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Comparing deliantra/server/server/player.C (file contents):
Revision 1.259 by root, Sun Mar 28 02:53:46 2010 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 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 ()
75 75
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82 80
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
139 ob->flag [FLAG_READY_WEAPON] = false; 137 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 138 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false; 139 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false; 140 ob->flag [FLAG_READY_BOW] = false;
143 141
144 for (object *op = ob->inv; op; op = op->below) 142 ob->update_stats (); // we unapplied stuff above
145 if (op->flag [FLAG_APPLIED]) 143 activate ();
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case WAND:
153 case ROD:
154 case HORN:
155 case BOW:
156 ranged_ob = op;
157 break;
158
159 case WEAPON:
160 combat_ob = op;
161 break;
162 }
163
164 ob->current_weapon = 0;
165 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
166 activate (); // change_weapon also activates, but this doesn't hurt
167 144
168 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
169 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
170} 147}
171 148
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 ()
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}
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
844 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 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
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
1011 continue; 980 continue;
1012 } 981 }
1013 982
1014 /* pick up all magical items */ 983 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL) 984 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 986 && !tmp->flag [FLAG_KNOWN_CURSED])
1018 { 987 {
1019 CHK_PICK_PICKUP; 988 CHK_PICK_PICKUP;
1020 continue; 989 continue;
1021 } 990 }
1022 991
1106 continue; 1075 continue;
1107 } 1076 }
1108 1077
1109 /* hoping to catch throwing daggers here */ 1078 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON) 1079 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1112 { 1081 {
1113 CHK_PICK_PICKUP; 1082 CHK_PICK_PICKUP;
1114 continue; 1083 continue;
1115 } 1084 }
1116 1085
1171 * return 0. 1140 * return 0.
1172 */ 1141 */
1173static int 1142static int
1174action_makes_visible (object *op) 1143action_makes_visible (object *op)
1175{ 1144{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1145 if (op->invisible && op->flag [FLAG_ALIVE])
1177 { 1146 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1147 if (op->flag [FLAG_MAKE_INVIS])
1179 { 1148 {
1180 // artefact invisibility is permanent, but we still make noise 1149 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance. 1150 // this is important for game-balance.
1182 if (op->contr) 1151 if (op->contr)
1183 op->make_noise (); 1152 op->make_noise ();
1210 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp); 1181 return splay (tmp);
1213 1182
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 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))
1216 if (object *arrow = find_arrow (tmp, type)) 1185 if (object *arrow = find_arrow (tmp, type))
1217 { 1186 {
1218 splay (tmp); 1187 splay (tmp);
1219 return arrow; 1188 return arrow;
1220 } 1189 }
1237 if (!type) 1206 if (!type)
1238 return NULL; 1207 return NULL;
1239 1208
1240 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1241 { 1210 {
1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1243 { 1212 {
1244 i = 0; 1213 i = 0;
1245 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1246 1215
1247 if (i > betterby) 1216 if (i > betterby)
1348 break; 1317 break;
1349 } 1318 }
1350 1319
1351 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1352 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)
1353 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1354 break; 1323 break;
1355 } 1324 }
1356 1325
1357 if (!tmp) 1326 if (!tmp)
1358 return find_arrow (op, type); 1327 return find_arrow (op, type);
1419 { 1388 {
1420 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1421 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);
1422 /* 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 */
1423 else 1392 else
1424 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1425 1394
1426 return 0; 1395 return 0;
1427 } 1396 }
1428 } 1397 }
1429 1398
1585 { 1554 {
1586 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1587 return; 1556 return;
1588 } 1557 }
1589 1558
1590 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1591 return; 1560 return;
1592 1561
1593 if (item->type == WAND) 1562 if (item->type == WAND)
1594 { 1563 {
1595 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1629 { 1598 {
1630 object *tmp; 1599 object *tmp;
1631 1600
1632 if (item->arch) 1601 if (item->arch)
1633 { 1602 {
1634 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1635 item->face = item->arch->face; 1604 item->face = item->arch->face;
1636 item->set_speed (0); 1605 item->set_speed (0);
1637 } 1606 }
1638 1607
1639 if (object *pl = item->visible_to ()) 1608 if (object *pl = item->visible_to ())
1646} 1615}
1647 1616
1648/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1649 */ 1618 */
1650bool 1619bool
1651fire (object *op, int dir) 1620fire (object *who, int dir)
1652{ 1621{
1653 int spellcost = 0; 1622 int spellcost = 0;
1654 1623
1655 player *pl = op->contr; 1624 player *pl = who->contr;
1656 1625
1657 if (pl->golem) 1626 if (pl->golem)
1658 { 1627 {
1659 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1660 return false; 1629 return false;
1661 } 1630 }
1662 1631
1663 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1664 1633
1665 if (!ob) 1634 if (!ob)
1666 return false; 1635 return false;
1667 1636
1668 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1669 --op->speed_left; 1638 --who->speed_left;
1670 else 1639 else
1671 return false; 1640 return false;
1672 1641
1673 if (!op->change_weapon (ob)) 1642 if (!who->apply (ob))
1674 return false; 1643 return false;
1675 1644
1676 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1677 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1678 make_visible (op); 1647 make_visible (who);
1679 1648
1680 switch (ob->type) 1649 switch (ob->type)
1681 { 1650 {
1682 case BOW: 1651 case BOW:
1683 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1684 break; 1653 break;
1685 1654
1686 case SPELL: 1655 case SPELL:
1687 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);
1688 break; 1657 break;
1689 1658
1690 case BUILDER: 1659 case BUILDER:
1691 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1692 break; 1661 break;
1693 1662
1694 case SKILL: 1663 case SKILL:
1695 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1696 break; 1665 break;
1697 1666
1698 case SKILL_TOOL: 1667 case RANGED:
1699 // change_weapon ensures that chosen_skill is uptodate
1700 do_skill (op, op, op->chosen_skill, dir, 0); 1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1701 break; 1669 break;
1702 1670
1703 default: 1671 default:
1704 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1705 break; 1673 break;
1706 } 1674 }
1707 1675
1708 return true; 1676 return true;
1709} 1677}
1768 * 1736 *
1769 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1770 * all the others. 1738 * all the others.
1771 */ 1739 */
1772 if (pl->contr->usekeys == key_inventory 1740 if (pl->contr->usekeys == key_inventory
1773 || !QUERY_FLAG (container, FLAG_APPLIED) 1741 || !container->flag [FLAG_APPLIED]
1774 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1775 { 1743 {
1776 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1777 "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));
1778 return NULL; 1746 return NULL;
1929 */ 1897 */
1930 if (op->type == PLAYER 1898 if (op->type == PLAYER
1931 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
1932 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
1933 || mon->owner == op) 1901 || mon->owner == op)
1934 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1935 { 1903 {
1936 /* 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 */
1937 if (op->contr->braced) 1905 if (op->contr->braced)
1938 return false; 1906 return false;
1939 1907
1959 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
1960 * 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
1961 * attack them either. 1929 * attack them either.
1962 */ 1930 */
1963 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
1964 && (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])
1965 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
1966 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
1967 && !on_battleground)) 1935 && !on_battleground))
1968 { 1936 {
1969 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
1985 } 1953 }
1986 } 1954 }
1987 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
1988 * 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.
1989 */ 1957 */
1990 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1991 { 1959 {
1992 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
1993 { 1961 {
1994 --op->speed_left; 1962 --op->speed_left;
1995 1963
2004 * 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
2005 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2006 * 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
2007 * 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.
2008 */ 1976 */
2009 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2010 ((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)))
2011 { 1979 {
2012 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])
2013 { 1981 {
2014 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2030{ 1998{
2031 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2032 return 0; 2000 return 0;
2033 2001
2034 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2035 if (dir < 0 || dir >= 9) 2003 if (dir < 0 || dir > 8)
2036 { 2004 {
2037 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2038 return 0; 2006 return 0;
2039 } 2007 }
2040 2008
2041 /* peterm: added following line */ 2009 /* peterm: added following line */
2042 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2043 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2044 2012
2045 op->facing = dir; 2013 op->facing = dir;
2046 2014
2047 if (op->flag [FLAG_HIDDEN]) 2015 if (op->flag [FLAG_HIDDEN])
2087 * players. 2055 * players.
2088 */ 2056 */
2089bool 2057bool
2090handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2091{ 2059{
2092 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2093 { 2061 {
2094 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2095 { 2063 {
2096 --op->speed_left; 2064 --op->speed_left;
2097 flee_player (op); 2065 flee_player (op);
2116} 2084}
2117 2085
2118static int 2086static int
2119save_life (object *op) 2087save_life (object *op)
2120{ 2088{
2121 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2122 return 0; 2090 return 0;
2123 2091
2124 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2126 { 2094 {
2127 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2128 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));
2129 2097
2130 tmp->destroy (); 2098 tmp->destroy ();
2131 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2132 2100
2133 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2134 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2135 2103
2136 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2137 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2138 2106
2139 op->update_stats (); 2107 op->update_stats ();
2140 return 1; 2108 return 1;
2141 } 2109 }
2142 2110
2143 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2144 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2145 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2146 return 0; 2114 return 0;
2147} 2115}
2148 2116
2149/* 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
2156{ 2124{
2157 while (op) 2125 while (op)
2158 { 2126 {
2159 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' */
2160 2128
2161 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2162 op->insert_at (env); 2130 op->insert_at (env);
2163 else if (op->inv) 2131 else if (op->inv)
2164 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2165 2133
2166 op = next; 2134 op = next;
2196 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2197 */ 2165 */
2198 if (pticks & 2) 2166 if (pticks & 2)
2199 op->invisible--; 2167 op->invisible--;
2200 } 2168 }
2201 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2202 { 2170 {
2203 if (!op->invisible--) 2171 if (!op->invisible--)
2204 { 2172 {
2205 make_visible (op); 2173 make_visible (op);
2206 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.");
2273 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2274 { 2242 {
2275 op->stats.sp++; 2243 op->stats.sp++;
2276 2244
2277 /* dms do not consume food */ 2245 /* dms do not consume food */
2278 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2279 { 2247 {
2280 op->stats.food--; 2248 op->stats.food--;
2281 2249
2282 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2283 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2317 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2318 { 2286 {
2319 op->stats.hp++; 2287 op->stats.hp++;
2320 2288
2321 /* dms do not consume food */ 2289 /* dms do not consume food */
2322 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2323 { 2291 {
2324 op->stats.food--; 2292 op->stats.food--;
2325 2293
2326 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2327 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2354 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2355 2323
2356 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);
2357 2325
2358 /* dms do not consume food */ 2326 /* dms do not consume food */
2359 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2360 op->stats.food--; 2328 op->stats.food--;
2361 } 2329 }
2362 2330
2363 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2364 { 2332 {
2365 object *flesh = 0; 2333 object *flesh = 0;
2366 2334
2367 for_inv_removable (op, tmp) 2335 for_inv_removable (op, tmp)
2368 { 2336 {
2369 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2370 continue; 2338 continue;
2371 2339
2372 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2373 { 2341 {
2374 op->statusmsg ("You blindly grab for a bite of food. " 2342 op->statusmsg ("You blindly grab for a bite of food. "
2375 "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.>");
2376 manual_apply (op, tmp, 0); 2344 op->apply (tmp);
2377 2345
2378 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2379 break; 2347 break;
2380 } 2348 }
2381 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2387 */ 2355 */
2388 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2389 { 2357 {
2390 op->statusmsg ("You blindly grab for a bite of food. " 2358 op->statusmsg ("You blindly grab for a bite of food. "
2391 "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.>");
2392 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2393 } 2361 }
2394 2362
2395 // If player is still starving, alert him! 2363 // If player is still starving, alert him!
2396 if (op->stats.food < 0) 2364 if (op->stats.food < 0)
2397 op->failmsg ("You are starving! " 2365 op->failmsg ("You are starving! "
2409 op->contr->killer->destroy (); 2377 op->contr->killer->destroy ();
2410 } 2378 }
2411 } 2379 }
2412 2380
2413 /* killer should be set here already */ 2381 /* killer should be set here already */
2414 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2415 kill_player (op); 2383 kill_player (op);
2416 } 2384 }
2417} 2385}
2418 2386
2419/* 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.
2453 cure_disease (op, 0, 0); /* remove any disease */ 2421 cure_disease (op, 0, 0); /* remove any disease */
2454 2422
2455 max_it (op->stats.hp , op->stats.maxhp); 2423 max_it (op->stats.hp , op->stats.maxhp);
2456 max_it (op->stats.sp , op->stats.maxsp); 2424 max_it (op->stats.sp , op->stats.maxsp);
2457 max_it (op->stats.grace, op->stats.maxgrace); 2425 max_it (op->stats.grace, op->stats.maxgrace);
2458
2459 if (op->stats.food <= 0) 2426 max_it (op->stats.food , 200);
2460 op->stats.food = 999;
2461 2427
2462 // remove all spell effects that are active 2428 // remove all spell effects that are active
2463 // to avoid long-term effects such as word-of-recall 2429 // to avoid long-term effects such as word-of-recall
2464 for (object *item = op->inv; item; ) 2430 for (object *item = op->inv; item; )
2465 { 2431 {
2616 * difference. 2582 * difference.
2617 */ 2583 */
2618 if (this_stat >= -50) 2584 if (this_stat >= -50)
2619 { 2585 {
2620 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2621 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2622 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2623 op->update_stats (); 2589 op->update_stats ();
2624 lost_a_stat = 1; 2590 lost_a_stat = 1;
2625 } 2591 }
2626 } 2592 }
2697 2663
2698 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2699 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2700 force->speed = 0.1f; 2666 force->speed = 0.1f;
2701 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2702 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2703 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2704 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2705 force->resist[at] = 100; 2671 force->resist[at] = 100;
2706 2672
2707 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2729 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2730 2696
2731 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2732 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2733 2699
2734 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))))
2735 { 2701 {
2736 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2737 { 2703 {
2738 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2739 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2829} 2795}
2830 2796
2831int 2797int
2832is_true_undead (object *op) 2798is_true_undead (object *op)
2833{ 2799{
2834 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
2835 return 1; 2801 return 1;
2836 2802
2837 return 0; 2803 return 0;
2838} 2804}
2839 2805
2937 2903
2938 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
2939 player = 1; 2905 player = 1;
2940 2906
2941 else 2907 else
2942 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
2943 2909
2944 /* search adjacent squares */ 2910 /* search adjacent squares */
2945 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
2946 { 2912 {
2947 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
2956 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)))
2957 continue; 2923 continue;
2958 2924
2959 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)
2960 { 2926 {
2961 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])
2962 return 1; 2928 return 1;
2963 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
2964 { 2930 {
2965 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
2966 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2967 return 1; 2933 return 1;
2968 } 2934 }
2969 } 2935 }
2970 } 2936 }
2971 return 0; 2937 return 0;
3040 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3041 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3042 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3043 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3044 { 3010 {
3045 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3046 { 3012 {
3047 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3048 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3049 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3050 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3051 { 3017 {
3052 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3204 else 3170 else
3205 j = 1; 3171 j = 1;
3206 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3207 } 3173 }
3208 } 3174 }
3175
3209 strcat (buf, "."); 3176 strcat (buf, ".");
3210 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3211 } 3178 }
3212 3179
3213 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3214 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3215 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3216 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3217 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3218 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3219 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3220 3187
3221 /* print message if there is one */ 3188 /* print message if there is one */
3222 if (item->msg != NULL) 3189 if (item->msg != NULL)
3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3224 } 3191 }
3229 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));
3230 who->insert (tmp); 3197 who->insert (tmp);
3231 } 3198 }
3232} 3199}
3233 3200
3234/**
3235 * Unready an object for a player. This function does nothing if the object was
3236 * not readied.
3237 */
3238void
3239player_unready_range_ob (player *pl, object *ob)
3240{
3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->change_weapon (0);
3243
3244 if (pl->combat_ob == ob)
3245 pl->combat_ob = 0;
3246
3247 if (pl->ranged_ob == ob)
3248 pl->ranged_ob = 0;
3249}
3250
3251//-GPL 3201//-GPL
3252 3202
3253sint8 3203sint8
3254player::darkness_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3255{ 3205{
3283{ 3233{
3284 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color); 3235 statusmsg (msg, color);
3286} 3236}
3287 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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