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Comparing deliantra/server/server/player.C (file contents):
Revision 1.266 by root, Tue Apr 6 23:34:57 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 ob->update_stats (); // we unapplied stuff above 136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
145 activate (); 142 activate ();
146 143
147 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
148 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
149} 146}
184player::set_object (object *op) 181player::set_object (object *op)
185{ 182{
186 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
187 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
188 185
189 ob->speed = 1.0f; 186 ob->set_speed (1.0f);
190 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
191 188
192 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
193} 190}
194 191
236 disconnect (); 233 disconnect ();
237 234
238 attachable::do_destroy (); 235 attachable::do_destroy ();
239 236
240 if (ob) 237 if (ob)
241 {
242 ob->destroy_inv (false);
243 ob->destroy (); 238 ob->destroy ();
244 }
245 239
246 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
247} 241}
248 242
249player::~player () 243player::~player ()
379 */ 373 */
380int 374int
381path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
382{ 376{
383 rv_vector rv; 377 rv_vector rv;
384 sint16 x, y;
385 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;
386 maptile *m, *lastmap;
387 379
388 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
389 381
390 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
391 return 0; 383 return 0;
392 384
393 x = mon->x; 385 mapxy pos (mon);
394 y = mon->y;
395 m = mon->map;
396 dir = rv.direction; 386 dir = rv.direction;
397 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 */
398 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
399 389
400 /* 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. */
401 if (diff > max) 391 if (diff > max)
402 return 0; 392 return 0;
403 393
404 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
405 { 395 {
406 lastx = x; 396 mapxy lastpos = pos;
407 lasty = y;
408 lastmap = m;
409 x = lastx + freearr_x[dir];
410 y = lasty + freearr_y[dir];
411 397
412 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
413 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
414 399
415 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
416 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
417 && (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)))
418 { 404 {
419 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
420 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
421 */ 407 */
422 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
423 if (rv.direction != dir) 409 if (rv.direction != dir)
424 { 410 {
425 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
426 * the values so it will try again. 412 * the values so it will try again.
427 */ 413 */
428 x = lastx;
429 y = lasty;
430 m = lastmap; 414 pos = lastpos;
431 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
432 } 416 }
433 else 417 else
434 { 418 {
435 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
442 */ 426 */
443 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
444 { 428 {
445 if (i == 0) 429 if (i == 0)
446 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
447 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
448 * since the direction that the creature should move in 433 * since the direction that the creature should move in
449 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
450 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
451 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
453 * 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
454 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
455 * the last direction the creature has successfully 440 * the last direction the creature has successfully
456 * moved. 441 * moved.
457 */ 442 */
458
459 x = lastx + freearr_x[absdir (lastdir + i)];
460 y = lasty + freearr_y[absdir (lastdir + i)];
461 m = lastmap; 443 pos = lastpos;
462 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
463 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
464 continue; 447 continue;
465 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
466 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
467 continue; 452 continue;
468 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
469 continue; 455 continue;
470 456
471 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
472 break; 458 break;
473 } 459 }
460
474 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
475 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
476 */ 463 */
477 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
478 return 0; 465 return 0;
466
479 diff--; 467 diff--;
480 lastdir = dir; 468 lastdir = dir;
481 max--; 469 max--;
482 if (!firstdir) 470 if (!firstdir)
483 firstdir = dir + i; 471 firstdir = dir + i;
487 { 475 {
488 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
489 diff--; 477 diff--;
490 max--; 478 max--;
491 lastdir = dir; 479 lastdir = dir;
480
492 if (!firstdir) 481 if (!firstdir)
493 firstdir = dir; 482 firstdir = dir;
494 } 483 }
495 484
496 if (diff <= 1) 485 if (diff <= 1)
497 { 486 {
498 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
499 * headed toward player for entire distance. 488 * headed toward player for entire distance.
500 */ 489 */
501 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
502 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
503 } 492 }
504 493
505 if (diff > max) 494 if (diff > max)
506 return 0; 495 return 0;
524 next = op->below; 513 next = op->below;
525 514
526 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
527 * 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
528 */ 517 */
529 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
530 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
531 520
532 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
533 * by this player due to race restrictions 522 * by this player due to race restrictions
534 */ 523 */
535 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
536 { 525 {
537 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
538 && 527 &&
539 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
540 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
541 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
542 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
543 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
544 { 533 {
545 op->destroy (); 534 op->destroy ();
546 continue; 535 continue;
547 } 536 }
548 } 537 }
565 if (op->nrof > 1) 554 if (op->nrof > 1)
566 op->nrof = 1; 555 op->nrof = 1;
567 } 556 }
568 557
569 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
570 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
571 560
572 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
573 * 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
574 * merged properly. 563 * merged properly.
575 */ 564 */
576 if (need_identify (op)) 565 if (op->need_identify ())
577 { 566 {
578 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
579 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
580 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
581 } 570 }
582 571
583 if (op->type == SPELL) 572 if (op->type == SPELL)
584 { 573 {
585 op->destroy (); 574 op->destroy ();
586 continue; 575 continue;
587 } 576 }
588 else if (op->type == SKILL) 577 else if (op->type == SKILL)
589 { 578 {
590 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
591 op->stats.exp = 0; 580 op->stats.exp = 0;
592 op->level = 1; 581 op->level = 1;
593 } 582 }
594 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
595 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
596 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
597 586
598 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
599 pl->contr->link_skills (); 588 pl->contr->link_skills ();
600} 589}
619roll_stat () 608roll_stat ()
620{ 609{
621 int a[4], i, j, k; 610 int a[4], i, j, k;
622 611
623 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
624 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
625 614
626 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
627 if (a[i] < k) 616 if (a[i] < k)
628 k = a[i], j = i; 617 k = a[i], j = i;
629 618
726 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
727 if (tl) 716 if (tl)
728 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
729 718
730 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
731 INVOKE_PLAYER (LOGIN, ob->contr);
732 720
733 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
734 722
735 if (ob->msg) 723 if (ob->msg)
736 ob->msg = 0; 724 ob->msg = 0;
737 725
738 start_info (ob); 726 start_info (ob);
739 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
740 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
741 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
742 ob->update_stats (); 730 ob->update_stats ();
743 731
744 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
793 rv_vector rv; 781 rv_vector rv;
794 782
795 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
796 { 784 {
797 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
798 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
799 return; 787 return;
800 } 788 }
801 789
802 if (!op->enemy) 790 if (!op->enemy)
803 { 791 {
804 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
805 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
806 return; 794 return;
807 } 795 }
808 796
809 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))
810 { 798 {
811 op->enemy = NULL; 799 op->enemy = NULL;
812 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
813 return; 801 return;
814 } 802 }
815 803
816 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
817 805
823 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))))
824 return; 812 return;
825 } 813 }
826 814
827 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
828 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
829 op->enemy = NULL; 817 op->enemy = NULL;
830} 818}
831 819
832/* 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.
833 * 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
925 * fighting */ 913 * fighting */
926 if (op->contr->mode & PU_INHIBIT) 914 if (op->contr->mode & PU_INHIBIT)
927 return 1; 915 return 1;
928 916
929 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 918 if (tmp->flag [FLAG_UNPAID])
931 continue; 919 continue;
932 920
933 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
934 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)
935 continue; 923 continue;
936 924
937 /* all food and drink if desired */ 925 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
939 if (op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
942 CHK_PICK_PICKUP; 930 CHK_PICK_PICKUP;
943 continue; 931 continue;
944 } 932 }
945 933
946 if (op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
947 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]))
948 { 936 {
949 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
950 continue; 938 continue;
951 } 939 }
952 940
990 continue; 978 continue;
991 } 979 }
992 980
993 /* pick up all magical items */ 981 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 984 && !tmp->flag [FLAG_KNOWN_CURSED])
997 { 985 {
998 CHK_PICK_PICKUP; 986 CHK_PICK_PICKUP;
999 continue; 987 continue;
1000 } 988 }
1001 989
1085 continue; 1073 continue;
1086 } 1074 }
1087 1075
1088 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1091 { 1079 {
1092 CHK_PICK_PICKUP; 1080 CHK_PICK_PICKUP;
1093 continue; 1081 continue;
1094 } 1082 }
1095 1083
1150 * return 0. 1138 * return 0.
1151 */ 1139 */
1152static int 1140static int
1153action_makes_visible (object *op) 1141action_makes_visible (object *op)
1154{ 1142{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (op->invisible && op->flag [FLAG_ALIVE])
1156 { 1144 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1145 if (op->flag [FLAG_MAKE_INVIS])
1158 { 1146 {
1159 // artefact invisibility is permanent, but we still make noise 1147 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance. 1148 // this is important for game-balance.
1161 if (op->contr) 1149 if (op->contr)
1162 op->make_noise (); 1150 op->make_noise ();
1189 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1191 return splay (tmp); 1179 return splay (tmp);
1192 1180
1193 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 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))
1195 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1196 { 1184 {
1197 splay (tmp); 1185 splay (tmp);
1198 return arrow; 1186 return arrow;
1199 } 1187 }
1216 if (!type) 1204 if (!type)
1217 return NULL; 1205 return NULL;
1218 1206
1219 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1220 { 1208 {
1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1222 { 1210 {
1223 i = 0; 1211 i = 0;
1224 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1225 1213
1226 if (i > betterby) 1214 if (i > betterby)
1327 break; 1315 break;
1328 } 1316 }
1329 1317
1330 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1331 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)
1332 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1333 break; 1321 break;
1334 } 1322 }
1335 1323
1336 if (!tmp) 1324 if (!tmp)
1337 return find_arrow (op, type); 1325 return find_arrow (op, type);
1398 { 1386 {
1399 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1400 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);
1401 /* 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 */
1402 else 1390 else
1403 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1404 1392
1405 return 0; 1393 return 0;
1406 } 1394 }
1407 } 1395 }
1408 1396
1457#endif 1445#endif
1458 1446
1459 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1460 1448
1461 /* update the speed */ 1449 /* update the speed */
1462 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1463 + bow->stats.dam / 7.f;
1464 1450
1465 arrow->set_speed (max (arrow->speed, 2.f));
1466 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 ));
1467 1456
1468 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;
1469 1458
1470 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1471 { 1460 {
1608 { 1597 {
1609 object *tmp; 1598 object *tmp;
1610 1599
1611 if (item->arch) 1600 if (item->arch)
1612 { 1601 {
1613 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1614 item->face = item->arch->face; 1603 item->face = item->arch->face;
1615 item->set_speed (0); 1604 item->set_speed (0);
1616 } 1605 }
1617 1606
1618 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1746 * 1735 *
1747 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1748 * all the others. 1737 * all the others.
1749 */ 1738 */
1750 if (pl->contr->usekeys == key_inventory 1739 if (pl->contr->usekeys == key_inventory
1751 || !QUERY_FLAG (container, FLAG_APPLIED) 1740 || !container->flag [FLAG_APPLIED]
1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1753 { 1742 {
1754 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1755 "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));
1756 return NULL; 1745 return NULL;
1907 */ 1896 */
1908 if (op->type == PLAYER 1897 if (op->type == PLAYER
1909 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
1910 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
1911 || mon->owner == op) 1900 || mon->owner == op)
1912 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1913 { 1902 {
1914 /* 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 */
1915 if (op->contr->braced) 1904 if (op->contr->braced)
1916 return false; 1905 return false;
1917 1906
1937 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
1938 * 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
1939 * attack them either. 1928 * attack them either.
1940 */ 1929 */
1941 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
1942 && (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])
1943 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
1944 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
1945 && !on_battleground)) 1934 && !on_battleground))
1946 { 1935 {
1947 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
1963 } 1952 }
1964 } 1953 }
1965 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
1966 * 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.
1967 */ 1956 */
1968 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1969 { 1958 {
1970 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
1971 { 1960 {
1972 --op->speed_left; 1961 --op->speed_left;
1973 1962
1982 * 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
1983 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
1984 * 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
1985 * 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.
1986 */ 1975 */
1987 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1988 ((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)))
1989 { 1978 {
1990 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])
1991 { 1980 {
1992 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
2008{ 1997{
2009 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2010 return 0; 1999 return 0;
2011 2000
2012 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2013 if (dir < 0 || dir >= 9) 2002 if (dir < 0 || dir > 8)
2014 { 2003 {
2015 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2016 return 0; 2005 return 0;
2017 } 2006 }
2018 2007
2019 /* peterm: added following line */ 2008 /* peterm: added following line */
2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2021 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2022 2011
2023 op->facing = dir; 2012 op->facing = dir;
2024 2013
2025 if (op->flag [FLAG_HIDDEN]) 2014 if (op->flag [FLAG_HIDDEN])
2065 * players. 2054 * players.
2066 */ 2055 */
2067bool 2056bool
2068handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2069{ 2058{
2070 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2071 { 2060 {
2072 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2073 { 2062 {
2074 --op->speed_left; 2063 --op->speed_left;
2075 flee_player (op); 2064 flee_player (op);
2094} 2083}
2095 2084
2096static int 2085static int
2097save_life (object *op) 2086save_life (object *op)
2098{ 2087{
2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2100 return 0; 2089 return 0;
2101 2090
2102 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2103 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2104 { 2093 {
2105 op->play_sound (sound_find ("ob_evaporate")); 2094 op->play_sound (sound_find ("ob_evaporate"));
2106 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));
2107 2096
2108 tmp->destroy (); 2097 tmp->destroy ();
2109 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2110 2099
2111 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2112 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2113 2102
2114 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2117 op->update_stats (); 2106 op->update_stats ();
2118 return 1; 2107 return 1;
2119 } 2108 }
2120 2109
2121 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2122 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2123 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2124 return 0; 2113 return 0;
2125} 2114}
2126 2115
2127/* 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
2134{ 2123{
2135 while (op) 2124 while (op)
2136 { 2125 {
2137 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' */
2138 2127
2139 if (QUERY_FLAG (op, FLAG_UNPAID)) 2128 if (op->flag [FLAG_UNPAID])
2140 op->insert_at (env); 2129 op->insert_at (env);
2141 else if (op->inv) 2130 else if (op->inv)
2142 drop_unpaid_items (op->inv, env); 2131 drop_unpaid_items (op->inv, env);
2143 2132
2144 op = next; 2133 op = next;
2155void 2144void
2156do_some_living (object *op) 2145do_some_living (object *op)
2157{ 2146{
2158 int last_food = op->stats.food; 2147 int last_food = op->stats.food;
2159 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2160 int over_hp, over_sp, over_grace;
2161 int i; 2149 int i;
2162 int rate_hp = 1200; 2150 int rate_hp = 1200;
2163 int rate_sp = 2500; 2151 int rate_sp = 2500;
2164 int rate_grace = 2000; 2152 int rate_grace = 2000;
2165 const int max_hp = 1; 2153 const int max_hp = 1;
2174 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2175 */ 2163 */
2176 if (pticks & 2) 2164 if (pticks & 2)
2177 op->invisible--; 2165 op->invisible--;
2178 } 2166 }
2179 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2180 { 2168 {
2181 if (!op->invisible--) 2169 if (!op->invisible--)
2182 { 2170 {
2183 make_visible (op); 2171 make_visible (op);
2184 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.");
2218 if (--op->last_grace < 0) 2206 if (--op->last_grace < 0)
2219 { 2207 {
2220 if (op->stats.grace < op->stats.maxgrace / 2) 2208 if (op->stats.grace < op->stats.maxgrace / 2)
2221 op->stats.grace++; /* no penalty in food for regaining grace */ 2209 op->stats.grace++; /* no penalty in food for regaining grace */
2222 2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2223 if (max_grace > 1) 2213 if (max_grace > 1)
2224 { 2214 {
2225 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2215 int over_grace = temp / rate_grace;
2216
2226 if (over_grace > 0) 2217 if (over_grace > 0)
2227 { 2218 {
2228 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;
2229 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2230 op->last_grace = 0; 2220 op->last_grace = 0;
2231 } 2221 }
2232 else 2222 else
2233 { 2223 op->last_grace = rate_grace / temp;
2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2235 }
2236 } 2224 }
2237 else 2225 else
2238 { 2226 op->last_grace = rate_grace / temp;
2239 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2227
2240 }
2241 /* wearing stuff doesn't detract from grace generation. */ 2228 /* wearing stuff doesn't detract from grace generation. */
2242 } 2229 }
2243 2230
2244 if (op->stats.food > 0) 2231 if (op->stats.food > 0)
2245 { 2232 {
2251 if (op->stats.sp < op->stats.maxsp) 2238 if (op->stats.sp < op->stats.maxsp)
2252 { 2239 {
2253 op->stats.sp++; 2240 op->stats.sp++;
2254 2241
2255 /* dms do not consume food */ 2242 /* dms do not consume food */
2256 if (!QUERY_FLAG (op, FLAG_WIZ)) 2243 if (!op->flag [FLAG_WIZ])
2257 { 2244 {
2258 op->stats.food--; 2245 op->stats.food--;
2259 2246
2260 if (op->contr->digestion < 0) 2247 if (op->contr->digestion < 0)
2261 op->stats.food += op->contr->digestion; 2248 op->stats.food += op->contr->digestion;
2264 } 2251 }
2265 } 2252 }
2266 2253
2267 if (max_sp > 1) 2254 if (max_sp > 1)
2268 { 2255 {
2269 over_sp = (gen_sp + 10) / rate_sp; 2256 int over_sp = (gen_sp + 10) / rate_sp;
2270 if (over_sp > 0) 2257 if (over_sp > 0)
2271 { 2258 {
2272 if (op->stats.sp < op->stats.maxsp) 2259 if (op->stats.sp < op->stats.maxsp)
2273 { 2260 {
2274 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2295 if (op->stats.hp < op->stats.maxhp) 2282 if (op->stats.hp < op->stats.maxhp)
2296 { 2283 {
2297 op->stats.hp++; 2284 op->stats.hp++;
2298 2285
2299 /* dms do not consume food */ 2286 /* dms do not consume food */
2300 if (!QUERY_FLAG (op, FLAG_WIZ)) 2287 if (!op->flag [FLAG_WIZ])
2301 { 2288 {
2302 op->stats.food--; 2289 op->stats.food--;
2303 2290
2304 if (op->contr->digestion < 0) 2291 if (op->contr->digestion < 0)
2305 op->stats.food += op->contr->digestion; 2292 op->stats.food += op->contr->digestion;
2306 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))
2307 op->stats.food = last_food; 2294 op->stats.food = last_food;
2308 } 2295 }
2309 } 2296 }
2310 2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2311 if (max_hp > 1) 2300 if (max_hp > 1)
2312 { 2301 {
2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2302 int over_hp = temp / rate_hp;
2314 2303
2315 if (over_hp > 0) 2304 if (over_hp > 0)
2316 { 2305 {
2317 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;
2318 op->last_heal = 0; 2307 op->last_heal = 0;
2319 } 2308 }
2320 else 2309 else
2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2310 op->last_heal = rate_hp / temp;
2322 } 2311 }
2323 else 2312 else
2324 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->last_heal = rate_hp / temp;
2325 } 2314 }
2326 } 2315 }
2327 2316
2328 /* Digestion */ 2317 /* Digestion */
2329 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2332 penalty = max (0, -op->contr->digestion); 2321 penalty = max (0, -op->contr->digestion);
2333 2322
2334 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);
2335 2324
2336 /* dms do not consume food */ 2325 /* dms do not consume food */
2337 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2338 op->stats.food--; 2327 op->stats.food--;
2339 } 2328 }
2340 2329
2341 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2342 { 2331 {
2343 object *flesh = 0; 2332 object *flesh = 0;
2344 2333
2345 for_inv_removable (op, tmp) 2334 for_inv_removable (op, tmp)
2346 { 2335 {
2347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2348 continue; 2337 continue;
2349 2338
2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2351 { 2340 {
2352 op->statusmsg ("You blindly grab for a bite of food. " 2341 op->statusmsg ("You blindly grab for a bite of food. "
2387 op->contr->killer->destroy (); 2376 op->contr->killer->destroy ();
2388 } 2377 }
2389 } 2378 }
2390 2379
2391 /* killer should be set here already */ 2380 /* killer should be set here already */
2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2393 kill_player (op); 2382 kill_player (op);
2394 } 2383 }
2395} 2384}
2396 2385
2397/* 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.
2592 * difference. 2581 * difference.
2593 */ 2582 */
2594 if (this_stat >= -50) 2583 if (this_stat >= -50)
2595 { 2584 {
2596 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2597 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2598 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2599 op->update_stats (); 2588 op->update_stats ();
2600 lost_a_stat = 1; 2589 lost_a_stat = 1;
2601 } 2590 }
2602 } 2591 }
2671 object *force; 2660 object *force;
2672 int at; 2661 int at;
2673 2662
2674 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2675 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2676 force->speed = 0.1f;
2677 force->speed_left = -5.f; 2665 force->speed_left = -5.f;
2678 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2679 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2680 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2681 force->resist[at] = 100; 2671 force->resist[at] = 100;
2682 2672
2683 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2705 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2706 2696
2707 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2708 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2709 2699
2710 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))))
2711 { 2701 {
2712 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2713 { 2703 {
2714 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2715 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2805} 2795}
2806 2796
2807int 2797int
2808is_true_undead (object *op) 2798is_true_undead (object *op)
2809{ 2799{
2810 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
2811 return 1; 2801 return 1;
2812 2802
2813 return 0; 2803 return 0;
2814} 2804}
2815 2805
2913 2903
2914 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
2915 player = 1; 2905 player = 1;
2916 2906
2917 else 2907 else
2918 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
2919 2909
2920 /* search adjacent squares */ 2910 /* search adjacent squares */
2921 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
2922 { 2912 {
2923 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
2932 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)))
2933 continue; 2923 continue;
2934 2924
2935 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)
2936 { 2926 {
2937 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])
2938 return 1; 2928 return 1;
2939 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
2940 { 2930 {
2941 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
2942 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2943 return 1; 2933 return 1;
2944 } 2934 }
2945 } 2935 }
2946 } 2936 }
2947 return 0; 2937 return 0;
3016 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3017 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3018 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3019 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3020 { 3010 {
3021 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3022 { 3012 {
3023 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3024 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3025 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3026 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3027 { 3017 {
3028 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3186 strcat (buf, "."); 3176 strcat (buf, ".");
3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3188 } 3178 }
3189 3179
3190 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3191 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3192 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3193 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3194 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3195 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3196 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3197 3187
3198 /* print message if there is one */ 3188 /* print message if there is one */
3199 if (item->msg != NULL) 3189 if (item->msg != NULL)
3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3201 } 3191 }
3243{ 3233{
3244 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3245 statusmsg (msg, color); 3235 statusmsg (msg, color);
3246} 3236}
3247 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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