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Comparing deliantra/server/server/player.C (file contents):
Revision 1.247 by elmex, Fri Nov 13 16:01:30 2009 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
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
27#include <algorithm>
28#include <functional>
26 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 ()
308player * 281player *
309player::create () 282player::create ()
310{ 283{
311 player *pl = new player; 284 player *pl = new player;
312 285
313 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
314 287
315 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
318 291
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;
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 }
570 538
571 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
572 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
573 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
574 */ 542 */
575 if (op->type == SKILL) 543 if (op->type == SKILL)
576 { 544 {
577 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
578 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
579 { 547 {
580 op->destroy (); 548 op->destroy ();
581 LOG (llevError,
582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
583 break; 549 break;
584 } 550 }
585 551
586 if (op->nrof > 1) 552 if (op->nrof > 1)
587 op->nrof = 1; 553 op->nrof = 1;
588 } 554 }
589 555
590 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
592 558
593 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
594 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
595 * merged properly. 561 * merged properly.
596 */ 562 */
597 if (need_identify (op)) 563 if (op->need_identify ())
598 { 564 {
599 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
600 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
601 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
602 } 568 }
603 569
604 if (op->type == SPELL) 570 if (op->type == SPELL)
605 { 571 {
606 op->destroy (); 572 op->destroy ();
607 continue; 573 continue;
608 } 574 }
609 else if (op->type == SKILL) 575 else if (op->type == SKILL)
610 { 576 {
611 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
612 op->stats.exp = 0; 578 op->stats.exp = 0;
613 op->level = 1; 579 op->level = 1;
614 } 580 }
615 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
616 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
617 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
618 584
619 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
620 pl->contr->link_skills (); 586 pl->contr->link_skills ();
621} 587}
635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
636} 602}
637 603
638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
639static int 605static int
640roll_stat (void) 606roll_stat ()
641{ 607{
642 int a[4], i, j, k; 608 int a[4], i, j, k;
643 609
644 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
645 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
646 612
647 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
648 if (a[i] < k) 614 if (a[i] < k)
649 k = a[i], j = i; 615 k = a[i], j = i;
650 616
747 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
748 if (tl) 714 if (tl)
749 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
750 716
751 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
752 INVOKE_PLAYER (LOGIN, ob->contr);
753 718
754 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
755 720
756 if (ob->msg) 721 if (ob->msg)
757 ob->msg = 0; 722 ob->msg = 0;
758 723
759 start_info (ob); 724 start_info (ob);
760 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
761 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
762 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
763 ob->update_stats (); 728 ob->update_stats ();
764 729
765 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
767 */ 732 */
768 if (*first_map_ext_path) 733 if (*first_map_ext_path)
769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
770 else 735 else
771 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
772} 756}
773 757
774void 758void
775player::chargen_race_next () 759player::chargen_race_next ()
776{ 760{
814 rv_vector rv; 798 rv_vector rv;
815 799
816 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
817 { 801 {
818 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
819 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
820 return; 804 return;
821 } 805 }
822 806
823 if (!op->enemy) 807 if (!op->enemy)
824 { 808 {
825 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
826 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
827 return; 811 return;
828 } 812 }
829 813
830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
831 { 815 {
832 op->enemy = NULL; 816 op->enemy = NULL;
833 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
834 return; 818 return;
835 } 819 }
836 820
837 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
838 822
839 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
840 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
841 { 825 {
842 int m = 1 - rndm (2) * 2; 826 int m = 1 - rndm (2) * 2;
843 827
844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
845 return; 829 return;
846 } 830 }
847 831
848 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
849 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
850 op->enemy = NULL; 834 op->enemy = NULL;
851} 835}
852 836
853/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* 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 838 * It returns 1 if the player should keep on moving, 0 if he should
859{ 843{
860 object *tmp, *next; 844 object *tmp, *next;
861 int stop = 0; 845 int stop = 0;
862 int wvratio; 846 int wvratio;
863 847
864 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
865 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
866 return 1; 850 return 1;
867 851
868 next = op->below; 852 next = op->below;
869 853
946 * fighting */ 930 * fighting */
947 if (op->contr->mode & PU_INHIBIT) 931 if (op->contr->mode & PU_INHIBIT)
948 return 1; 932 return 1;
949 933
950 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 935 if (tmp->flag [FLAG_UNPAID])
952 continue; 936 continue;
953 937
954 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
956 continue; 940 continue;
957 941
958 /* all food and drink if desired */ 942 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
960 if (op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
963 CHK_PICK_PICKUP; 947 CHK_PICK_PICKUP;
964 continue; 948 continue;
965 } 949 }
966 950
967 if (op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
969 { 953 {
970 CHK_PICK_PICKUP; 954 CHK_PICK_PICKUP;
971 continue; 955 continue;
972 } 956 }
973 957
1011 continue; 995 continue;
1012 } 996 }
1013 997
1014 /* pick up all magical items */ 998 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1018 { 1002 {
1019 CHK_PICK_PICKUP; 1003 CHK_PICK_PICKUP;
1020 continue; 1004 continue;
1021 } 1005 }
1022 1006
1106 continue; 1090 continue;
1107 } 1091 }
1108 1092
1109 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1112 { 1096 {
1113 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1114 continue; 1098 continue;
1115 } 1099 }
1116 1100
1171 * return 0. 1155 * return 0.
1172 */ 1156 */
1173static int 1157static int
1174action_makes_visible (object *op) 1158action_makes_visible (object *op)
1175{ 1159{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1160 if (op->invisible && op->flag [FLAG_ALIVE])
1177 { 1161 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1162 if (op->flag [FLAG_MAKE_INVIS])
1179 { 1163 {
1180 // artefact invisibility is permanent, but we still make noise 1164 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance. 1165 // this is important for game-balance.
1182 if (op->contr) 1166 if (op->contr)
1183 op->make_noise (); 1167 op->make_noise ();
1210 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp); 1196 return splay (tmp);
1213 1197
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1216 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1217 { 1201 {
1218 splay (tmp); 1202 splay (tmp);
1219 return arrow; 1203 return arrow;
1220 } 1204 }
1237 if (!type) 1221 if (!type)
1238 return NULL; 1222 return NULL;
1239 1223
1240 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1241 { 1225 {
1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1243 { 1227 {
1244 i = 0; 1228 i = 0;
1245 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1246 1230
1247 if (i > betterby) 1231 if (i > betterby)
1348 break; 1332 break;
1349 } 1333 }
1350 1334
1351 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1353 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1354 break; 1338 break;
1355 } 1339 }
1356 1340
1357 if (!tmp) 1341 if (!tmp)
1358 return find_arrow (op, type); 1342 return find_arrow (op, type);
1419 { 1403 {
1420 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 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 */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1423 else 1407 else
1424 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1425 1409
1426 return 0; 1410 return 0;
1427 } 1411 }
1428 } 1412 }
1429 1413
1478#endif 1462#endif
1479 1463
1480 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1481 1465
1482 /* update the speed */ 1466 /* 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 1467
1486 arrow->set_speed (max (arrow->speed, 2.f));
1487 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1488 1473
1489 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1490 1475
1491 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1492 { 1477 {
1513 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1514 1499
1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1516 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1518 1504
1519 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1520 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1521 1507
1522 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1585 { 1571 {
1586 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1587 return; 1573 return;
1588 } 1574 }
1589 1575
1590 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1591 return; 1577 return;
1592 1578
1593 if (item->type == WAND) 1579 if (item->type == WAND)
1594 { 1580 {
1595 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1625 1611
1626 if (item->type == WAND) 1612 if (item->type == WAND)
1627 { 1613 {
1628 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1629 { 1615 {
1630 object *tmp;
1631
1632 if (item->arch) 1616 if (item->arch)
1633 { 1617 {
1634 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1635 item->face = item->arch->face; 1619 item->face = item->arch->face;
1636 item->set_speed (0); 1620 item->set_speed (0);
1637 } 1621 }
1638 1622
1639 if (object *pl = item->visible_to ()) 1623 if (object *pl = item->visible_to ())
1646} 1630}
1647 1631
1648/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1649 */ 1633 */
1650bool 1634bool
1651fire (object *op, int dir) 1635fire (object *who, int dir)
1652{ 1636{
1653 int spellcost = 0; 1637 int spellcost = 0;
1654 1638
1655 player *pl = op->contr; 1639 player *pl = who->contr;
1656 1640
1657 if (pl->golem) 1641 if (pl->golem)
1658 { 1642 {
1659 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1660 return false; 1644 return false;
1661 } 1645 }
1662 1646
1663 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1664 1648
1665 if (!ob) 1649 if (!ob)
1666 return false; 1650 return false;
1667 1651
1668 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1669 --op->speed_left; 1653 --who->speed_left;
1670 else 1654 else
1671 return false; 1655 return false;
1672 1656
1673 if (!op->change_weapon (ob)) 1657 if (!who->apply (ob))
1674 return false; 1658 return false;
1675 1659
1676 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1677 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1678 make_visible (op); 1662 make_visible (who);
1679 1663
1680 switch (ob->type) 1664 switch (ob->type)
1681 { 1665 {
1682 case BOW: 1666 case BOW:
1683 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1684 break; 1668 break;
1685 1669
1686 case SPELL: 1670 case SPELL:
1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1688 break; 1672 break;
1689 1673
1690 case BUILDER: 1674 case BUILDER:
1691 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1692 break; 1676 break;
1693 1677
1694 case SKILL: 1678 case SKILL:
1695 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1696 break; 1680 break;
1697 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1698 default: 1686 default:
1699 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1700 break; 1688 break;
1701 } 1689 }
1702 1690
1703 return true; 1691 return true;
1704} 1692}
1763 * 1751 *
1764 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1765 * all the others. 1753 * all the others.
1766 */ 1754 */
1767 if (pl->contr->usekeys == key_inventory 1755 if (pl->contr->usekeys == key_inventory
1768 || !QUERY_FLAG (container, FLAG_APPLIED) 1756 || !container->flag [FLAG_APPLIED]
1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1770 { 1758 {
1771 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 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)); 1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1773 return NULL; 1761 return NULL;
1857 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
1858 */ 1846 */
1859bool 1847bool
1860move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
1861{ 1849{
1862 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1863 { 1851 {
1864 --op->speed_left; 1852 --op->speed_left;
1865 return true; 1853 return true;
1866 } 1854 }
1867 1855
1868 int on_battleground;
1869
1870 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
1871 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
1872
1873 on_battleground = op_on_battleground (op, 0, 0);
1874 1858
1875 if (out_of_map (op->map, nx, ny)) 1859 if (out_of_map (op->map, nx, ny))
1876 return false; 1860 return false;
1877 1861
1878 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
1899 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
1900 && mon != op) 1884 && mon != op)
1901 break; 1885 break;
1902 } 1886 }
1903 1887
1904 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
1905 return false; /* into a wall */ 1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
1893 {
1894 if (ob->move_block == MOVE_ALL)
1895 move_into_wall (op, ob);
1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
1906 1914
1907 mon = mon->head_ (); 1915 mon = mon->head_ ();
1908 1916
1909 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1910 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
1928 */ 1936 */
1929 if (op->type == PLAYER 1937 if (op->type == PLAYER
1930 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
1931 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
1932 || mon->owner == op) 1940 || mon->owner == op)
1933 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1934 { 1942 {
1935 /* If we're braced, we don't want to switch places with it */ 1943 /* If we're braced, we don't want to switch places with it */
1936 if (op->contr->braced) 1944 if (op->contr->braced)
1937 return false; 1945 return false;
1938 1946
1949 return true; 1957 return true;
1950 } 1958 }
1951 else 1959 else
1952 return false; 1960 return false;
1953 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1954 1964
1955 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1956 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1957 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
1958 * attack them either. 1968 * attack them either.
1959 */ 1969 */
1960 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
1961 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1962 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
1963 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
1964 && !on_battleground)) 1974 && !on_battleground))
1965 { 1975 {
1966 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
1982 } 1992 }
1983 } 1993 }
1984 /* If the object is a boulder or other rollable object, then 1994 /* 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. 1995 * roll it if not braced. You can't roll it if you are braced.
1986 */ 1996 */
1987 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1988 { 1998 {
1989 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
1990 { 2000 {
1991 --op->speed_left; 2001 --op->speed_left;
1992 2002
2001 * Way it works is like this: First, it must have some hit points 2011 * 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: 2012 * 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 2013 * 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. 2014 * that party_number -1 is no party, so attacks can still happen.
2005 */ 2015 */
2006 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2007 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2008 { 2018 {
2009 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2010 { 2020 {
2011 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
2023} 2033}
2024 2034
2025bool 2035bool
2026move_player (object *op, int dir) 2036move_player (object *op, int dir)
2027{ 2037{
2028 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2029 return 0; 2039 return 0;
2030 2040
2031 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2032 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2033 { 2043 {
2034 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2035 return 0; 2045 return 0;
2036 } 2046 }
2037 2047
2038 /* peterm: added following line */ 2048 /* peterm: added following line */
2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2040 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2041 2051
2042 op->facing = dir; 2052 op->facing = dir;
2043 2053
2044 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
2084 * players. 2094 * players.
2085 */ 2095 */
2086bool 2096bool
2087handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2088{ 2098{
2089 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2090 { 2100 {
2091 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2092 { 2102 {
2093 --op->speed_left; 2103 --op->speed_left;
2094 flee_player (op); 2104 flee_player (op);
2113} 2123}
2114 2124
2115static int 2125static int
2116save_life (object *op) 2126save_life (object *op)
2117{ 2127{
2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2119 return 0; 2129 return 0;
2120 2130
2121 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2123 { 2133 {
2124 op->play_sound (sound_find ("ob_evaporate")); 2134 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)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2126 2136
2127 tmp->destroy (); 2137 tmp->destroy ();
2128 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2129 2139
2130 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2131 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2132 2142
2133 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2134 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2135 2145
2136 op->update_stats (); 2146 op->update_stats ();
2137 return 1; 2147 return 1;
2138 } 2148 }
2139 2149
2140 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2141 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2142 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2143 return 0; 2153 return 0;
2144} 2154}
2145 2155
2146/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2153{ 2163{
2154 while (op) 2164 while (op)
2155 { 2165 {
2156 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2157 2167
2158 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2159 op->insert_at (env); 2169 op->insert_at (env);
2160 else if (op->inv) 2170 else if (op->inv)
2161 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2162 2172
2163 op = next; 2173 op = next;
2174void 2184void
2175do_some_living (object *op) 2185do_some_living (object *op)
2176{ 2186{
2177 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2178 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2179 int over_hp, over_sp, over_grace;
2180 int i;
2181 int rate_hp = 1200; 2189 int rate_hp = 1200;
2182 int rate_sp = 2500; 2190 int rate_sp = 2500;
2183 int rate_grace = 2000; 2191 int rate_grace = 2000;
2184 const int max_hp = 1; 2192 const int max_hp = 1;
2185 const int max_sp = 1; 2193 const int max_sp = 1;
2186 const int max_grace = 1; 2194 const int max_grace = 1;
2187 2195
2196#if 0
2188 if (op->contr->hidden) 2197 if (op->contr->hidden)
2189 { 2198 {
2190 op->invisible = 1000; 2199 op->invisible = 1000;
2191 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2192 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2193 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2194 */ 2203 */
2195 if (pticks & 2) 2204 if (server_tick & 2)
2196 op->invisible--; 2205 op->invisible--;
2197 } 2206 }
2207 else
2208#endif
2198 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2199 { 2210 {
2200 if (!op->invisible--) 2211 if (!op->invisible--)
2201 { 2212 {
2202 make_visible (op); 2213 make_visible (op);
2203 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2237 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2238 { 2249 {
2239 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2240 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2241 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2242 if (max_grace > 1) 2255 if (max_grace > 1)
2243 { 2256 {
2244 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2245 if (over_grace > 0) 2259 if (over_grace > 0)
2246 { 2260 {
2247 op->stats.sp += over_grace 2261 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; 2262 op->last_grace = 0;
2250 } 2263 }
2251 else 2264 else
2252 { 2265 op->last_grace = rate_grace / temp;
2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2254 }
2255 } 2266 }
2256 else 2267 else
2257 { 2268 op->last_grace = rate_grace / temp;
2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2259 }
2260 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2261 } 2271 }
2262 2272
2263 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2264 { 2274 {
2270 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2271 { 2281 {
2272 op->stats.sp++; 2282 op->stats.sp++;
2273 2283
2274 /* dms do not consume food */ 2284 /* dms do not consume food */
2275 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2276 { 2286 {
2277 op->stats.food--; 2287 op->stats.food--;
2278 2288
2279 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2280 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2283 } 2293 }
2284 } 2294 }
2285 2295
2286 if (max_sp > 1) 2296 if (max_sp > 1)
2287 { 2297 {
2288 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0) 2299 if (over_sp > 0)
2290 { 2300 {
2291 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2292 { 2302 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2314 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2315 { 2325 {
2316 op->stats.hp++; 2326 op->stats.hp++;
2317 2327
2318 /* dms do not consume food */ 2328 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2320 { 2330 {
2321 op->stats.food--; 2331 op->stats.food--;
2322 2332
2323 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2325 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2326 op->stats.food = last_food; 2336 op->stats.food = last_food;
2327 } 2337 }
2328 } 2338 }
2329 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2330 if (max_hp > 1) 2342 if (max_hp > 1)
2331 { 2343 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2333 2345
2334 if (over_hp > 0) 2346 if (over_hp > 0)
2335 { 2347 {
2336 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2337 op->last_heal = 0; 2349 op->last_heal = 0;
2338 } 2350 }
2339 else 2351 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2341 } 2353 }
2342 else 2354 else
2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2344 } 2356 }
2345 } 2357 }
2346 2358
2347 /* Digestion */ 2359 /* Digestion */
2348 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2351 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2352 2364
2353 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2354 2366
2355 /* dms do not consume food */ 2367 /* dms do not consume food */
2356 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2357 op->stats.food--; 2369 op->stats.food--;
2358 } 2370 }
2359 2371
2360 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2361 { 2373 {
2362 object *flesh = 0; 2374 object *flesh = 0;
2363 2375
2364 for_inv_removable (op, tmp) 2376 for_inv_removable (op, tmp)
2365 { 2377 {
2366 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2367 continue; 2379 continue;
2368 2380
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2370 { 2382 {
2371 op->statusmsg ("You blindly grab for a bite of food. " 2383 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.>"); 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2373 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2374 2386
2375 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2376 break; 2388 break;
2377 } 2389 }
2378 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2384 */ 2396 */
2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2386 { 2398 {
2387 op->statusmsg ("You blindly grab for a bite of food. " 2399 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.>"); 2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2389 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2390 } 2402 }
2391 2403
2392 // If player is still starving, alert him! 2404 // If player is still starving, alert him!
2393 if (op->stats.food < 0) 2405 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! " 2406 op->failmsg ("You are starving! "
2406 op->contr->killer->destroy (); 2418 op->contr->killer->destroy ();
2407 } 2419 }
2408 } 2420 }
2409 2421
2410 /* killer should be set here already */ 2422 /* killer should be set here already */
2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2412 kill_player (op); 2424 kill_player (op);
2413 } 2425 }
2414} 2426}
2415 2427
2416/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2450 cure_disease (op, 0, 0); /* remove any disease */ 2462 cure_disease (op, 0, 0); /* remove any disease */
2451 2463
2452 max_it (op->stats.hp , op->stats.maxhp); 2464 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp); 2465 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace); 2466 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0) 2467 max_it (op->stats.food , 200);
2457 op->stats.food = 999;
2458 2468
2459 // remove all spell effects that are active 2469 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall 2470 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; ) 2471 for (object *item = op->inv; item; )
2462 { 2472 {
2475 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2476 { 2486 {
2477 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2478 2488
2479 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2480 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2481 { 2491
2482 tmp->name = format ("%s's finger" , &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2483 tmp->name_pl = format ("%s's fingers", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2484 tmp->msg = format ( 2494 tmp->msg = format (
2485 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2486 &op->name, op->contr->title, 2496 &op->name, op->contr->title,
2487 (int)op->level, 2497 (int)op->level,
2488 op->contr->killer_name () 2498 op->contr->killer_name ()
2489 ); 2499 );
2490 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2491 tmp->material = name_to_material (shstr_organic); 2501 tmp->material = name_to_material (shstr_organic);
2492 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2493 }
2494 2503
2495 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2496 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2497 op->contr->braced = 0; 2506 op->contr->braced = 0;
2498 2507
2566 object *dep; 2575 object *dep;
2567 2576
2568 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2569 if (!dep) 2578 if (!dep)
2570 { 2579 {
2571 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2572 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2573 } 2582 }
2574 lose_this_stat = 1; 2583 lose_this_stat = 1;
2575 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2576 { 2585 {
2614 * difference. 2623 * difference.
2615 */ 2624 */
2616 if (this_stat >= -50) 2625 if (this_stat >= -50)
2617 { 2626 {
2618 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2619 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2620 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2621 op->update_stats (); 2630 op->update_stats ();
2622 lost_a_stat = 1; 2631 lost_a_stat = 1;
2623 } 2632 }
2624 } 2633 }
2642#endif 2651#endif
2643 2652
2644 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2645 * exp loss on the stone. 2654 * exp loss on the stone.
2646 */ 2655 */
2647 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2648 tmp->name = format ("%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2649 tmp->name_pl = format ("%s's gravestones", &op->name); 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2650 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2651 &op->name, op->contr->title, op->contr->killer_name ()); 2660 &op->name, op->contr->title, op->contr->killer_name ());
2652 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2691 if (will_kill_again) 2700 if (will_kill_again)
2692 { 2701 {
2693 object *force; 2702 object *force;
2694 int at; 2703 int at;
2695 2704
2696 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2697 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2698 force->speed = 0.1f;
2699 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2700 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2701 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2702 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2703 force->resist[at] = 100; 2713 force->resist[at] = 100;
2704 2714
2705 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2710} 2720}
2711 2721
2712static void 2722static void
2713loot_object (object *op) 2723loot_object (object *op)
2714{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2715 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2716 2726
2717 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2718 2728
2719 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2720 { 2730 {
2727 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2728 2738
2729 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2730 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2731 2741
2732 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2733 { 2743 {
2734 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2735 { 2745 {
2736 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2737 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2748 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2749 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
2750 * was changed. 2760 * was changed.
2751 */ 2761 */
2752void 2762void
2753fix_weight (void) 2763fix_weight ()
2754{ 2764{
2755 for_all_players (pl) 2765 for_all_players (pl)
2756 { 2766 {
2757 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2758 2768
2759 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2760 2770
2761 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2762 { 2772 {
2765 } 2775 }
2766 } 2776 }
2767} 2777}
2768 2778
2769void 2779void
2770fix_luck (void) 2780fix_luck ()
2771{ 2781{
2772 for_all_players (pl) 2782 for_all_players (pl)
2773 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
2774 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
2775} 2785}
2827} 2837}
2828 2838
2829int 2839int
2830is_true_undead (object *op) 2840is_true_undead (object *op)
2831{ 2841{
2832 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
2833 return 1; 2843 return 1;
2834 2844
2835 return 0; 2845 return 0;
2836} 2846}
2837 2847
2935 2945
2936 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
2937 player = 1; 2947 player = 1;
2938 2948
2939 else 2949 else
2940 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
2941 2951
2942 /* search adjacent squares */ 2952 /* search adjacent squares */
2943 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
2944 { 2954 {
2945 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
2954 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2955 continue; 2965 continue;
2956 2966
2957 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2958 { 2968 {
2959 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2960 return 1; 2970 return 1;
2961 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
2962 {
2963 /*don't let a hidden DM prevent you from hiding */
2964 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2965 return 1; 2972 return 1;
2966 }
2967 } 2973 }
2968 } 2974 }
2969 return 0; 2975 return 0;
2970} 2976}
2971 2977
2972/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
2973 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
2974 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
2975 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
2976 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
2977 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
2978 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
2979 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
2980 * imply the way your head, or body is facing? It's possible 2986 * imply the way your head, or body is facing? It's possible
2981 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
2982 * -b.t. 2988 * -b.t.
2983 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
2984 */ 2990 */
2985int 2991int
2986player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
2987{ 2993{
3038 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3039 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3040 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3041 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3042 { 3048 {
3043 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3044 { 3050 {
3045 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3046 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3047 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3048 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3049 { 3055 {
3050 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3051 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3052 {
3053 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3054 { 3060 {
3055 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3056 {
3057 if (x && y) 3061 if (x && y)
3058 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3059 3063
3060 return 1; 3064 return 1;
3061 }
3062 } 3065 }
3063 }
3064 3066
3065 if (x && y) 3067 if (x && y)
3066 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3067 3069
3068 return 1; 3070 return 1;
3206 else 3208 else
3207 j = 1; 3209 j = 1;
3208 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3209 } 3211 }
3210 } 3212 }
3213
3211 strcat (buf, "."); 3214 strcat (buf, ".");
3212 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3213 } 3216 }
3214 3217
3215 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3216 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3217 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3218 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3219 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3220 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3221 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3222 3225
3223 /* print message if there is one */ 3226 /* print message if there is one */
3224 if (item->msg != NULL) 3227 if (item->msg != NULL)
3225 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3226 } 3229 }
3227 else 3230 else
3228 { 3231 {
3229 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3230 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3231 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3232 who->insert (tmp); 3235 who->insert (tmp);
3233 } 3236 }
3234}
3235
3236/**
3237 * Unready an object for a player. This function does nothing if the object was
3238 * not readied.
3239 */
3240void
3241player_unready_range_ob (player *pl, object *ob)
3242{
3243 if (pl->ob->current_weapon == ob)
3244 pl->ob->current_weapon = 0;
3245
3246 if (pl->combat_ob == ob)
3247 pl->combat_ob = 0;
3248
3249 if (pl->ranged_ob == ob)
3250 pl->ranged_ob = 0;
3251} 3237}
3252 3238
3253//-GPL 3239//-GPL
3254 3240
3255sint8 3241sint8
3285{ 3271{
3286 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3287 statusmsg (msg, color); 3273 statusmsg (msg, color);
3288} 3274}
3289 3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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