 470 max--;
503 if (!firstdir) 471 if (!firstdir)
504 firstdir = dir + i; 472 firstdir = dir + i;
508 { 476 {
509 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
510 diff--; 478 diff--;
511 max--; 479 max--;
512 lastdir = dir; 480 lastdir = dir;
481
513 if (!firstdir) 482 if (!firstdir)
514 firstdir = dir; 483 firstdir = dir;
515 } 484 }
516 485
517 if (diff <= 1) 486 if (diff <= 1)
518 { 487 {
519 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
520 * headed toward player for entire distance. 489 * headed toward player for entire distance.
521 */ 490 */
522 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
524 } 493 }
525 494
526 if (diff > max) 495 if (diff > max)
527 return 0; 496 return 0;
545 next = op->below; 514 next = op->below;
546 515
547 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
548 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
549 */ 518 */
550 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
551 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
552 521
553 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
554 * by this player due to race restrictions 523 * by this player due to race restrictions
555 */ 524 */
556 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
557 { 526 {
558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 527 if ((!pl->flag [FLAG_USE_ARMOUR]
559 && 528 &&
560 (op->type == ARMOUR || op->type == BOOTS 529 (op->type == ARMOUR || op->type == BOOTS
561 || op->type == CLOAK || op->type == HELMET 530 || op->type == CLOAK || op->type == HELMET
562 || op->type == SHIELD || op->type == GLOVES 531 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE)) 532 || op->type == BRACERS || op->type == GIRDLE))
564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
565 { 534 {
566 op->destroy (); 535 op->destroy ();
567 continue; 536 continue;
568 } 537 }
569 } 538 }
586 if (op->nrof > 1) 555 if (op->nrof > 1)
587 op->nrof = 1; 556 op->nrof = 1;
588 } 557 }
589 558
590 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
592 561
593 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
594 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
595 * merged properly. 564 * merged properly.
596 */ 565 */
597 if (need_identify (op)) 566 if (op->need_identify ())
598 { 567 {
599 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
600 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
601 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
602 } 571 }
603 572
604 if (op->type == SPELL) 573 if (op->type == SPELL)
605 { 574 {
606 op->destroy (); 575 op->destroy ();
607 continue; 576 continue;
608 } 577 }
609 else if (op->type == SKILL) 578 else if (op->type == SKILL)
610 { 579 {
611 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
612 op->stats.exp = 0; 581 op->stats.exp = 0;
613 op->level = 1; 582 op->level = 1;
614 } 583 }
615 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
616 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
617 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
618 587
619 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
620 pl->contr->link_skills (); 589 pl->contr->link_skills ();
621} 590}
635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
636} 605}
637 606
638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
639static int 608static int
640roll_stat (void) 609roll_stat ()
641{ 610{
642 int a[4], i, j, k; 611 int a[4], i, j, k;
643 612
644 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
645 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
755 724
756 if (ob->msg) 725 if (ob->msg)
757 ob->msg = 0; 726 ob->msg = 0;
758 727
759 start_info (ob); 728 start_info (ob);
760 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
761 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
762 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
763 ob->update_stats (); 732 ob->update_stats ();
764 733
765 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
814 rv_vector rv; 783 rv_vector rv;
815 784
816 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
817 { 786 {
818 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
819 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
820 return; 789 return;
821 } 790 }
822 791
823 if (!op->enemy) 792 if (!op->enemy)
824 { 793 {
825 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
826 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
827 return; 796 return;
828 } 797 }
829 798
830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
831 { 800 {
832 op->enemy = NULL; 801 op->enemy = NULL;
833 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
834 return; 803 return;
835 } 804 }
836 805
837 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
838 807
839 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
840 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
841 { 810 {
842 int m = 1 - rndm (2) * 2; 811 int m = 1 - rndm (2) * 2;
843 812
844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 813 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
845 return; 814 return;
846 } 815 }
847 816
848 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
849 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
850 op->enemy = NULL; 819 op->enemy = NULL;
851} 820}
852 821
853/* check_pick sees if there is stuff to be picked up/picks up stuff. 822/* check_pick sees if there is stuff to be picked up/picks up stuff.
854 * It returns 1 if the player should keep on moving, 0 if he should 823 * It returns 1 if the player should keep on moving, 0 if he should
859{ 828{
860 object *tmp, *next; 829 object *tmp, *next;
861 int stop = 0; 830 int stop = 0;
862 int wvratio; 831 int wvratio;
863 832
864 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
865 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
866 return 1; 835 return 1;
867 836
868 next = op->below; 837 next = op->below;
869 838
946 * fighting */ 915 * fighting */
947 if (op->contr->mode & PU_INHIBIT) 916 if (op->contr->mode & PU_INHIBIT)
948 return 1; 917 return 1;
949 918
950 /* prevent us from turning into auto-thieves :) */ 919 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 920 if (tmp->flag [FLAG_UNPAID])
952 continue; 921 continue;
953 922
954 /* ignore known cursed objects */ 923 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
956 continue; 925 continue;
957 926
958 /* all food and drink if desired */ 927 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */ 928 /* question: don't pick up known-poisonous stuff? */
960 if (op->contr->mode & PU_FOOD) 929 if (op->contr->mode & PU_FOOD)
963 CHK_PICK_PICKUP; 932 CHK_PICK_PICKUP;
964 continue; 933 continue;
965 } 934 }
966 935
967 if (op->contr->mode & PU_DRINK) 936 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
969 { 938 {
970 CHK_PICK_PICKUP; 939 CHK_PICK_PICKUP;
971 continue; 940 continue;
972 } 941 }
973 942
1000 continue; 969 continue;
1001 } 970 }
1002 971
1003 /* wands/staves/rods/horns */ 972 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE) 973 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 974 if (tmp->type == WAND
975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
1006 { 978 {
1007 CHK_PICK_PICKUP; 979 CHK_PICK_PICKUP;
1008 continue; 980 continue;
1009 } 981 }
1010 982
1011 /* pick up all magical items */ 983 /* pick up all magical items */
1012 if (op->contr->mode & PU_MAGICAL) 984 if (op->contr->mode & PU_MAGICAL)
1013 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
986 && !tmp->flag [FLAG_KNOWN_CURSED])
1014 { 987 {
1015 CHK_PICK_PICKUP; 988 CHK_PICK_PICKUP;
1016 continue; 989 continue;
1017 } 990 }
1018 991
1025 } 998 }
1026 } 999 }
1027 1000
1028 /* rings & amulets - talismans seems to be typed AMULET */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1029 if (op->contr->mode & PU_JEWELS) 1002 if (op->contr->mode & PU_JEWELS)
1030 if (tmp->type == RING || tmp->type == AMULET) 1003 if (tmp->type == RING
1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1031 { 1007 {
1032 CHK_PICK_PICKUP; 1008 CHK_PICK_PICKUP;
1033 continue; 1009 continue;
1034 } 1010 }
1035 1011
1084 CHK_PICK_PICKUP; 1060 CHK_PICK_PICKUP;
1085 continue; 1061 continue;
1086 } 1062 }
1087 1063
1088 if (op->contr->mode & PU_GLOVES) 1064 if (op->contr->mode & PU_GLOVES)
1089 if (tmp->type == GLOVES) 1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1090 { 1066 {
1091 CHK_PICK_PICKUP; 1067 CHK_PICK_PICKUP;
1092 continue; 1068 continue;
1093 } 1069 }
1094 1070
1099 continue; 1075 continue;
1100 } 1076 }
1101 1077
1102 /* hoping to catch throwing daggers here */ 1078 /* hoping to catch throwing daggers here */
1103 if (op->contr->mode & PU_MISSILEWEAPON) 1079 if (op->contr->mode & PU_MISSILEWEAPON)
1104 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1105 { 1081 {
1106 CHK_PICK_PICKUP; 1082 CHK_PICK_PICKUP;
1107 continue; 1083 continue;
1108 } 1084 }
1109 1085
1164 * return 0. 1140 * return 0.
1165 */ 1141 */
1166static int 1142static int
1167action_makes_visible (object *op) 1143action_makes_visible (object *op)
1168{ 1144{
1169 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1145 if (op->invisible && op->flag [FLAG_ALIVE])
1170 { 1146 {
1171 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1147 if (op->flag [FLAG_MAKE_INVIS])
1172 { 1148 {
1173 // artefact invisibility is permanent, but we still make noise 1149 // artefact invisibility is permanent, but we still make noise
1174 // this is important for game-balance. 1150 // this is important for game-balance.
1175 if (op->contr) 1151 if (op->contr)
1176 op->make_noise (); 1152 op->make_noise ();
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1205 return splay (tmp); 1181 return splay (tmp);
1206 1182
1207 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1208 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1209 if (object *arrow = find_arrow (tmp, type)) 1185 if (object *arrow = find_arrow (tmp, type))
1210 { 1186 {
1211 splay (tmp); 1187 splay (tmp);
1212 return arrow; 1188 return arrow;
1213 } 1189 }
1230 if (!type) 1206 if (!type)
1231 return NULL; 1207 return NULL;
1232 1208
1233 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1234 { 1210 {
1235 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1236 { 1212 {
1237 i = 0; 1213 i = 0;
1238 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1239 1215
1240 if (i > betterby) 1216 if (i > betterby)
1341 break; 1317 break;
1342 } 1318 }
1343 1319
1344 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1347 break; 1323 break;
1348 } 1324 }
1349 1325
1350 if (!tmp) 1326 if (!tmp)
1351 return find_arrow (op, type); 1327 return find_arrow (op, type);
1412 { 1388 {
1413 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1414 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1390 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1415 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1391 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1416 else 1392 else
1417 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1418 1394
1419 return 0; 1395 return 0;
1420 } 1396 }
1421 } 1397 }
1422 1398
1578 { 1554 {
1579 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1580 return; 1556 return;
1581 } 1557 }
1582 1558
1583 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1584 return; 1560 return;
1585 1561
1586 if (item->type == WAND) 1562 if (item->type == WAND)
1587 { 1563 {
1588 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1622 { 1598 {
1623 object *tmp; 1599 object *tmp;
1624 1600
1625 if (item->arch) 1601 if (item->arch)
1626 { 1602 {
1627 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1628 item->face = item->arch->face; 1604 item->face = item->arch->face;
1629 item->set_speed (0); 1605 item->set_speed (0);
1630 } 1606 }
1631 1607
1632 if (object *pl = item->visible_to ()) 1608 if (object *pl = item->visible_to ())
1639} 1615}
1640 1616
1641/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1642 */ 1618 */
1643bool 1619bool
1644fire (object *op, int dir) 1620fire (object *who, int dir)
1645{ 1621{
1646 int spellcost = 0; 1622 int spellcost = 0;
1647 1623
1648 player *pl = op->contr; 1624 player *pl = who->contr;
1649 1625
1650 if (pl->golem) 1626 if (pl->golem)
1651 { 1627 {
1652 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1653 return false; 1629 return false;
1654 } 1630 }
1655 1631
1656 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1657 1633
1658 if (!ob) 1634 if (!ob)
1659 return false; 1635 return false;
1660 1636
1661 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1662 --op->speed_left; 1638 --who->speed_left;
1663 else 1639 else
1664 return false; 1640 return false;
1665 1641
1666 if (!op->change_weapon (ob)) 1642 if (!who->apply (ob))
1667 return false; 1643 return false;
1668 1644
1669 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1670 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1671 make_visible (op); 1647 make_visible (who);
1672 1648
1673 switch (ob->type) 1649 switch (ob->type)
1674 { 1650 {
1675 case BOW: 1651 case BOW:
1676 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1677 break; 1653 break;
1678 1654
1679 case SPELL: 1655 case SPELL:
1680 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1656 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1681 break; 1657 break;
1682 1658
1683 case BUILDER: 1659 case BUILDER:
1684 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1685 break; 1661 break;
1686 1662
1687 case SKILL: 1663 case SKILL:
1688 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1689 break; 1665 break;
1690 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1691 default: 1671 default:
1692 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1693 break; 1673 break;
1694 } 1674 }
1695 1675
1696 return true; 1676 return true;
1697} 1677}
1756 * 1736 *
1757 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1758 * all the others. 1738 * all the others.
1759 */ 1739 */
1760 if (pl->contr->usekeys == key_inventory 1740 if (pl->contr->usekeys == key_inventory
1761 || !QUERY_FLAG (container, FLAG_APPLIED) 1741 || !container->flag [FLAG_APPLIED]
1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1763 { 1743 {
1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1745 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1766 return NULL; 1746 return NULL;
1850 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
1851 */ 1831 */
1852bool 1832bool
1853move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
1854{ 1834{
1855 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1856 { 1836 {
1857 --op->speed_left; 1837 --op->speed_left;
1858 return true; 1838 return true;
1859 } 1839 }
1860 1840
1861 int on_battleground;
1862
1863 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
1864 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
1865
1866 on_battleground = op_on_battleground (op, 0, 0);
1867 1843
1868 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
1869 return false; 1845 return false;
1870 1846
1871 /* If braced, or can't move to the square, and it is not out of the 1847 /* If braced, or can't move to the square, and it is not out of the
1921 */ 1897 */
1922 if (op->type == PLAYER 1898 if (op->type == PLAYER
1923 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
1924 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
1925 || mon->owner == op) 1901 || mon->owner == op)
1926 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1927 { 1903 {
1928 /* If we're braced, we don't want to switch places with it */ 1904 /* If we're braced, we don't want to switch places with it */
1929 if (op->contr->braced) 1905 if (op->contr->braced)
1930 return false; 1906 return false;
1931 1907
1942 return true; 1918 return true;
1943 } 1919 }
1944 else 1920 else
1945 return false; 1921 return false;
1946 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
1947 1925
1948 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
1949 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
1950 * someone, but put it inside this loop so that you won't 1928 * someone, but put it inside this loop so that you won't
1951 * attack them either. 1929 * attack them either.
1952 */ 1930 */
1953 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
1954 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1932 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1955 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
1956 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
1957 && !on_battleground)) 1935 && !on_battleground))
1958 { 1936 {
1959 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
1975 } 1953 }
1976 } 1954 }
1977 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
1978 * roll it if not braced. You can't roll it if you are braced. 1956 * roll it if not braced. You can't roll it if you are braced.
1979 */ 1957 */
1980 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1981 { 1959 {
1982 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
1983 { 1961 {
1984 --op->speed_left; 1962 --op->speed_left;
1985 1963
1994 * Way it works is like this: First, it must have some hit points 1972 * Way it works is like this: First, it must have some hit points
1995 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
1996 * 1) Not a player, 2) A player, but of a different party. Note 1974 * 1) Not a player, 2) A player, but of a different party. Note
1997 * that party_number -1 is no party, so attacks can still happen. 1975 * that party_number -1 is no party, so attacks can still happen.
1998 */ 1976 */
1999 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2000 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1978 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2001 { 1979 {
2002 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2003 { 1981 {
2004 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2020{ 1998{
2021 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2022 return 0; 2000 return 0;
2023 2001
2024 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2025 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2026 { 2004 {
2027 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2028 return 0; 2006 return 0;
2029 } 2007 }
2030 2008
2031 /* peterm: added following line */ 2009 /* peterm: added following line */
2032 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2033 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2034 2012
2035 op->facing = dir; 2013 op->facing = dir;
2036 2014
2037 if (op->flag [FLAG_HIDDEN]) 2015 if (op->flag [FLAG_HIDDEN])
2077 * players. 2055 * players.
2078 */ 2056 */
2079bool 2057bool
2080handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2081{ 2059{
2082 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2083 { 2061 {
2084 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2085 { 2063 {
2086 --op->speed_left; 2064 --op->speed_left;
2087 flee_player (op); 2065 flee_player (op);
2106} 2084}
2107 2085
2108static int 2086static int
2109save_life (object *op) 2087save_life (object *op)
2110{ 2088{
2111 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2112 return 0; 2090 return 0;
2113 2091
2114 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2115 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2116 { 2094 {
2117 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2118 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2119 2097
2120 tmp->destroy (); 2098 tmp->destroy ();
2121 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2122 2100
2123 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2124 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2125 2103
2126 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2127 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2128 2106
2129 op->update_stats (); 2107 op->update_stats ();
2130 return 1; 2108 return 1;
2131 } 2109 }
2132 2110
2133 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2134 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2135 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2136 return 0; 2114 return 0;
2137} 2115}
2138 2116
2139/* This goes throws the inventory and removes unpaid objects, and puts them 2117/* This goes throws the inventory and removes unpaid objects, and puts them
2146{ 2124{
2147 while (op) 2125 while (op)
2148 { 2126 {
2149 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2150 2128
2151 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2152 op->insert_at (env); 2130 op->insert_at (env);
2153 else if (op->inv) 2131 else if (op->inv)
2154 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2155 2133
2156 op = next; 2134 op = next;
2186 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2187 */ 2165 */
2188 if (pticks & 2) 2166 if (pticks & 2)
2189 op->invisible--; 2167 op->invisible--;
2190 } 2168 }
2191 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2192 { 2170 {
2193 if (!op->invisible--) 2171 if (!op->invisible--)
2194 { 2172 {
2195 make_visible (op); 2173 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2263 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2264 { 2242 {
2265 op->stats.sp++; 2243 op->stats.sp++;
2266 2244
2267 /* dms do not consume food */ 2245 /* dms do not consume food */
2268 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2269 { 2247 {
2270 op->stats.food--; 2248 op->stats.food--;
2271 2249
2272 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2273 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2307 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2308 { 2286 {
2309 op->stats.hp++; 2287 op->stats.hp++;
2310 2288
2311 /* dms do not consume food */ 2289 /* dms do not consume food */
2312 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2313 { 2291 {
2314 op->stats.food--; 2292 op->stats.food--;
2315 2293
2316 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2317 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2344 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2345 2323
2346 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2324 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2347 2325
2348 /* dms do not consume food */ 2326 /* dms do not consume food */
2349 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2350 op->stats.food--; 2328 op->stats.food--;
2351 } 2329 }
2352 2330
2353 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2354 { 2332 {
2355 object *flesh = 0; 2333 object *flesh = 0;
2356 2334
2357 for_inv_removable (op, tmp) 2335 for_inv_removable (op, tmp)
2358 { 2336 {
2359 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2360 continue; 2338 continue;
2361 2339
2362 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2363 { 2341 {
2364 op->statusmsg ("You blindly grab for a bite of food. " 2342 op->statusmsg ("You blindly grab for a bite of food. "
2365 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2366 manual_apply (op, tmp, 0); 2344 op->apply (tmp);
2367 2345
2368 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2369 break; 2347 break;
2370 } 2348 }
2371 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2377 */ 2355 */
2378 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2379 { 2357 {
2380 op->statusmsg ("You blindly grab for a bite of food. " 2358 op->statusmsg ("You blindly grab for a bite of food. "
2381 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2382 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2383 } 2361 }
2384 2362
2385 // If player is still starving, alert him! 2363 // If player is still starving, alert him!
2386 if (op->stats.food < 0) 2364 if (op->stats.food < 0)
2387 op->failmsg ("You are starving! " 2365 op->failmsg ("You are starving! "
2399 op->contr->killer->destroy (); 2377 op->contr->killer->destroy ();
2400 } 2378 }
2401 } 2379 }
2402 2380
2403 /* killer should be set here already */ 2381 /* killer should be set here already */
2404 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2405 kill_player (op); 2383 kill_player (op);
2406 } 2384 }
2407} 2385}
2408 2386
2409/* If the player should die (lack of hp, food, etc), we call this. 2387/* If the player should die (lack of hp, food, etc), we call this.
2443 cure_disease (op, 0, 0); /* remove any disease */ 2421 cure_disease (op, 0, 0); /* remove any disease */
2444 2422
2445 max_it (op->stats.hp , op->stats.maxhp); 2423 max_it (op->stats.hp , op->stats.maxhp);
2446 max_it (op->stats.sp , op->stats.maxsp); 2424 max_it (op->stats.sp , op->stats.maxsp);
2447 max_it (op->stats.grace, op->stats.maxgrace); 2425 max_it (op->stats.grace, op->stats.maxgrace);
2448
2449 if (op->stats.food <= 0) 2426 max_it (op->stats.food , 200);
2450 op->stats.food = 999;
2451 2427
2452 // remove all spell effects that are active 2428 // remove all spell effects that are active
2453 // to avoid long-term effects such as word-of-recall 2429 // to avoid long-term effects such as word-of-recall
2454 for (object *item = op->inv; item; ) 2430 for (object *item = op->inv; item; )
2455 { 2431 {
2468 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2469 { 2445 {
2470 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2446 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2471 2447
2472 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2473 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2474 { 2450
2475 tmp->name = format ("%s's finger" , &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2476 tmp->name_pl = format ("%s's fingers", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2477 tmp->msg = format ( 2453 tmp->msg = format (
2478 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2454 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2479 &op->name, op->contr->title, 2455 &op->name, op->contr->title,
2480 (int)op->level, 2456 (int)op->level,
2481 op->contr->killer_name () 2457 op->contr->killer_name ()
2482 ); 2458 );
2483 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2484 tmp->material = name_to_material (shstr_organic); 2460 tmp->material = name_to_material (shstr_organic);
2485 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2486 }
2487 2462
2488 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2489 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2490 op->contr->braced = 0; 2465 op->contr->braced = 0;
2491 2466
2559 object *dep; 2534 object *dep;
2560 2535
2561 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2562 if (!dep) 2537 if (!dep)
2563 { 2538 {
2564 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2565 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2566 } 2541 }
2567 lose_this_stat = 1; 2542 lose_this_stat = 1;
2568 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2569 { 2544 {
2607 * difference. 2582 * difference.
2608 */ 2583 */
2609 if (this_stat >= -50) 2584 if (this_stat >= -50)
2610 { 2585 {
2611 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2612 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2613 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2614 op->update_stats (); 2589 op->update_stats ();
2615 lost_a_stat = 1; 2590 lost_a_stat = 1;
2616 } 2591 }
2617 } 2592 }
2635#endif 2610#endif
2636 2611
2637 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2638 * exp loss on the stone. 2613 * exp loss on the stone.
2639 */ 2614 */
2640 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2641 tmp->name = format ("%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2642 tmp->name_pl = format ("%s's gravestones", &op->name); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2643 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2644 &op->name, op->contr->title, op->contr->killer_name ()); 2619 &op->name, op->contr->title, op->contr->killer_name ());
2645 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2688 2663
2689 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2690 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2691 force->speed = 0.1f; 2666 force->speed = 0.1f;
2692 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2693 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2694 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2695 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2696 force->resist[at] = 100; 2671 force->resist[at] = 100;
2697 2672
2698 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2720 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2721 2696
2722 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2723 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2724 2699
2725 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2726 { 2701 {
2727 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2728 { 2703 {
2729 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2730 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2741 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2742 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
2743 * was changed. 2718 * was changed.
2744 */ 2719 */
2745void 2720void
2746fix_weight (void) 2721fix_weight ()
2747{ 2722{
2748 for_all_players (pl) 2723 for_all_players (pl)
2749 { 2724 {
2750 sint32 old = pl->ob->carrying; 2725 sint32 old = pl->ob->carrying;
2751 2726
2758 } 2733 }
2759 } 2734 }
2760} 2735}
2761 2736
2762void 2737void
2763fix_luck (void) 2738fix_luck ()
2764{ 2739{
2765 for_all_players (pl) 2740 for_all_players (pl)
2766 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2767 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2768} 2743}
2820} 2795}
2821 2796
2822int 2797int
2823is_true_undead (object *op) 2798is_true_undead (object *op)
2824{ 2799{
2825 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
2826 return 1; 2801 return 1;
2827 2802
2828 return 0; 2803 return 0;
2829} 2804}
2830 2805
2928 2903
2929 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
2930 player = 1; 2905 player = 1;
2931 2906
2932 else 2907 else
2933 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
2934 2909
2935 /* search adjacent squares */ 2910 /* search adjacent squares */
2936 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
2937 { 2912 {
2938 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
2947 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2948 continue; 2923 continue;
2949 2924
2950 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2951 { 2926 {
2952 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2953 return 1; 2928 return 1;
2954 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
2955 { 2930 {
2956 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
2957 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2958 return 1; 2933 return 1;
2959 } 2934 }
2960 } 2935 }
2961 } 2936 }
2962 return 0; 2937 return 0;
3031 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3032 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3033 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3034 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3035 { 3010 {
3036 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3037 { 3012 {
3038 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3039 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3040 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3041 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3042 { 3017 {
3043 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3044 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3045 {
3046 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3047 { 3022 {
3048 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 {
3050 if (x && y) 3023 if (x && y)
3051 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3052 3025
3053 return 1; 3026 return 1;
3054 }
3055 } 3027 }
3056 }
3057 3028
3058 if (x && y) 3029 if (x && y)
3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060 3031
3061 return 1; 3032 return 1;
3199 else 3170 else
3200 j = 1; 3171 j = 1;
3201 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3202 } 3173 }
3203 } 3174 }
3175
3204 strcat (buf, "."); 3176 strcat (buf, ".");
3205 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3206 } 3178 }
3207 3179
3208 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3209 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3210 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3211 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3212 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3213 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3214 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3215 3187
3216 /* print message if there is one */ 3188 /* print message if there is one */
3217 if (item->msg != NULL) 3189 if (item->msg != NULL)
3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3219 } 3191 }
3220 else 3192 else
3221 { 3193 {
3222 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3223 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3224 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3225 who->insert (tmp); 3197 who->insert (tmp);
3226 } 3198 }
3227}
3228
3229/**
3230 * Unready an object for a player. This function does nothing if the object was
3231 * not readied.
3232 */
3233void
3234player_unready_range_ob (player *pl, object *ob)
3235{
3236 if (pl->ob->current_weapon == ob)
3237 pl->ob->current_weapon = 0;
3238
3239 if (pl->combat_ob == ob)
3240 pl->combat_ob = 0;
3241
3242 if (pl->ranged_ob == ob)
3243 pl->ranged_ob = 0;
3244} 3199}
3245 3200
3246//-GPL 3201//-GPL
3247 3202
3248sint8 3203sint8
3278{ 3233{
3279 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3280 statusmsg (msg, color); 3235 statusmsg (msg, color);
3281} 3236}
3282 3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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