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Comparing deliantra/server/server/player.C (file contents):
Revision 1.249 by root, Sun Nov 29 17:41:08 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
110 link_skills (); 108 link_skills ();
111 109
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
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
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
133 ob->update_stats (); 136 ob->update_stats ();
134 137
135 ns->floorbox_update (); 138 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
178player::set_object (object *op) 181player::set_object (object *op)
179{ 182{
180 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
182 185
183 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
184 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
185 188
186 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
187
188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
195 {
196 case SKILL:
197 ob->flag [FLAG_APPLIED] = false;
198 break;
199
200 case WAND:
201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
210 }
211
212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
213 ob->deactivate (); // change_weapon activates, fix this better
214} 190}
215 191
216void 192void
217player::set_observe (object *op) 193player::set_observe (object *op)
218{ 194{
257 disconnect (); 233 disconnect ();
258 234
259 attachable::do_destroy (); 235 attachable::do_destroy ();
260 236
261 if (ob) 237 if (ob)
262 {
263 ob->destroy_inv (false);
264 ob->destroy (); 238 ob->destroy ();
265 }
266 239
267 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
268} 241}
269 242
270player::~player () 243player::~player ()
400 */ 373 */
401int 374int
402path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
403{ 376{
404 rv_vector rv; 377 rv_vector rv;
405 sint16 x, y;
406 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;
407 maptile *m, *lastmap;
408 379
409 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
410 381
411 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
412 return 0; 383 return 0;
413 384
414 x = mon->x; 385 mapxy pos (mon);
415 y = mon->y;
416 m = mon->map;
417 dir = rv.direction; 386 dir = rv.direction;
418 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 */
419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420 389
421 /* 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. */
422 if (diff > max) 391 if (diff > max)
423 return 0; 392 return 0;
424 393
425 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
426 { 395 {
427 lastx = x; 396 mapxy lastpos = pos;
428 lasty = y;
429 lastmap = m;
430 x = lastx + freearr_x[dir];
431 y = lasty + freearr_y[dir];
432 397
433 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
434 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
435 399
436 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
437 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
438 && (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)))
439 { 404 {
440 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
441 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
442 */ 407 */
443 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
444 if (rv.direction != dir) 409 if (rv.direction != dir)
445 { 410 {
446 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
447 * the values so it will try again. 412 * the values so it will try again.
448 */ 413 */
449 x = lastx;
450 y = lasty;
451 m = lastmap; 414 pos = lastpos;
452 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
453 } 416 }
454 else 417 else
455 { 418 {
456 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
463 */ 426 */
464 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
465 { 428 {
466 if (i == 0) 429 if (i == 0)
467 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
468 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
469 * since the direction that the creature should move in 433 * since the direction that the creature should move in
470 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
471 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
472 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
474 * 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
475 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
476 * the last direction the creature has successfully 440 * the last direction the creature has successfully
477 * moved. 441 * moved.
478 */ 442 */
479
480 x = lastx + freearr_x[absdir (lastdir + i)];
481 y = lasty + freearr_y[absdir (lastdir + i)];
482 m = lastmap; 443 pos = lastpos;
483 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
484 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
485 continue; 447 continue;
486 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
487 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
488 continue; 452 continue;
489 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
490 continue; 455 continue;
491 456
492 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
493 break; 458 break;
494 } 459 }
460
495 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
496 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
497 */ 463 */
498 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
499 return 0; 465 return 0;
466
500 diff--; 467 diff--;
501 lastdir = dir; 468 lastdir = dir;
502 max--; 469 max--;
503 if (!firstdir) 470 if (!firstdir)
504 firstdir = dir + i; 471 firstdir = dir + i;
508 { 475 {
509 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
510 diff--; 477 diff--;
511 max--; 478 max--;
512 lastdir = dir; 479 lastdir = dir;
480
513 if (!firstdir) 481 if (!firstdir)
514 firstdir = dir; 482 firstdir = dir;
515 } 483 }
516 484
517 if (diff <= 1) 485 if (diff <= 1)
518 { 486 {
519 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
520 * headed toward player for entire distance. 488 * headed toward player for entire distance.
521 */ 489 */
522 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
524 } 492 }
525 493
526 if (diff > max) 494 if (diff > max)
527 return 0; 495 return 0;
545 next = op->below; 513 next = op->below;
546 514
547 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
548 * 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
549 */ 517 */
550 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
551 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
552 520
553 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
554 * by this player due to race restrictions 522 * by this player due to race restrictions
555 */ 523 */
556 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
557 { 525 {
558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
559 && 527 &&
560 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
561 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
562 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
565 { 533 {
566 op->destroy (); 534 op->destroy ();
567 continue; 535 continue;
568 } 536 }
569 } 537 }
586 if (op->nrof > 1) 554 if (op->nrof > 1)
587 op->nrof = 1; 555 op->nrof = 1;
588 } 556 }
589 557
590 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
592 560
593 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
594 * 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
595 * merged properly. 563 * merged properly.
596 */ 564 */
597 if (need_identify (op)) 565 if (op->need_identify ())
598 { 566 {
599 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
600 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
601 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
602 } 570 }
603 571
604 if (op->type == SPELL) 572 if (op->type == SPELL)
605 { 573 {
606 op->destroy (); 574 op->destroy ();
607 continue; 575 continue;
608 } 576 }
609 else if (op->type == SKILL) 577 else if (op->type == SKILL)
610 { 578 {
611 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
612 op->stats.exp = 0; 580 op->stats.exp = 0;
613 op->level = 1; 581 op->level = 1;
614 } 582 }
615 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
616 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
617 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
618 586
619 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
620 pl->contr->link_skills (); 588 pl->contr->link_skills ();
621} 589}
640roll_stat () 608roll_stat ()
641{ 609{
642 int a[4], i, j, k; 610 int a[4], i, j, k;
643 611
644 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
645 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
646 614
647 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
648 if (a[i] < k) 616 if (a[i] < k)
649 k = a[i], j = i; 617 k = a[i], j = i;
650 618
747 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
748 if (tl) 716 if (tl)
749 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
750 718
751 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
752 INVOKE_PLAYER (LOGIN, ob->contr);
753 720
754 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
755 722
756 if (ob->msg) 723 if (ob->msg)
757 ob->msg = 0; 724 ob->msg = 0;
758 725
759 start_info (ob); 726 start_info (ob);
760 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
761 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
762 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
763 ob->update_stats (); 730 ob->update_stats ();
764 731
765 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
814 rv_vector rv; 781 rv_vector rv;
815 782
816 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
817 { 784 {
818 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
819 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
820 return; 787 return;
821 } 788 }
822 789
823 if (!op->enemy) 790 if (!op->enemy)
824 { 791 {
825 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
826 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
827 return; 794 return;
828 } 795 }
829 796
830 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))
831 { 798 {
832 op->enemy = NULL; 799 op->enemy = NULL;
833 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
834 return; 801 return;
835 } 802 }
836 803
837 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
838 805
839 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
840 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
841 { 808 {
842 int m = 1 - rndm (2) * 2; 809 int m = 1 - rndm (2) * 2;
843 810
844 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))))
845 return; 812 return;
846 } 813 }
847 814
848 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
849 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
850 op->enemy = NULL; 817 op->enemy = NULL;
851} 818}
852 819
853/* 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.
854 * 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
859{ 826{
860 object *tmp, *next; 827 object *tmp, *next;
861 int stop = 0; 828 int stop = 0;
862 int wvratio; 829 int wvratio;
863 830
864 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
865 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
866 return 1; 833 return 1;
867 834
868 next = op->below; 835 next = op->below;
869 836
946 * fighting */ 913 * fighting */
947 if (op->contr->mode & PU_INHIBIT) 914 if (op->contr->mode & PU_INHIBIT)
948 return 1; 915 return 1;
949 916
950 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 918 if (tmp->flag [FLAG_UNPAID])
952 continue; 919 continue;
953 920
954 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
955 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)
956 continue; 923 continue;
957 924
958 /* all food and drink if desired */ 925 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
960 if (op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
963 CHK_PICK_PICKUP; 930 CHK_PICK_PICKUP;
964 continue; 931 continue;
965 } 932 }
966 933
967 if (op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
968 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]))
969 { 936 {
970 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
971 continue; 938 continue;
972 } 939 }
973 940
1011 continue; 978 continue;
1012 } 979 }
1013 980
1014 /* pick up all magical items */ 981 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 984 && !tmp->flag [FLAG_KNOWN_CURSED])
1018 { 985 {
1019 CHK_PICK_PICKUP; 986 CHK_PICK_PICKUP;
1020 continue; 987 continue;
1021 } 988 }
1022 989
1106 continue; 1073 continue;
1107 } 1074 }
1108 1075
1109 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1112 { 1079 {
1113 CHK_PICK_PICKUP; 1080 CHK_PICK_PICKUP;
1114 continue; 1081 continue;
1115 } 1082 }
1116 1083
1171 * return 0. 1138 * return 0.
1172 */ 1139 */
1173static int 1140static int
1174action_makes_visible (object *op) 1141action_makes_visible (object *op)
1175{ 1142{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (op->invisible && op->flag [FLAG_ALIVE])
1177 { 1144 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1145 if (op->flag [FLAG_MAKE_INVIS])
1179 { 1146 {
1180 // artefact invisibility is permanent, but we still make noise 1147 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance. 1148 // this is important for game-balance.
1182 if (op->contr) 1149 if (op->contr)
1183 op->make_noise (); 1150 op->make_noise ();
1210 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp); 1179 return splay (tmp);
1213 1180
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 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))
1216 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1217 { 1184 {
1218 splay (tmp); 1185 splay (tmp);
1219 return arrow; 1186 return arrow;
1220 } 1187 }
1237 if (!type) 1204 if (!type)
1238 return NULL; 1205 return NULL;
1239 1206
1240 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1241 { 1208 {
1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1243 { 1210 {
1244 i = 0; 1211 i = 0;
1245 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1246 1213
1247 if (i > betterby) 1214 if (i > betterby)
1348 break; 1315 break;
1349 } 1316 }
1350 1317
1351 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1352 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)
1353 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1354 break; 1321 break;
1355 } 1322 }
1356 1323
1357 if (!tmp) 1324 if (!tmp)
1358 return find_arrow (op, type); 1325 return find_arrow (op, type);
1419 { 1386 {
1420 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1421 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);
1422 /* 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 */
1423 else 1390 else
1424 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1425 1392
1426 return 0; 1393 return 0;
1427 } 1394 }
1428 } 1395 }
1429 1396
1478#endif 1445#endif
1479 1446
1480 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1481 1448
1482 /* update the speed */ 1449 /* update the speed */
1483 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1484 + bow->stats.dam / 7.f;
1485 1450
1486 arrow->set_speed (max (arrow->speed, 2.f));
1487 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 ));
1488 1456
1489 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;
1490 1458
1491 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1492 { 1460 {
1585 { 1553 {
1586 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1587 return; 1555 return;
1588 } 1556 }
1589 1557
1590 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1591 return; 1559 return;
1592 1560
1593 if (item->type == WAND) 1561 if (item->type == WAND)
1594 { 1562 {
1595 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1629 { 1597 {
1630 object *tmp; 1598 object *tmp;
1631 1599
1632 if (item->arch) 1600 if (item->arch)
1633 { 1601 {
1634 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1635 item->face = item->arch->face; 1603 item->face = item->arch->face;
1636 item->set_speed (0); 1604 item->set_speed (0);
1637 } 1605 }
1638 1606
1639 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1646} 1614}
1647 1615
1648/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1649 */ 1617 */
1650bool 1618bool
1651fire (object *op, int dir) 1619fire (object *who, int dir)
1652{ 1620{
1653 int spellcost = 0; 1621 int spellcost = 0;
1654 1622
1655 player *pl = op->contr; 1623 player *pl = who->contr;
1656 1624
1657 if (pl->golem) 1625 if (pl->golem)
1658 { 1626 {
1659 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1660 return false; 1628 return false;
1661 } 1629 }
1662 1630
1663 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1664 1632
1665 if (!ob) 1633 if (!ob)
1666 return false; 1634 return false;
1667 1635
1668 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1669 --op->speed_left; 1637 --who->speed_left;
1670 else 1638 else
1671 return false; 1639 return false;
1672 1640
1673 if (!op->change_weapon (ob)) 1641 if (!who->apply (ob))
1674 return false; 1642 return false;
1675 1643
1676 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1677 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1678 make_visible (op); 1646 make_visible (who);
1679 1647
1680 switch (ob->type) 1648 switch (ob->type)
1681 { 1649 {
1682 case BOW: 1650 case BOW:
1683 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1684 break; 1652 break;
1685 1653
1686 case SPELL: 1654 case SPELL:
1687 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);
1688 break; 1656 break;
1689 1657
1690 case BUILDER: 1658 case BUILDER:
1691 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1692 break; 1660 break;
1693 1661
1694 case SKILL: 1662 case SKILL:
1695 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1696 break; 1664 break;
1697 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1698 default: 1670 default:
1699 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1700 break; 1672 break;
1701 } 1673 }
1702 1674
1703 return true; 1675 return true;
1704} 1676}
1763 * 1735 *
1764 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1765 * all the others. 1737 * all the others.
1766 */ 1738 */
1767 if (pl->contr->usekeys == key_inventory 1739 if (pl->contr->usekeys == key_inventory
1768 || !QUERY_FLAG (container, FLAG_APPLIED) 1740 || !container->flag [FLAG_APPLIED]
1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1770 { 1742 {
1771 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1772 "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));
1773 return NULL; 1745 return NULL;
1857 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
1858 */ 1830 */
1859bool 1831bool
1860move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
1861{ 1833{
1862 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))
1863 { 1835 {
1864 --op->speed_left; 1836 --op->speed_left;
1865 return true; 1837 return true;
1866 } 1838 }
1867 1839
1868 int on_battleground;
1869
1870 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
1871 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
1872
1873 on_battleground = op_on_battleground (op, 0, 0);
1874 1842
1875 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
1876 return false; 1844 return false;
1877 1845
1878 /* 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
1899 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
1900 && mon != op) 1868 && mon != op)
1901 break; 1869 break;
1902 } 1870 }
1903 1871
1904 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
1905 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 }
1906 1898
1907 mon = mon->head_ (); 1899 mon = mon->head_ ();
1908 1900
1909 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))
1910 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
1928 */ 1920 */
1929 if (op->type == PLAYER 1921 if (op->type == PLAYER
1930 && ((mon->owner && mon->owner->contr 1922 && ((mon->owner && mon->owner->contr
1931 && same_party (mon->owner->contr->party, op->contr->party)) 1923 && same_party (mon->owner->contr->party, op->contr->party))
1932 || mon->owner == op) 1924 || mon->owner == op)
1933 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1934 { 1926 {
1935 /* 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 */
1936 if (op->contr->braced) 1928 if (op->contr->braced)
1937 return false; 1929 return false;
1938 1930
1949 return true; 1941 return true;
1950 } 1942 }
1951 else 1943 else
1952 return false; 1944 return false;
1953 } 1945 }
1946
1947 bool on_battleground = op_on_battleground (op, 0, 0);
1954 1948
1955 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
1956 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
1957 * 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
1958 * attack them either. 1952 * attack them either.
1959 */ 1953 */
1960 if ((mon->type == PLAYER || mon->enemy != op) 1954 if ((mon->type == PLAYER || mon->enemy != op)
1961 && (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])
1962 && ((op->contr->peaceful 1956 && ((op->contr->peaceful
1963 || (mon->type == PLAYER && mon->contr->peaceful)) 1957 || (mon->type == PLAYER && mon->contr->peaceful))
1964 && !on_battleground)) 1958 && !on_battleground))
1965 { 1959 {
1966 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
1982 } 1976 }
1983 } 1977 }
1984 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
1985 * 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.
1986 */ 1980 */
1987 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1988 { 1982 {
1989 if (op->speed_left > 0.f) 1983 if (op->speed_left > 0.f)
1990 { 1984 {
1991 --op->speed_left; 1985 --op->speed_left;
1992 1986
2001 * 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
2002 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2003 * 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
2004 * 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.
2005 */ 1999 */
2006 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2007 ((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)))
2008 { 2002 {
2009 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])
2010 { 2004 {
2011 --op->contr->weapon_sp_left; 2005 --op->contr->weapon_sp_left;
2023} 2017}
2024 2018
2025bool 2019bool
2026move_player (object *op, int dir) 2020move_player (object *op, int dir)
2027{ 2021{
2028 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2029 return 0; 2023 return 0;
2030 2024
2031 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2032 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2033 { 2027 {
2034 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2035 return 0; 2029 return 0;
2036 } 2030 }
2037 2031
2038 /* peterm: added following line */ 2032 /* peterm: added following line */
2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2040 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2041 2035
2042 op->facing = dir; 2036 op->facing = dir;
2043 2037
2044 if (op->flag [FLAG_HIDDEN]) 2038 if (op->flag [FLAG_HIDDEN])
2084 * players. 2078 * players.
2085 */ 2079 */
2086bool 2080bool
2087handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2088{ 2082{
2089 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2090 { 2084 {
2091 if (op->speed_left > 0.f) 2085 if (op->speed_left > 0.f)
2092 { 2086 {
2093 --op->speed_left; 2087 --op->speed_left;
2094 flee_player (op); 2088 flee_player (op);
2113} 2107}
2114 2108
2115static int 2109static int
2116save_life (object *op) 2110save_life (object *op)
2117{ 2111{
2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2119 return 0; 2113 return 0;
2120 2114
2121 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2123 { 2117 {
2124 op->play_sound (sound_find ("ob_evaporate")); 2118 op->play_sound (sound_find ("ob_evaporate"));
2125 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));
2126 2120
2127 tmp->destroy (); 2121 tmp->destroy ();
2128 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2129 2123
2130 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2131 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2132 2126
2133 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2134 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2135 2129
2136 op->update_stats (); 2130 op->update_stats ();
2137 return 1; 2131 return 1;
2138 } 2132 }
2139 2133
2140 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2141 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2142 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2143 return 0; 2137 return 0;
2144} 2138}
2145 2139
2146/* 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
2153{ 2147{
2154 while (op) 2148 while (op)
2155 { 2149 {
2156 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' */
2157 2151
2158 if (QUERY_FLAG (op, FLAG_UNPAID)) 2152 if (op->flag [FLAG_UNPAID])
2159 op->insert_at (env); 2153 op->insert_at (env);
2160 else if (op->inv) 2154 else if (op->inv)
2161 drop_unpaid_items (op->inv, env); 2155 drop_unpaid_items (op->inv, env);
2162 2156
2163 op = next; 2157 op = next;
2174void 2168void
2175do_some_living (object *op) 2169do_some_living (object *op)
2176{ 2170{
2177 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2178 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2179 int over_hp, over_sp, over_grace;
2180 int i; 2173 int i;
2181 int rate_hp = 1200; 2174 int rate_hp = 1200;
2182 int rate_sp = 2500; 2175 int rate_sp = 2500;
2183 int rate_grace = 2000; 2176 int rate_grace = 2000;
2184 const int max_hp = 1; 2177 const int max_hp = 1;
2190 op->invisible = 1000; 2183 op->invisible = 1000;
2191 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2192 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2193 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2194 */ 2187 */
2195 if (pticks & 2) 2188 if (server_tick & 2)
2196 op->invisible--; 2189 op->invisible--;
2197 } 2190 }
2198 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2199 { 2192 {
2200 if (!op->invisible--) 2193 if (!op->invisible--)
2201 { 2194 {
2202 make_visible (op); 2195 make_visible (op);
2203 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.");
2237 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2238 { 2231 {
2239 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2240 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2241 2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2242 if (max_grace > 1) 2237 if (max_grace > 1)
2243 { 2238 {
2244 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2245 if (over_grace > 0) 2241 if (over_grace > 0)
2246 { 2242 {
2247 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;
2248 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2249 op->last_grace = 0; 2244 op->last_grace = 0;
2250 } 2245 }
2251 else 2246 else
2252 { 2247 op->last_grace = rate_grace / temp;
2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2254 }
2255 } 2248 }
2256 else 2249 else
2257 { 2250 op->last_grace = rate_grace / temp;
2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251
2259 }
2260 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2261 } 2253 }
2262 2254
2263 if (op->stats.food > 0) 2255 if (op->stats.food > 0)
2264 { 2256 {
2270 if (op->stats.sp < op->stats.maxsp) 2262 if (op->stats.sp < op->stats.maxsp)
2271 { 2263 {
2272 op->stats.sp++; 2264 op->stats.sp++;
2273 2265
2274 /* dms do not consume food */ 2266 /* dms do not consume food */
2275 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (!op->flag [FLAG_WIZ])
2276 { 2268 {
2277 op->stats.food--; 2269 op->stats.food--;
2278 2270
2279 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2280 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2283 } 2275 }
2284 } 2276 }
2285 2277
2286 if (max_sp > 1) 2278 if (max_sp > 1)
2287 { 2279 {
2288 over_sp = (gen_sp + 10) / rate_sp; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0) 2281 if (over_sp > 0)
2290 { 2282 {
2291 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2292 { 2284 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2314 if (op->stats.hp < op->stats.maxhp) 2306 if (op->stats.hp < op->stats.maxhp)
2315 { 2307 {
2316 op->stats.hp++; 2308 op->stats.hp++;
2317 2309
2318 /* dms do not consume food */ 2310 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ)) 2311 if (!op->flag [FLAG_WIZ])
2320 { 2312 {
2321 op->stats.food--; 2313 op->stats.food--;
2322 2314
2323 if (op->contr->digestion < 0) 2315 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion; 2316 op->stats.food += op->contr->digestion;
2325 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))
2326 op->stats.food = last_food; 2318 op->stats.food = last_food;
2327 } 2319 }
2328 } 2320 }
2329 2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2330 if (max_hp > 1) 2324 if (max_hp > 1)
2331 { 2325 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2326 int over_hp = temp / rate_hp;
2333 2327
2334 if (over_hp > 0) 2328 if (over_hp > 0)
2335 { 2329 {
2336 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;
2337 op->last_heal = 0; 2331 op->last_heal = 0;
2338 } 2332 }
2339 else 2333 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2334 op->last_heal = rate_hp / temp;
2341 } 2335 }
2342 else 2336 else
2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / temp;
2344 } 2338 }
2345 } 2339 }
2346 2340
2347 /* Digestion */ 2341 /* Digestion */
2348 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2351 penalty = max (0, -op->contr->digestion); 2345 penalty = max (0, -op->contr->digestion);
2352 2346
2353 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);
2354 2348
2355 /* dms do not consume food */ 2349 /* dms do not consume food */
2356 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2357 op->stats.food--; 2351 op->stats.food--;
2358 } 2352 }
2359 2353
2360 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2361 { 2355 {
2362 object *flesh = 0; 2356 object *flesh = 0;
2363 2357
2364 for_inv_removable (op, tmp) 2358 for_inv_removable (op, tmp)
2365 { 2359 {
2366 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2367 continue; 2361 continue;
2368 2362
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2370 { 2364 {
2371 op->statusmsg ("You blindly grab for a bite of food. " 2365 op->statusmsg ("You blindly grab for a bite of food. "
2372 "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.>");
2373 manual_apply (op, tmp, 0); 2367 op->apply (tmp);
2374 2368
2375 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2376 break; 2370 break;
2377 } 2371 }
2378 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2384 */ 2378 */
2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2386 { 2380 {
2387 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2388 "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.>");
2389 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2390 } 2384 }
2391 2385
2392 // If player is still starving, alert him! 2386 // If player is still starving, alert him!
2393 if (op->stats.food < 0) 2387 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! " 2388 op->failmsg ("You are starving! "
2406 op->contr->killer->destroy (); 2400 op->contr->killer->destroy ();
2407 } 2401 }
2408 } 2402 }
2409 2403
2410 /* killer should be set here already */ 2404 /* killer should be set here already */
2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2412 kill_player (op); 2406 kill_player (op);
2413 } 2407 }
2414} 2408}
2415 2409
2416/* 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.
2450 cure_disease (op, 0, 0); /* remove any disease */ 2444 cure_disease (op, 0, 0); /* remove any disease */
2451 2445
2452 max_it (op->stats.hp , op->stats.maxhp); 2446 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp); 2447 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace); 2448 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0) 2449 max_it (op->stats.food , 200);
2457 op->stats.food = 999;
2458 2450
2459 // remove all spell effects that are active 2451 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall 2452 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; ) 2453 for (object *item = op->inv; item; )
2462 { 2454 {
2613 * difference. 2605 * difference.
2614 */ 2606 */
2615 if (this_stat >= -50) 2607 if (this_stat >= -50)
2616 { 2608 {
2617 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2618 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2619 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2620 op->update_stats (); 2612 op->update_stats ();
2621 lost_a_stat = 1; 2613 lost_a_stat = 1;
2622 } 2614 }
2623 } 2615 }
2690 if (will_kill_again) 2682 if (will_kill_again)
2691 { 2683 {
2692 object *force; 2684 object *force;
2693 int at; 2685 int at;
2694 2686
2695 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2696 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2697 force->speed = 0.1f;
2698 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2699 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2700 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2701 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2702 force->resist[at] = 100; 2695 force->resist[at] = 100;
2703 2696
2704 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2726 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2727 2720
2728 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2729 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2730 2723
2731 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))))
2732 { 2725 {
2733 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2734 { 2727 {
2735 tmp->decrease (rndm (1, tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2736 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2826} 2819}
2827 2820
2828int 2821int
2829is_true_undead (object *op) 2822is_true_undead (object *op)
2830{ 2823{
2831 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
2832 return 1; 2825 return 1;
2833 2826
2834 return 0; 2827 return 0;
2835} 2828}
2836 2829
2934 2927
2935 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
2936 player = 1; 2929 player = 1;
2937 2930
2938 else 2931 else
2939 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
2940 2933
2941 /* search adjacent squares */ 2934 /* search adjacent squares */
2942 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
2943 { 2936 {
2944 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
2953 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)))
2954 continue; 2947 continue;
2955 2948
2956 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)
2957 { 2950 {
2958 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])
2959 return 1; 2952 return 1;
2960 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
2961 { 2954 {
2962 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
2963 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2964 return 1; 2957 return 1;
2965 } 2958 }
2966 } 2959 }
2967 } 2960 }
2968 return 0; 2961 return 0;
3037 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3038 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3039 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3040 for (object *tmp = op->below; tmp; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3041 { 3034 {
3042 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3043 { 3036 {
3044 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3037 if (tmp->flag [FLAG_NO_PICK]
3045 && tmp->type == BATTLEGROUND 3038 && tmp->type == BATTLEGROUND
3046 && tmp->name == shstr_battleground 3039 && tmp->name == shstr_battleground
3047 && EXIT_X (tmp) && EXIT_Y (tmp)) 3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3048 { 3041 {
3049 /* before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3050 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))
3051 {
3052 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)
3053 { 3046 {
3054 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3055 {
3056 if (x && y) 3047 if (x && y)
3057 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3058 3049
3059 return 1; 3050 return 1;
3060 }
3061 } 3051 }
3062 }
3063 3052
3064 if (x && y) 3053 if (x && y)
3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3066 3055
3067 return 1; 3056 return 1;
3205 else 3194 else
3206 j = 1; 3195 j = 1;
3207 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3208 } 3197 }
3209 } 3198 }
3199
3210 strcat (buf, "."); 3200 strcat (buf, ".");
3211 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3212 } 3202 }
3213 3203
3214 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3215 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3216 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3217 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3218 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3219 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3220 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3221 3211
3222 /* print message if there is one */ 3212 /* print message if there is one */
3223 if (item->msg != NULL) 3213 if (item->msg != NULL)
3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3225 } 3215 }
3230 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));
3231 who->insert (tmp); 3221 who->insert (tmp);
3232 } 3222 }
3233} 3223}
3234 3224
3235/**
3236 * Unready an object for a player. This function does nothing if the object was
3237 * not readied.
3238 */
3239void
3240player_unready_range_ob (player *pl, object *ob)
3241{
3242 if (pl->ob->current_weapon == ob)
3243 pl->ob->current_weapon = 0;
3244
3245 if (pl->combat_ob == ob)
3246 pl->combat_ob = 0;
3247
3248 if (pl->ranged_ob == ob)
3249 pl->ranged_ob = 0;
3250}
3251
3252//-GPL 3225//-GPL
3253 3226
3254sint8 3227sint8
3255player::darkness_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3256{ 3229{
3284{ 3257{
3285 play_sound (sound_find ("generic_failure")); 3258 play_sound (sound_find ("generic_failure"));
3286 statusmsg (msg, color); 3259 statusmsg (msg, color);
3287} 3260}
3288 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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