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Comparing deliantra/server/server/player.C (file contents):
Revision 1.244 by root, Sun Nov 8 20:55:40 2009 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26 26
27#include <algorithm>
28#include <functional>
29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
107 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
108 106
109 ob->update_weight (); 107 ob->update_weight ();
110 link_skills (); 108 link_skills ();
111 109
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
115 111
116 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
118 { 114 {
119 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
120 116
121 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
130 126
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132 128
133 esrv_new_player (this); 129 esrv_new_player (this);
134 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
135 ob->update_stats (); 136 ob->update_stats ();
136 137
137 ns->floorbox_update (); 138 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
180player::set_object (object *op) 181player::set_object (object *op)
181{ 182{
182 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
184 185
185 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
186 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
187 188
188 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
216} 190}
217 191
218void 192void
219player::set_observe (object *op) 193player::set_observe (object *op)
220{ 194{
259 disconnect (); 233 disconnect ();
260 234
261 attachable::do_destroy (); 235 attachable::do_destroy ();
262 236
263 if (ob) 237 if (ob)
264 {
265 ob->destroy_inv (false);
266 ob->destroy (); 238 ob->destroy ();
267 }
268 239
269 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
270} 241}
271 242
272player::~player () 243player::~player ()
310player * 281player *
311player::create () 282player::create ()
312{ 283{
313 player *pl = new player; 284 player *pl = new player;
314 285
315 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
316 287
317 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
320 291
402 */ 373 */
403int 374int
404path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
405{ 376{
406 rv_vector rv; 377 rv_vector rv;
407 sint16 x, y;
408 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;
409 maptile *m, *lastmap;
410 379
411 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
412 381
413 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
414 return 0; 383 return 0;
415 384
416 x = mon->x; 385 mapxy pos (mon);
417 y = mon->y;
418 m = mon->map;
419 dir = rv.direction; 386 dir = rv.direction;
420 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 */
421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422 389
423 /* 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. */
424 if (diff > max) 391 if (diff > max)
425 return 0; 392 return 0;
426 393
427 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
428 { 395 {
429 lastx = x; 396 mapxy lastpos = pos;
430 lasty = y;
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434 397
435 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
437 399
438 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
440 && (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)))
441 { 404 {
442 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
444 */ 407 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
446 if (rv.direction != dir) 409 if (rv.direction != dir)
447 { 410 {
448 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
449 * the values so it will try again. 412 * the values so it will try again.
450 */ 413 */
451 x = lastx;
452 y = lasty;
453 m = lastmap; 414 pos = lastpos;
454 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
455 } 416 }
456 else 417 else
457 { 418 {
458 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
465 */ 426 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 { 428 {
468 if (i == 0) 429 if (i == 0)
469 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
470 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in 433 * since the direction that the creature should move in
472 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
476 * 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
477 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully 440 * the last direction the creature has successfully
479 * moved. 441 * moved.
480 */ 442 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap; 443 pos = lastpos;
485 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
486 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
487 continue; 447 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
490 continue; 452 continue;
491 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
492 continue; 455 continue;
493 456
494 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
495 break; 458 break;
496 } 459 }
460
497 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
499 */ 463 */
500 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
501 return 0; 465 return 0;
466
502 diff--; 467 diff--;
503 lastdir = dir; 468 lastdir = dir;
504 max--; 469 max--;
505 if (!firstdir) 470 if (!firstdir)
506 firstdir = dir + i; 471 firstdir = dir + i;
510 { 475 {
511 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
512 diff--; 477 diff--;
513 max--; 478 max--;
514 lastdir = dir; 479 lastdir = dir;
480
515 if (!firstdir) 481 if (!firstdir)
516 firstdir = dir; 482 firstdir = dir;
517 } 483 }
518 484
519 if (diff <= 1) 485 if (diff <= 1)
520 { 486 {
521 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance. 488 * headed toward player for entire distance.
523 */ 489 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 } 492 }
527 493
528 if (diff > max) 494 if (diff > max)
529 return 0; 495 return 0;
547 next = op->below; 513 next = op->below;
548 514
549 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
550 * 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
551 */ 517 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
553 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
554 520
555 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions 522 * by this player due to race restrictions
557 */ 523 */
558 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
559 { 525 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
561 && 527 &&
562 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
567 { 533 {
568 op->destroy (); 534 op->destroy ();
569 continue; 535 continue;
570 } 536 }
571 } 537 }
588 if (op->nrof > 1) 554 if (op->nrof > 1)
589 op->nrof = 1; 555 op->nrof = 1;
590 } 556 }
591 557
592 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
594 560
595 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
596 * 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
597 * merged properly. 563 * merged properly.
598 */ 564 */
599 if (need_identify (op)) 565 if (op->need_identify ())
600 { 566 {
601 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
604 } 570 }
605 571
606 if (op->type == SPELL) 572 if (op->type == SPELL)
607 { 573 {
608 op->destroy (); 574 op->destroy ();
609 continue; 575 continue;
610 } 576 }
611 else if (op->type == SKILL) 577 else if (op->type == SKILL)
612 { 578 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0; 580 op->stats.exp = 0;
615 op->level = 1; 581 op->level = 1;
616 } 582 }
617 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
620 586
621 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
622 pl->contr->link_skills (); 588 pl->contr->link_skills ();
623} 589}
637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
638} 604}
639 605
640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int 607static int
642roll_stat (void) 608roll_stat ()
643{ 609{
644 int a[4], i, j, k; 610 int a[4], i, j, k;
645 611
646 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
648 614
649 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
650 if (a[i] < k) 616 if (a[i] < k)
651 k = a[i], j = i; 617 k = a[i], j = i;
652 618
749 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl) 716 if (tl)
751 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
752 718
753 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
754 INVOKE_PLAYER (LOGIN, ob->contr);
755 720
756 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
757 722
758 if (ob->msg) 723 if (ob->msg)
759 ob->msg = 0; 724 ob->msg = 0;
760 725
761 start_info (ob); 726 start_info (ob);
762 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
763 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
764 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
765 ob->update_stats (); 730 ob->update_stats ();
766 731
767 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
816 rv_vector rv; 781 rv_vector rv;
817 782
818 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
819 { 784 {
820 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
821 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
822 return; 787 return;
823 } 788 }
824 789
825 if (!op->enemy) 790 if (!op->enemy)
826 { 791 {
827 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
828 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
829 return; 794 return;
830 } 795 }
831 796
832 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))
833 { 798 {
834 op->enemy = NULL; 799 op->enemy = NULL;
835 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
836 return; 801 return;
837 } 802 }
838 803
839 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
840 805
841 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
843 { 808 {
844 int m = 1 - rndm (2) * 2; 809 int m = 1 - rndm (2) * 2;
845 810
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
847 return; 812 return;
848 } 813 }
849 814
850 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
852 op->enemy = NULL; 817 op->enemy = NULL;
853} 818}
854 819
855/* 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.
856 * 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
861{ 826{
862 object *tmp, *next; 827 object *tmp, *next;
863 int stop = 0; 828 int stop = 0;
864 int wvratio; 829 int wvratio;
865 830
866 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
868 return 1; 833 return 1;
869 834
870 next = op->below; 835 next = op->below;
871 836
948 * fighting */ 913 * fighting */
949 if (op->contr->mode & PU_INHIBIT) 914 if (op->contr->mode & PU_INHIBIT)
950 return 1; 915 return 1;
951 916
952 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 918 if (tmp->flag [FLAG_UNPAID])
954 continue; 919 continue;
955 920
956 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
957 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)
958 continue; 923 continue;
959 924
960 /* all food and drink if desired */ 925 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
962 if (op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
965 CHK_PICK_PICKUP; 930 CHK_PICK_PICKUP;
966 continue; 931 continue;
967 } 932 }
968 933
969 if (op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
970 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]))
971 { 936 {
972 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
973 continue; 938 continue;
974 } 939 }
975 940
1002 continue; 967 continue;
1003 } 968 }
1004 969
1005 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
1008 { 976 {
1009 CHK_PICK_PICKUP; 977 CHK_PICK_PICKUP;
1010 continue; 978 continue;
1011 } 979 }
1012 980
1013 /* pick up all magical items */ 981 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
1016 { 985 {
1017 CHK_PICK_PICKUP; 986 CHK_PICK_PICKUP;
1018 continue; 987 continue;
1019 } 988 }
1020 989
1027 } 996 }
1028 } 997 }
1029 998
1030 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET) 1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1033 { 1005 {
1034 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1035 continue; 1007 continue;
1036 } 1008 }
1037 1009
1086 CHK_PICK_PICKUP; 1058 CHK_PICK_PICKUP;
1087 continue; 1059 continue;
1088 } 1060 }
1089 1061
1090 if (op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1064 {
1093 CHK_PICK_PICKUP; 1065 CHK_PICK_PICKUP;
1094 continue; 1066 continue;
1095 } 1067 }
1096 1068
1101 continue; 1073 continue;
1102 } 1074 }
1103 1075
1104 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1107 { 1079 {
1108 CHK_PICK_PICKUP; 1080 CHK_PICK_PICKUP;
1109 continue; 1081 continue;
1110 } 1082 }
1111 1083
1166 * return 0. 1138 * return 0.
1167 */ 1139 */
1168static int 1140static int
1169action_makes_visible (object *op) 1141action_makes_visible (object *op)
1170{ 1142{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (op->invisible && op->flag [FLAG_ALIVE])
1172 { 1144 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1145 if (op->flag [FLAG_MAKE_INVIS])
1174 { 1146 {
1175 // artefact invisibility is permanent, but we still make noise 1147 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance. 1148 // this is important for game-balance.
1177 if (op->contr) 1149 if (op->contr)
1178 op->make_noise (); 1150 op->make_noise ();
1205 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp); 1179 return splay (tmp);
1208 1180
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 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))
1211 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1212 { 1184 {
1213 splay (tmp); 1185 splay (tmp);
1214 return arrow; 1186 return arrow;
1215 } 1187 }
1232 if (!type) 1204 if (!type)
1233 return NULL; 1205 return NULL;
1234 1206
1235 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1236 { 1208 {
1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1238 { 1210 {
1239 i = 0; 1211 i = 0;
1240 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1241 1213
1242 if (i > betterby) 1214 if (i > betterby)
1343 break; 1315 break;
1344 } 1316 }
1345 1317
1346 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1347 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)
1348 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1349 break; 1321 break;
1350 } 1322 }
1351 1323
1352 if (!tmp) 1324 if (!tmp)
1353 return find_arrow (op, type); 1325 return find_arrow (op, type);
1414 { 1386 {
1415 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1416 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);
1417 /* 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 */
1418 else 1390 else
1419 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1420 1392
1421 return 0; 1393 return 0;
1422 } 1394 }
1423 } 1395 }
1424 1396
1473#endif 1445#endif
1474 1446
1475 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1476 1448
1477 /* update the speed */ 1449 /* update the speed */
1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1479 + bow->stats.dam / 7.f;
1480 1450
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 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 ));
1483 1456
1484 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;
1485 1458
1486 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1487 { 1460 {
1580 { 1553 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1555 return;
1583 } 1556 }
1584 1557
1585 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1586 return; 1559 return;
1587 1560
1588 if (item->type == WAND) 1561 if (item->type == WAND)
1589 { 1562 {
1590 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1624 { 1597 {
1625 object *tmp; 1598 object *tmp;
1626 1599
1627 if (item->arch) 1600 if (item->arch)
1628 { 1601 {
1629 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1630 item->face = item->arch->face; 1603 item->face = item->arch->face;
1631 item->set_speed (0); 1604 item->set_speed (0);
1632 } 1605 }
1633 1606
1634 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1641} 1614}
1642 1615
1643/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1644 */ 1617 */
1645bool 1618bool
1646fire (object *op, int dir) 1619fire (object *who, int dir)
1647{ 1620{
1648 int spellcost = 0; 1621 int spellcost = 0;
1649 1622
1650 player *pl = op->contr; 1623 player *pl = who->contr;
1651 1624
1652 if (pl->golem) 1625 if (pl->golem)
1653 { 1626 {
1654 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1655 return false; 1628 return false;
1656 } 1629 }
1657 1630
1658 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1659 1632
1660 if (!ob) 1633 if (!ob)
1661 return false; 1634 return false;
1662 1635
1663 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1664 --op->speed_left; 1637 --who->speed_left;
1665 else 1638 else
1666 return false; 1639 return false;
1667 1640
1668 if (!op->change_weapon (ob)) 1641 if (!who->apply (ob))
1669 return false; 1642 return false;
1670 1643
1671 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1673 make_visible (op); 1646 make_visible (who);
1674 1647
1675 switch (ob->type) 1648 switch (ob->type)
1676 { 1649 {
1677 case BOW: 1650 case BOW:
1678 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1679 break; 1652 break;
1680 1653
1681 case SPELL: 1654 case SPELL:
1682 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);
1683 break; 1656 break;
1684 1657
1685 case BUILDER: 1658 case BUILDER:
1686 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1687 break; 1660 break;
1688 1661
1689 case SKILL: 1662 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1691 break; 1664 break;
1692 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1693 default: 1670 default:
1694 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1695 break; 1672 break;
1696 } 1673 }
1697 1674
1698 return true; 1675 return true;
1699} 1676}
1758 * 1735 *
1759 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1760 * all the others. 1737 * all the others.
1761 */ 1738 */
1762 if (pl->contr->usekeys == key_inventory 1739 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED) 1740 || !container->flag [FLAG_APPLIED]
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 { 1742 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1767 "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));
1768 return NULL; 1745 return NULL;
1852 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
1853 */ 1830 */
1854bool 1831bool
1855move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
1856{ 1833{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1858 { 1835 {
1859 --op->speed_left; 1836 --op->speed_left;
1860 return true; 1837 return true;
1861 } 1838 }
1862 1839
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1842
1870 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
1871 return false; 1844 return false;
1872 1845
1873 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
1894 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op) 1868 && mon != op)
1896 break; 1869 break;
1897 } 1870 }
1898 1871
1899 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
1900 return false; /* into a wall */ 1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
1877 {
1878 if (ob->move_block == MOVE_ALL)
1879 move_into_wall (op, ob);
1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1901 1898
1902 mon = mon->head_ (); 1899 mon = mon->head_ ();
1903 1900
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
1923 */ 1920 */
1924 if (op->type == PLAYER 1921 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr 1922 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party)) 1923 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op) 1924 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1929 { 1926 {
1930 /* If we're braced, we don't want to switch places with it */ 1927 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced) 1928 if (op->contr->braced)
1932 return false; 1929 return false;
1933 1930
1944 return true; 1941 return true;
1945 } 1942 }
1946 else 1943 else
1947 return false; 1944 return false;
1948 } 1945 }
1946
1947 bool on_battleground = op_on_battleground (op, 0, 0);
1949 1948
1950 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
1953 * attack them either. 1952 * attack them either.
1954 */ 1953 */
1955 if ((mon->type == PLAYER || mon->enemy != op) 1954 if ((mon->type == PLAYER || mon->enemy != op)
1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1957 && ((op->contr->peaceful 1956 && ((op->contr->peaceful
1958 || (mon->type == PLAYER && mon->contr->peaceful)) 1957 || (mon->type == PLAYER && mon->contr->peaceful))
1959 && !on_battleground)) 1958 && !on_battleground))
1960 { 1959 {
1961 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
1977 } 1976 }
1978 } 1977 }
1979 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
1980 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
1981 */ 1980 */
1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1983 { 1982 {
1984 if (op->speed_left > 0.f) 1983 if (op->speed_left > 0.f)
1985 { 1984 {
1986 --op->speed_left; 1985 --op->speed_left;
1987 1986
1996 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
1997 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
1998 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
1999 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2000 */ 1999 */
2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2003 { 2002 {
2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2005 { 2004 {
2006 --op->contr->weapon_sp_left; 2005 --op->contr->weapon_sp_left;
2018} 2017}
2019 2018
2020bool 2019bool
2021move_player (object *op, int dir) 2020move_player (object *op, int dir)
2022{ 2021{
2023 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2024 return 0; 2023 return 0;
2025 2024
2026 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2028 { 2027 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0; 2029 return 0;
2031 } 2030 }
2032 2031
2033 /* peterm: added following line */ 2032 /* peterm: added following line */
2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2035 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2036 2035
2037 op->facing = dir; 2036 op->facing = dir;
2038 2037
2039 if (op->flag [FLAG_HIDDEN]) 2038 if (op->flag [FLAG_HIDDEN])
2079 * players. 2078 * players.
2080 */ 2079 */
2081bool 2080bool
2082handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2083{ 2082{
2084 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2085 { 2084 {
2086 if (op->speed_left > 0.f) 2085 if (op->speed_left > 0.f)
2087 { 2086 {
2088 --op->speed_left; 2087 --op->speed_left;
2089 flee_player (op); 2088 flee_player (op);
2108} 2107}
2109 2108
2110static int 2109static int
2111save_life (object *op) 2110save_life (object *op)
2112{ 2111{
2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2114 return 0; 2113 return 0;
2115 2114
2116 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2118 { 2117 {
2119 op->play_sound (sound_find ("ob_evaporate")); 2118 op->play_sound (sound_find ("ob_evaporate"));
2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2121 2120
2122 tmp->destroy (); 2121 tmp->destroy ();
2123 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2124 2123
2125 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2126 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2127 2126
2128 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2129 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2130 2129
2131 op->update_stats (); 2130 op->update_stats ();
2132 return 1; 2131 return 1;
2133 } 2132 }
2134 2133
2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2136 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2137 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2138 return 0; 2137 return 0;
2139} 2138}
2140 2139
2141/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2148{ 2147{
2149 while (op) 2148 while (op)
2150 { 2149 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152 2151
2153 if (QUERY_FLAG (op, FLAG_UNPAID)) 2152 if (op->flag [FLAG_UNPAID])
2154 op->insert_at (env); 2153 op->insert_at (env);
2155 else if (op->inv) 2154 else if (op->inv)
2156 drop_unpaid_items (op->inv, env); 2155 drop_unpaid_items (op->inv, env);
2157 2156
2158 op = next; 2157 op = next;
2169void 2168void
2170do_some_living (object *op) 2169do_some_living (object *op)
2171{ 2170{
2172 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2173 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2174 int over_hp, over_sp, over_grace;
2175 int i; 2173 int i;
2176 int rate_hp = 1200; 2174 int rate_hp = 1200;
2177 int rate_sp = 2500; 2175 int rate_sp = 2500;
2178 int rate_grace = 2000; 2176 int rate_grace = 2000;
2179 const int max_hp = 1; 2177 const int max_hp = 1;
2185 op->invisible = 1000; 2183 op->invisible = 1000;
2186 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2187 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2189 */ 2187 */
2190 if (pticks & 2) 2188 if (server_tick & 2)
2191 op->invisible--; 2189 op->invisible--;
2192 } 2190 }
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2194 { 2192 {
2195 if (!op->invisible--) 2193 if (!op->invisible--)
2196 { 2194 {
2197 make_visible (op); 2195 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2232 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2233 { 2231 {
2234 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2235 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2236 2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2237 if (max_grace > 1) 2237 if (max_grace > 1)
2238 { 2238 {
2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2240 if (over_grace > 0) 2241 if (over_grace > 0)
2241 { 2242 {
2242 op->stats.sp += over_grace 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2243 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2244 op->last_grace = 0; 2244 op->last_grace = 0;
2245 } 2245 }
2246 else 2246 else
2247 { 2247 op->last_grace = rate_grace / temp;
2248 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2249 }
2250 } 2248 }
2251 else 2249 else
2252 { 2250 op->last_grace = rate_grace / temp;
2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251
2254 }
2255 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2256 } 2253 }
2257 2254
2258 if (op->stats.food > 0) 2255 if (op->stats.food > 0)
2259 { 2256 {
2265 if (op->stats.sp < op->stats.maxsp) 2262 if (op->stats.sp < op->stats.maxsp)
2266 { 2263 {
2267 op->stats.sp++; 2264 op->stats.sp++;
2268 2265
2269 /* dms do not consume food */ 2266 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (!op->flag [FLAG_WIZ])
2271 { 2268 {
2272 op->stats.food--; 2269 op->stats.food--;
2273 2270
2274 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2275 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2278 } 2275 }
2279 } 2276 }
2280 2277
2281 if (max_sp > 1) 2278 if (max_sp > 1)
2282 { 2279 {
2283 over_sp = (gen_sp + 10) / rate_sp; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0) 2281 if (over_sp > 0)
2285 { 2282 {
2286 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2287 { 2284 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2309 if (op->stats.hp < op->stats.maxhp) 2306 if (op->stats.hp < op->stats.maxhp)
2310 { 2307 {
2311 op->stats.hp++; 2308 op->stats.hp++;
2312 2309
2313 /* dms do not consume food */ 2310 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ)) 2311 if (!op->flag [FLAG_WIZ])
2315 { 2312 {
2316 op->stats.food--; 2313 op->stats.food--;
2317 2314
2318 if (op->contr->digestion < 0) 2315 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion; 2316 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food; 2318 op->stats.food = last_food;
2322 } 2319 }
2323 } 2320 }
2324 2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2325 if (max_hp > 1) 2324 if (max_hp > 1)
2326 { 2325 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2326 int over_hp = temp / rate_hp;
2328 2327
2329 if (over_hp > 0) 2328 if (over_hp > 0)
2330 { 2329 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0; 2331 op->last_heal = 0;
2333 } 2332 }
2334 else 2333 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2334 op->last_heal = rate_hp / temp;
2336 } 2335 }
2337 else 2336 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / temp;
2339 } 2338 }
2340 } 2339 }
2341 2340
2342 /* Digestion */ 2341 /* Digestion */
2343 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2346 penalty = max (0, -op->contr->digestion); 2345 penalty = max (0, -op->contr->digestion);
2347 2346
2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2349 2348
2350 /* dms do not consume food */ 2349 /* dms do not consume food */
2351 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2352 op->stats.food--; 2351 op->stats.food--;
2353 } 2352 }
2354 2353
2355 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2356 { 2355 {
2357 object *flesh = 0; 2356 object *flesh = 0;
2358 2357
2359 for_inv_removable (op, tmp) 2358 for_inv_removable (op, tmp)
2360 { 2359 {
2361 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2362 continue; 2361 continue;
2363 2362
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2365 { 2364 {
2366 op->statusmsg ("You blindly grab for a bite of food. " 2365 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0); 2367 op->apply (tmp);
2369 2368
2370 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2371 break; 2370 break;
2372 } 2371 }
2373 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2379 */ 2378 */
2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2381 { 2380 {
2382 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2384 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2385 } 2384 }
2386 2385
2387 // If player is still starving, alert him! 2386 // If player is still starving, alert him!
2388 if (op->stats.food < 0) 2387 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! " 2388 op->failmsg ("You are starving! "
2401 op->contr->killer->destroy (); 2400 op->contr->killer->destroy ();
2402 } 2401 }
2403 } 2402 }
2404 2403
2405 /* killer should be set here already */ 2404 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2407 kill_player (op); 2406 kill_player (op);
2408 } 2407 }
2409} 2408}
2410 2409
2411/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2445 cure_disease (op, 0, 0); /* remove any disease */ 2444 cure_disease (op, 0, 0); /* remove any disease */
2446 2445
2447 max_it (op->stats.hp , op->stats.maxhp); 2446 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp); 2447 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace); 2448 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0) 2449 max_it (op->stats.food , 200);
2452 op->stats.food = 999;
2453 2450
2454 // remove all spell effects that are active 2451 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall 2452 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; ) 2453 for (object *item = op->inv; item; )
2457 { 2454 {
2470 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2471 { 2468 {
2472 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2473 2470
2474 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2476 { 2473
2477 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format ( 2476 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title, 2478 &op->name, op->contr->title,
2482 (int)op->level, 2479 (int)op->level,
2483 op->contr->killer_name () 2480 op->contr->killer_name ()
2484 ); 2481 );
2485 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2487 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2488 }
2489 2485
2490 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2491 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2492 op->contr->braced = 0; 2488 op->contr->braced = 0;
2493 2489
2561 object *dep; 2557 object *dep;
2562 2558
2563 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2564 if (!dep) 2560 if (!dep)
2565 { 2561 {
2566 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2567 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2568 } 2564 }
2569 lose_this_stat = 1; 2565 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2571 { 2567 {
2609 * difference. 2605 * difference.
2610 */ 2606 */
2611 if (this_stat >= -50) 2607 if (this_stat >= -50)
2612 { 2608 {
2613 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2614 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2616 op->update_stats (); 2612 op->update_stats ();
2617 lost_a_stat = 1; 2613 lost_a_stat = 1;
2618 } 2614 }
2619 } 2615 }
2637#endif 2633#endif
2638 2634
2639 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2640 * exp loss on the stone. 2636 * exp loss on the stone.
2641 */ 2637 */
2642 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2643 tmp->name = format ("%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2644 tmp->name_pl = format ("%s's gravestones", &op->name); 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2646 &op->name, op->contr->title, op->contr->killer_name ()); 2642 &op->name, op->contr->title, op->contr->killer_name ());
2647 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2686 if (will_kill_again) 2682 if (will_kill_again)
2687 { 2683 {
2688 object *force; 2684 object *force;
2689 int at; 2685 int at;
2690 2686
2691 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2692 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2693 force->speed = 0.1f;
2694 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2695 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2696 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2697 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2698 force->resist[at] = 100; 2695 force->resist[at] = 100;
2699 2696
2700 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2722 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2723 2720
2724 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2725 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2726 2723
2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2728 { 2725 {
2729 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2730 { 2727 {
2731 tmp->decrease (rndm (1, tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2732 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2743 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2744 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
2745 * was changed. 2742 * was changed.
2746 */ 2743 */
2747void 2744void
2748fix_weight (void) 2745fix_weight ()
2749{ 2746{
2750 for_all_players (pl) 2747 for_all_players (pl)
2751 { 2748 {
2752 sint32 old = pl->ob->carrying; 2749 sint32 old = pl->ob->carrying;
2753 2750
2760 } 2757 }
2761 } 2758 }
2762} 2759}
2763 2760
2764void 2761void
2765fix_luck (void) 2762fix_luck ()
2766{ 2763{
2767 for_all_players (pl) 2764 for_all_players (pl)
2768 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
2769 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
2770} 2767}
2822} 2819}
2823 2820
2824int 2821int
2825is_true_undead (object *op) 2822is_true_undead (object *op)
2826{ 2823{
2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
2828 return 1; 2825 return 1;
2829 2826
2830 return 0; 2827 return 0;
2831} 2828}
2832 2829
2930 2927
2931 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
2932 player = 1; 2929 player = 1;
2933 2930
2934 else 2931 else
2935 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
2936 2933
2937 /* search adjacent squares */ 2934 /* search adjacent squares */
2938 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
2939 { 2936 {
2940 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2950 continue; 2947 continue;
2951 2948
2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2953 { 2950 {
2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2955 return 1; 2952 return 1;
2956 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
2957 { 2954 {
2958 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
2959 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2960 return 1; 2957 return 1;
2961 } 2958 }
2962 } 2959 }
2963 } 2960 }
2964 return 0; 2961 return 0;
3033 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3034 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3035 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3036 for (object *tmp = op->below; tmp; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3037 { 3034 {
3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3039 { 3036 {
3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3037 if (tmp->flag [FLAG_NO_PICK]
3041 && tmp->type == BATTLEGROUND 3038 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground 3039 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp)) 3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 { 3041 {
3045 /* before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3047 {
3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 { 3046 {
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3051 {
3052 if (x && y) 3047 if (x && y)
3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054 3049
3055 return 1; 3050 return 1;
3056 }
3057 } 3051 }
3058 }
3059 3052
3060 if (x && y) 3053 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062 3055
3063 return 1; 3056 return 1;
3201 else 3194 else
3202 j = 1; 3195 j = 1;
3203 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3204 } 3197 }
3205 } 3198 }
3199
3206 strcat (buf, "."); 3200 strcat (buf, ".");
3207 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3208 } 3202 }
3209 3203
3210 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3211 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3212 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3213 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3214 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3215 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3216 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3217 3211
3218 /* print message if there is one */ 3212 /* print message if there is one */
3219 if (item->msg != NULL) 3213 if (item->msg != NULL)
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 } 3215 }
3222 else 3216 else
3223 { 3217 {
3224 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3225 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3227 who->insert (tmp); 3221 who->insert (tmp);
3228 } 3222 }
3229}
3230
3231/**
3232 * Unready an object for a player. This function does nothing if the object was
3233 * not readied.
3234 */
3235void
3236player_unready_range_ob (player *pl, object *ob)
3237{
3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3240
3241 if (pl->combat_ob == ob)
3242 pl->combat_ob = 0;
3243
3244 if (pl->ranged_ob == ob)
3245 pl->ranged_ob = 0;
3246} 3223}
3247 3224
3248//-GPL 3225//-GPL
3249 3226
3250sint8 3227sint8
3280{ 3257{
3281 play_sound (sound_find ("generic_failure")); 3258 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color); 3259 statusmsg (msg, color);
3283} 3260}
3284 3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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