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Comparing deliantra/server/server/player.C (file contents):
Revision 1.262 by root, Sat Apr 3 03:35:33 2010 UTC vs.
Revision 1.278 by root, Sun May 9 22:33:29 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
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false; 133 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
143 135
144 for (object *op = ob->inv; op; op = op->below) 136 ob->update_stats ();
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151 137
152 case SPELL: 138 ns->floorbox_update ();
153 case WAND: 139 esrv_send_inventory (ob, ob);
154 case ROD: 140 esrv_add_spells (this, 0);
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173 141
174 activate (); 142 activate ();
175 143
176 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
213player::set_object (object *op) 181player::set_object (object *op)
214{ 182{
215 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
217 185
218 ob->speed = 1.0f; 186 ob->set_speed (1.0f);
219 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
220 188
221 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
222} 190}
223 191
265 disconnect (); 233 disconnect ();
266 234
267 attachable::do_destroy (); 235 attachable::do_destroy ();
268 236
269 if (ob) 237 if (ob)
270 {
271 ob->destroy_inv (false);
272 ob->destroy (); 238 ob->destroy ();
273 }
274 239
275 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
276} 241}
277 242
278player::~player () 243player::~player ()
408 */ 373 */
409int 374int
410path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
411{ 376{
412 rv_vector rv; 377 rv_vector rv;
413 sint16 x, y;
414 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
415 maptile *m, *lastmap;
416 379
417 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
418 381
419 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
420 return 0; 383 return 0;
421 384
422 x = mon->x; 385 mapxy pos (mon);
423 y = mon->y;
424 m = mon->map;
425 dir = rv.direction; 386 dir = rv.direction;
426 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428 389
429 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
430 if (diff > max) 391 if (diff > max)
431 return 0; 392 return 0;
432 393
433 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
434 { 395 {
435 lastx = x; 396 mapxy lastpos = pos;
436 lasty = y;
437 lastmap = m;
438 x = lastx + freearr_x[dir];
439 y = lasty + freearr_y[dir];
440 397
441 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
442 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
443 399
444 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
445 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
446 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
447 { 404 {
448 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
449 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
450 */ 407 */
451 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
452 if (rv.direction != dir) 409 if (rv.direction != dir)
453 { 410 {
454 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
455 * the values so it will try again. 412 * the values so it will try again.
456 */ 413 */
457 x = lastx;
458 y = lasty;
459 m = lastmap; 414 pos = lastpos;
460 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
461 } 416 }
462 else 417 else
463 { 418 {
464 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
471 */ 426 */
472 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
473 { 428 {
474 if (i == 0) 429 if (i == 0)
475 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
476 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
477 * since the direction that the creature should move in 433 * since the direction that the creature should move in
478 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
479 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
480 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
482 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
483 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
484 * the last direction the creature has successfully 440 * the last direction the creature has successfully
485 * moved. 441 * moved.
486 */ 442 */
487
488 x = lastx + freearr_x[absdir (lastdir + i)];
489 y = lasty + freearr_y[absdir (lastdir + i)];
490 m = lastmap; 443 pos = lastpos;
491 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
492 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
493 continue; 447 continue;
494 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
495 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
496 continue; 452 continue;
497 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
498 continue; 455 continue;
499 456
500 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
501 break; 458 break;
502 } 459 }
460
503 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
504 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
505 */ 463 */
506 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
507 return 0; 465 return 0;
466
508 diff--; 467 diff--;
509 lastdir = dir; 468 lastdir = dir;
510 max--; 469 max--;
511 if (!firstdir) 470 if (!firstdir)
512 firstdir = dir + i; 471 firstdir = dir + i;
516 { 475 {
517 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
518 diff--; 477 diff--;
519 max--; 478 max--;
520 lastdir = dir; 479 lastdir = dir;
480
521 if (!firstdir) 481 if (!firstdir)
522 firstdir = dir; 482 firstdir = dir;
523 } 483 }
524 484
525 if (diff <= 1) 485 if (diff <= 1)
526 { 486 {
527 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
528 * headed toward player for entire distance. 488 * headed toward player for entire distance.
529 */ 489 */
530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
532 } 492 }
533 493
534 if (diff > max) 494 if (diff > max)
535 return 0; 495 return 0;
553 next = op->below; 513 next = op->below;
554 514
555 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
556 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
557 */ 517 */
558 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
559 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
560 520
561 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
562 * by this player due to race restrictions 522 * by this player due to race restrictions
563 */ 523 */
564 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
565 { 525 {
566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
567 && 527 &&
568 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
569 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
570 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
573 { 533 {
574 op->destroy (); 534 op->destroy ();
575 continue; 535 continue;
576 } 536 }
577 } 537 }
594 if (op->nrof > 1) 554 if (op->nrof > 1)
595 op->nrof = 1; 555 op->nrof = 1;
596 } 556 }
597 557
598 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
600 560
601 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
602 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
603 * merged properly. 563 * merged properly.
604 */ 564 */
605 if (need_identify (op)) 565 if (op->need_identify ())
606 { 566 {
607 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
608 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
609 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
610 } 570 }
611 571
612 if (op->type == SPELL) 572 if (op->type == SPELL)
613 { 573 {
614 op->destroy (); 574 op->destroy ();
615 continue; 575 continue;
616 } 576 }
617 else if (op->type == SKILL) 577 else if (op->type == SKILL)
618 { 578 {
619 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
620 op->stats.exp = 0; 580 op->stats.exp = 0;
621 op->level = 1; 581 op->level = 1;
622 } 582 }
623 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
624 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
625 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
626 586
627 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
628 pl->contr->link_skills (); 588 pl->contr->link_skills ();
629} 589}
648roll_stat () 608roll_stat ()
649{ 609{
650 int a[4], i, j, k; 610 int a[4], i, j, k;
651 611
652 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
653 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
654 614
655 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
656 if (a[i] < k) 616 if (a[i] < k)
657 k = a[i], j = i; 617 k = a[i], j = i;
658 618
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl) 716 if (tl)
757 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
758 718
759 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
760 INVOKE_PLAYER (LOGIN, ob->contr);
761 720
762 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
763 722
764 if (ob->msg) 723 if (ob->msg)
765 ob->msg = 0; 724 ob->msg = 0;
766 725
767 start_info (ob); 726 start_info (ob);
768 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
769 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
770 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
771 ob->update_stats (); 730 ob->update_stats ();
772 731
773 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
822 rv_vector rv; 781 rv_vector rv;
823 782
824 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
825 { 784 {
826 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
827 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
828 return; 787 return;
829 } 788 }
830 789
831 if (!op->enemy) 790 if (!op->enemy)
832 { 791 {
833 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
834 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
835 return; 794 return;
836 } 795 }
837 796
838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
839 { 798 {
840 op->enemy = NULL; 799 op->enemy = NULL;
841 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
842 return; 801 return;
843 } 802 }
844 803
845 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
846 805
852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
853 return; 812 return;
854 } 813 }
855 814
856 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
857 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
858 op->enemy = NULL; 817 op->enemy = NULL;
859} 818}
860 819
861/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
862 * It returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
954 * fighting */ 913 * fighting */
955 if (op->contr->mode & PU_INHIBIT) 914 if (op->contr->mode & PU_INHIBIT)
956 return 1; 915 return 1;
957 916
958 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 918 if (tmp->flag [FLAG_UNPAID])
960 continue; 919 continue;
961 920
962 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
964 continue; 923 continue;
965 924
966 /* all food and drink if desired */ 925 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
968 if (op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
971 CHK_PICK_PICKUP; 930 CHK_PICK_PICKUP;
972 continue; 931 continue;
973 } 932 }
974 933
975 if (op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
977 { 936 {
978 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
979 continue; 938 continue;
980 } 939 }
981 940
1019 continue; 978 continue;
1020 } 979 }
1021 980
1022 /* pick up all magical items */ 981 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 984 && !tmp->flag [FLAG_KNOWN_CURSED])
1026 { 985 {
1027 CHK_PICK_PICKUP; 986 CHK_PICK_PICKUP;
1028 continue; 987 continue;
1029 } 988 }
1030 989
1114 continue; 1073 continue;
1115 } 1074 }
1116 1075
1117 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1120 { 1079 {
1121 CHK_PICK_PICKUP; 1080 CHK_PICK_PICKUP;
1122 continue; 1081 continue;
1123 } 1082 }
1124 1083
1179 * return 0. 1138 * return 0.
1180 */ 1139 */
1181static int 1140static int
1182action_makes_visible (object *op) 1141action_makes_visible (object *op)
1183{ 1142{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (op->invisible && op->flag [FLAG_ALIVE])
1185 { 1144 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1145 if (op->flag [FLAG_MAKE_INVIS])
1187 { 1146 {
1188 // artefact invisibility is permanent, but we still make noise 1147 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance. 1148 // this is important for game-balance.
1190 if (op->contr) 1149 if (op->contr)
1191 op->make_noise (); 1150 op->make_noise ();
1218 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp); 1179 return splay (tmp);
1221 1180
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1225 { 1184 {
1226 splay (tmp); 1185 splay (tmp);
1227 return arrow; 1186 return arrow;
1228 } 1187 }
1245 if (!type) 1204 if (!type)
1246 return NULL; 1205 return NULL;
1247 1206
1248 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1249 { 1208 {
1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1251 { 1210 {
1252 i = 0; 1211 i = 0;
1253 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1254 1213
1255 if (i > betterby) 1214 if (i > betterby)
1356 break; 1315 break;
1357 } 1316 }
1358 1317
1359 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1362 break; 1321 break;
1363 } 1322 }
1364 1323
1365 if (!tmp) 1324 if (!tmp)
1366 return find_arrow (op, type); 1325 return find_arrow (op, type);
1427 { 1386 {
1428 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1431 else 1390 else
1432 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1433 1392
1434 return 0; 1393 return 0;
1435 } 1394 }
1436 } 1395 }
1437 1396
1486#endif 1445#endif
1487 1446
1488 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1489 1448
1490 /* update the speed */ 1449 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493 1450
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1496 1456
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498 1458
1499 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1500 { 1460 {
1637 { 1597 {
1638 object *tmp; 1598 object *tmp;
1639 1599
1640 if (item->arch) 1600 if (item->arch)
1641 { 1601 {
1642 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1643 item->face = item->arch->face; 1603 item->face = item->arch->face;
1644 item->set_speed (0); 1604 item->set_speed (0);
1645 } 1605 }
1646 1606
1647 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1654} 1614}
1655 1615
1656/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1657 */ 1617 */
1658bool 1618bool
1659fire (object *op, int dir) 1619fire (object *who, int dir)
1660{ 1620{
1661 int spellcost = 0; 1621 int spellcost = 0;
1662 1622
1663 player *pl = op->contr; 1623 player *pl = who->contr;
1664 1624
1665 if (pl->golem) 1625 if (pl->golem)
1666 { 1626 {
1667 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1668 return false; 1628 return false;
1669 } 1629 }
1670 1630
1671 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1672 1632
1673 if (!ob) 1633 if (!ob)
1674 return false; 1634 return false;
1675 1635
1676 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1677 --op->speed_left; 1637 --who->speed_left;
1678 else 1638 else
1679 return false; 1639 return false;
1680 1640
1681 if (!op->apply (ob)) 1641 if (!who->apply (ob))
1682 return false; 1642 return false;
1683 1643
1684 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1685 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1686 make_visible (op); 1646 make_visible (who);
1687 1647
1688 switch (ob->type) 1648 switch (ob->type)
1689 { 1649 {
1690 case BOW: 1650 case BOW:
1691 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1692 break; 1652 break;
1693 1653
1694 case SPELL: 1654 case SPELL:
1695 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1696 break; 1656 break;
1697 1657
1698 case BUILDER: 1658 case BUILDER:
1699 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1700 break; 1660 break;
1701 1661
1702 case SKILL: 1662 case SKILL:
1703 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1704 break; 1664 break;
1705 1665
1706 case RANGED: 1666 case RANGED:
1707 //TODO: use skill to fire (do_skill_fire?) 1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break; 1668 break;
1709 1669
1710 default: 1670 default:
1711 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1712 break; 1672 break;
1713 } 1673 }
1714 1674
1715 return true; 1675 return true;
1716} 1676}
1775 * 1735 *
1776 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1777 * all the others. 1737 * all the others.
1778 */ 1738 */
1779 if (pl->contr->usekeys == key_inventory 1739 if (pl->contr->usekeys == key_inventory
1780 || !QUERY_FLAG (container, FLAG_APPLIED) 1740 || !container->flag [FLAG_APPLIED]
1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1782 { 1742 {
1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1785 return NULL; 1745 return NULL;
1936 */ 1896 */
1937 if (op->type == PLAYER 1897 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op) 1900 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 { 1902 {
1943 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced) 1904 if (op->contr->braced)
1945 return false; 1905 return false;
1946 1906
1966 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
1967 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
1968 * attack them either. 1928 * attack them either.
1969 */ 1929 */
1970 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1972 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
1973 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
1974 && !on_battleground)) 1934 && !on_battleground))
1975 { 1935 {
1976 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
1992 } 1952 }
1993 } 1953 }
1994 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
1995 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
1996 */ 1956 */
1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 { 1958 {
1999 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
2000 { 1960 {
2001 --op->speed_left; 1961 --op->speed_left;
2002 1962
2011 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
2012 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2013 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
2014 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
2015 */ 1975 */
2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2018 { 1978 {
2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2020 { 1980 {
2021 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
2037{ 1997{
2038 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2039 return 0; 1999 return 0;
2040 2000
2041 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2042 if (dir < 0 || dir >= 9) 2002 if (dir < 0 || dir > 8)
2043 { 2003 {
2044 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2045 return 0; 2005 return 0;
2046 } 2006 }
2047 2007
2048 /* peterm: added following line */ 2008 /* peterm: added following line */
2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2050 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2051 2011
2052 op->facing = dir; 2012 op->facing = dir;
2053 2013
2054 if (op->flag [FLAG_HIDDEN]) 2014 if (op->flag [FLAG_HIDDEN])
2094 * players. 2054 * players.
2095 */ 2055 */
2096bool 2056bool
2097handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2098{ 2058{
2099 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2100 { 2060 {
2101 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2102 { 2062 {
2103 --op->speed_left; 2063 --op->speed_left;
2104 flee_player (op); 2064 flee_player (op);
2123} 2083}
2124 2084
2125static int 2085static int
2126save_life (object *op) 2086save_life (object *op)
2127{ 2087{
2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2129 return 0; 2089 return 0;
2130 2090
2131 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2133 { 2093 {
2134 op->play_sound (sound_find ("ob_evaporate")); 2094 op->play_sound (sound_find ("ob_evaporate"));
2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2136 2096
2137 tmp->destroy (); 2097 tmp->destroy ();
2138 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2139 2099
2140 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2141 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2142 2102
2143 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2146 op->update_stats (); 2106 op->update_stats ();
2147 return 1; 2107 return 1;
2148 } 2108 }
2149 2109
2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2151 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2152 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2153 return 0; 2113 return 0;
2154} 2114}
2155 2115
2156/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2163{ 2123{
2164 while (op) 2124 while (op)
2165 { 2125 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167 2127
2168 if (QUERY_FLAG (op, FLAG_UNPAID)) 2128 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env); 2129 op->insert_at (env);
2170 else if (op->inv) 2130 else if (op->inv)
2171 drop_unpaid_items (op->inv, env); 2131 drop_unpaid_items (op->inv, env);
2172 2132
2173 op = next; 2133 op = next;
2184void 2144void
2185do_some_living (object *op) 2145do_some_living (object *op)
2186{ 2146{
2187 int last_food = op->stats.food; 2147 int last_food = op->stats.food;
2188 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2189 int over_hp, over_sp, over_grace;
2190 int i; 2149 int i;
2191 int rate_hp = 1200; 2150 int rate_hp = 1200;
2192 int rate_sp = 2500; 2151 int rate_sp = 2500;
2193 int rate_grace = 2000; 2152 int rate_grace = 2000;
2194 const int max_hp = 1; 2153 const int max_hp = 1;
2203 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2204 */ 2163 */
2205 if (pticks & 2) 2164 if (pticks & 2)
2206 op->invisible--; 2165 op->invisible--;
2207 } 2166 }
2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2209 { 2168 {
2210 if (!op->invisible--) 2169 if (!op->invisible--)
2211 { 2170 {
2212 make_visible (op); 2171 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2247 if (--op->last_grace < 0) 2206 if (--op->last_grace < 0)
2248 { 2207 {
2249 if (op->stats.grace < op->stats.maxgrace / 2) 2208 if (op->stats.grace < op->stats.maxgrace / 2)
2250 op->stats.grace++; /* no penalty in food for regaining grace */ 2209 op->stats.grace++; /* no penalty in food for regaining grace */
2251 2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2252 if (max_grace > 1) 2213 if (max_grace > 1)
2253 { 2214 {
2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2215 int over_grace = temp / rate_grace;
2216
2255 if (over_grace > 0) 2217 if (over_grace > 0)
2256 { 2218 {
2257 op->stats.sp += over_grace 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2258 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2259 op->last_grace = 0; 2220 op->last_grace = 0;
2260 } 2221 }
2261 else 2222 else
2262 { 2223 op->last_grace = rate_grace / temp;
2263 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2264 }
2265 } 2224 }
2266 else 2225 else
2267 { 2226 op->last_grace = rate_grace / temp;
2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2227
2269 }
2270 /* wearing stuff doesn't detract from grace generation. */ 2228 /* wearing stuff doesn't detract from grace generation. */
2271 } 2229 }
2272 2230
2273 if (op->stats.food > 0) 2231 if (op->stats.food > 0)
2274 { 2232 {
2280 if (op->stats.sp < op->stats.maxsp) 2238 if (op->stats.sp < op->stats.maxsp)
2281 { 2239 {
2282 op->stats.sp++; 2240 op->stats.sp++;
2283 2241
2284 /* dms do not consume food */ 2242 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ)) 2243 if (!op->flag [FLAG_WIZ])
2286 { 2244 {
2287 op->stats.food--; 2245 op->stats.food--;
2288 2246
2289 if (op->contr->digestion < 0) 2247 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion; 2248 op->stats.food += op->contr->digestion;
2293 } 2251 }
2294 } 2252 }
2295 2253
2296 if (max_sp > 1) 2254 if (max_sp > 1)
2297 { 2255 {
2298 over_sp = (gen_sp + 10) / rate_sp; 2256 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0) 2257 if (over_sp > 0)
2300 { 2258 {
2301 if (op->stats.sp < op->stats.maxsp) 2259 if (op->stats.sp < op->stats.maxsp)
2302 { 2260 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2324 if (op->stats.hp < op->stats.maxhp) 2282 if (op->stats.hp < op->stats.maxhp)
2325 { 2283 {
2326 op->stats.hp++; 2284 op->stats.hp++;
2327 2285
2328 /* dms do not consume food */ 2286 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ)) 2287 if (!op->flag [FLAG_WIZ])
2330 { 2288 {
2331 op->stats.food--; 2289 op->stats.food--;
2332 2290
2333 if (op->contr->digestion < 0) 2291 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion; 2292 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food; 2294 op->stats.food = last_food;
2337 } 2295 }
2338 } 2296 }
2339 2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2340 if (max_hp > 1) 2300 if (max_hp > 1)
2341 { 2301 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2302 int over_hp = temp / rate_hp;
2343 2303
2344 if (over_hp > 0) 2304 if (over_hp > 0)
2345 { 2305 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2306 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0; 2307 op->last_heal = 0;
2348 } 2308 }
2349 else 2309 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2310 op->last_heal = rate_hp / temp;
2351 } 2311 }
2352 else 2312 else
2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->last_heal = rate_hp / temp;
2354 } 2314 }
2355 } 2315 }
2356 2316
2357 /* Digestion */ 2317 /* Digestion */
2358 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2361 penalty = max (0, -op->contr->digestion); 2321 penalty = max (0, -op->contr->digestion);
2362 2322
2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2364 2324
2365 /* dms do not consume food */ 2325 /* dms do not consume food */
2366 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2367 op->stats.food--; 2327 op->stats.food--;
2368 } 2328 }
2369 2329
2370 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2371 { 2331 {
2372 object *flesh = 0; 2332 object *flesh = 0;
2373 2333
2374 for_inv_removable (op, tmp) 2334 for_inv_removable (op, tmp)
2375 { 2335 {
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2377 continue; 2337 continue;
2378 2338
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2380 { 2340 {
2381 op->statusmsg ("You blindly grab for a bite of food. " 2341 op->statusmsg ("You blindly grab for a bite of food. "
2416 op->contr->killer->destroy (); 2376 op->contr->killer->destroy ();
2417 } 2377 }
2418 } 2378 }
2419 2379
2420 /* killer should be set here already */ 2380 /* killer should be set here already */
2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2422 kill_player (op); 2382 kill_player (op);
2423 } 2383 }
2424} 2384}
2425 2385
2426/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2621 * difference. 2581 * difference.
2622 */ 2582 */
2623 if (this_stat >= -50) 2583 if (this_stat >= -50)
2624 { 2584 {
2625 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2626 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2628 op->update_stats (); 2588 op->update_stats ();
2629 lost_a_stat = 1; 2589 lost_a_stat = 1;
2630 } 2590 }
2631 } 2591 }
2700 object *force; 2660 object *force;
2701 int at; 2661 int at;
2702 2662
2703 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2704 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2705 force->speed = 0.1f;
2706 force->speed_left = -5.f; 2665 force->speed_left = -5.f;
2707 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2708 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2709 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2710 force->resist[at] = 100; 2671 force->resist[at] = 100;
2711 2672
2712 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2734 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2735 2696
2736 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2737 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2738 2699
2739 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))))
2740 { 2701 {
2741 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2742 { 2703 {
2743 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2744 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2834} 2795}
2835 2796
2836int 2797int
2837is_true_undead (object *op) 2798is_true_undead (object *op)
2838{ 2799{
2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
2840 return 1; 2801 return 1;
2841 2802
2842 return 0; 2803 return 0;
2843} 2804}
2844 2805
2942 2903
2943 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
2944 player = 1; 2905 player = 1;
2945 2906
2946 else 2907 else
2947 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
2948 2909
2949 /* search adjacent squares */ 2910 /* search adjacent squares */
2950 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
2951 { 2912 {
2952 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
2961 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)))
2962 continue; 2923 continue;
2963 2924
2964 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)
2965 { 2926 {
2966 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])
2967 return 1; 2928 return 1;
2968 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
2969 { 2930 {
2970 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
2971 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2972 return 1; 2933 return 1;
2973 } 2934 }
2974 } 2935 }
2975 } 2936 }
2976 return 0; 2937 return 0;
3045 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3046 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3047 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3048 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3049 { 3010 {
3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3051 { 3012 {
3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3053 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3056 { 3017 {
3057 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3209 else 3170 else
3210 j = 1; 3171 j = 1;
3211 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3212 } 3173 }
3213 } 3174 }
3175
3214 strcat (buf, "."); 3176 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 } 3178 }
3217 3179
3218 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3219 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3220 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3221 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3222 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3224 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3225 3187
3226 /* print message if there is one */ 3188 /* print message if there is one */
3227 if (item->msg != NULL) 3189 if (item->msg != NULL)
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3191 }
3271{ 3233{
3272 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color); 3235 statusmsg (msg, color);
3274} 3236}
3275 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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