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Comparing deliantra/server/server/player.C (file contents):
Revision 1.252 by root, Wed Mar 24 17:23:43 2010 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 ()
75 75
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82 80
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
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);
138 141
139 ob->flag [FLAG_READY_WEAPON] = false; 142 activate ();
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166 143
167 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
169} 146}
170 147
204player::set_object (object *op) 181player::set_object (object *op)
205{ 182{
206 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
208 185
209 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
210 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
211 188
212 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
213} 190}
214 191
256 disconnect (); 233 disconnect ();
257 234
258 attachable::do_destroy (); 235 attachable::do_destroy ();
259 236
260 if (ob) 237 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy (); 238 ob->destroy ();
264 }
265 239
266 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
267} 241}
268 242
269player::~player () 243player::~player ()
399 */ 373 */
400int 374int
401path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
402{ 376{
403 rv_vector rv; 377 rv_vector rv;
404 sint16 x, y;
405 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;
406 maptile *m, *lastmap;
407 379
408 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
409 381
410 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
411 return 0; 383 return 0;
412 384
413 x = mon->x; 385 mapxy pos (mon);
414 y = mon->y;
415 m = mon->map;
416 dir = rv.direction; 386 dir = rv.direction;
417 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 */
418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419 389
420 /* 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. */
421 if (diff > max) 391 if (diff > max)
422 return 0; 392 return 0;
423 393
424 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
425 { 395 {
426 lastx = x; 396 mapxy lastpos = pos;
427 lasty = y;
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431 397
432 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
434 399
435 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
437 && (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)))
438 { 404 {
439 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
441 */ 407 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
443 if (rv.direction != dir) 409 if (rv.direction != dir)
444 { 410 {
445 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
446 * the values so it will try again. 412 * the values so it will try again.
447 */ 413 */
448 x = lastx;
449 y = lasty;
450 m = lastmap; 414 pos = lastpos;
451 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
452 } 416 }
453 else 417 else
454 { 418 {
455 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
462 */ 426 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 { 428 {
465 if (i == 0) 429 if (i == 0)
466 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
467 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in 433 * since the direction that the creature should move in
469 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
473 * 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
474 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully 440 * the last direction the creature has successfully
476 * moved. 441 * moved.
477 */ 442 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap; 443 pos = lastpos;
482 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
483 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
484 continue; 447 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
487 continue; 452 continue;
488 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
489 continue; 455 continue;
490 456
491 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
492 break; 458 break;
493 } 459 }
460
494 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
496 */ 463 */
497 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
498 return 0; 465 return 0;
466
499 diff--; 467 diff--;
500 lastdir = dir; 468 lastdir = dir;
501 max--; 469 max--;
502 if (!firstdir) 470 if (!firstdir)
503 firstdir = dir + i; 471 firstdir = dir + i;
507 { 475 {
508 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
509 diff--; 477 diff--;
510 max--; 478 max--;
511 lastdir = dir; 479 lastdir = dir;
480
512 if (!firstdir) 481 if (!firstdir)
513 firstdir = dir; 482 firstdir = dir;
514 } 483 }
515 484
516 if (diff <= 1) 485 if (diff <= 1)
517 { 486 {
518 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance. 488 * headed toward player for entire distance.
520 */ 489 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 } 492 }
524 493
525 if (diff > max) 494 if (diff > max)
526 return 0; 495 return 0;
544 next = op->below; 513 next = op->below;
545 514
546 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
547 * 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
548 */ 517 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
550 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
551 520
552 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions 522 * by this player due to race restrictions
554 */ 523 */
555 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
556 { 525 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
558 && 527 &&
559 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
564 { 533 {
565 op->destroy (); 534 op->destroy ();
566 continue; 535 continue;
567 } 536 }
568 } 537 }
569 538
570 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
571 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
572 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
573 */ 542 */
574 if (op->type == SKILL) 543 if (op->type == SKILL)
575 { 544 {
576 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
577 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
578 { 547 {
579 op->destroy (); 548 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
582 break; 549 break;
583 } 550 }
584 551
585 if (op->nrof > 1) 552 if (op->nrof > 1)
586 op->nrof = 1; 553 op->nrof = 1;
587 } 554 }
588 555
589 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
591 558
592 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
593 * 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
594 * merged properly. 561 * merged properly.
595 */ 562 */
596 if (need_identify (op)) 563 if (op->need_identify ())
597 { 564 {
598 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
601 } 568 }
602 569
603 if (op->type == SPELL) 570 if (op->type == SPELL)
604 { 571 {
605 op->destroy (); 572 op->destroy ();
606 continue; 573 continue;
607 } 574 }
608 else if (op->type == SKILL) 575 else if (op->type == SKILL)
609 { 576 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0; 578 op->stats.exp = 0;
612 op->level = 1; 579 op->level = 1;
613 } 580 }
614 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
617 584
618 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
619 pl->contr->link_skills (); 586 pl->contr->link_skills ();
620} 587}
639roll_stat () 606roll_stat ()
640{ 607{
641 int a[4], i, j, k; 608 int a[4], i, j, k;
642 609
643 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
644 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
645 612
646 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
647 if (a[i] < k) 614 if (a[i] < k)
648 k = a[i], j = i; 615 k = a[i], j = i;
649 616
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl) 714 if (tl)
748 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
749 716
750 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
751 INVOKE_PLAYER (LOGIN, ob->contr);
752 718
753 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
754 720
755 if (ob->msg) 721 if (ob->msg)
756 ob->msg = 0; 722 ob->msg = 0;
757 723
758 start_info (ob); 724 start_info (ob);
759 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
760 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
761 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
762 ob->update_stats (); 728 ob->update_stats ();
763 729
764 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
766 */ 732 */
767 if (*first_map_ext_path) 733 if (*first_map_ext_path)
768 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);
769 else 735 else
770 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;
771} 756}
772 757
773void 758void
774player::chargen_race_next () 759player::chargen_race_next ()
775{ 760{
813 rv_vector rv; 798 rv_vector rv;
814 799
815 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
816 { 801 {
817 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
818 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
819 return; 804 return;
820 } 805 }
821 806
822 if (!op->enemy) 807 if (!op->enemy)
823 { 808 {
824 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
825 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
826 return; 811 return;
827 } 812 }
828 813
829 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))
830 { 815 {
831 op->enemy = NULL; 816 op->enemy = NULL;
832 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
833 return; 818 return;
834 } 819 }
835 820
836 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
837 822
838 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
840 { 825 {
841 int m = 1 - rndm (2) * 2; 826 int m = 1 - rndm (2) * 2;
842 827
843 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))))
844 return; 829 return;
845 } 830 }
846 831
847 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
849 op->enemy = NULL; 834 op->enemy = NULL;
850} 835}
851 836
852/* 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.
853 * 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
858{ 843{
859 object *tmp, *next; 844 object *tmp, *next;
860 int stop = 0; 845 int stop = 0;
861 int wvratio; 846 int wvratio;
862 847
863 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
865 return 1; 850 return 1;
866 851
867 next = op->below; 852 next = op->below;
868 853
945 * fighting */ 930 * fighting */
946 if (op->contr->mode & PU_INHIBIT) 931 if (op->contr->mode & PU_INHIBIT)
947 return 1; 932 return 1;
948 933
949 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 935 if (tmp->flag [FLAG_UNPAID])
951 continue; 936 continue;
952 937
953 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
954 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)
955 continue; 940 continue;
956 941
957 /* all food and drink if desired */ 942 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
959 if (op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
962 CHK_PICK_PICKUP; 947 CHK_PICK_PICKUP;
963 continue; 948 continue;
964 } 949 }
965 950
966 if (op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
967 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]))
968 { 953 {
969 CHK_PICK_PICKUP; 954 CHK_PICK_PICKUP;
970 continue; 955 continue;
971 } 956 }
972 957
1010 continue; 995 continue;
1011 } 996 }
1012 997
1013 /* pick up all magical items */ 998 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1017 { 1002 {
1018 CHK_PICK_PICKUP; 1003 CHK_PICK_PICKUP;
1019 continue; 1004 continue;
1020 } 1005 }
1021 1006
1105 continue; 1090 continue;
1106 } 1091 }
1107 1092
1108 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1111 { 1096 {
1112 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1113 continue; 1098 continue;
1114 } 1099 }
1115 1100
1170 * return 0. 1155 * return 0.
1171 */ 1156 */
1172static int 1157static int
1173action_makes_visible (object *op) 1158action_makes_visible (object *op)
1174{ 1159{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1160 if (op->invisible && op->flag [FLAG_ALIVE])
1176 { 1161 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1162 if (op->flag [FLAG_MAKE_INVIS])
1178 { 1163 {
1179 // artefact invisibility is permanent, but we still make noise 1164 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance. 1165 // this is important for game-balance.
1181 if (op->contr) 1166 if (op->contr)
1182 op->make_noise (); 1167 op->make_noise ();
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp); 1196 return splay (tmp);
1212 1197
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 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))
1215 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1216 { 1201 {
1217 splay (tmp); 1202 splay (tmp);
1218 return arrow; 1203 return arrow;
1219 } 1204 }
1236 if (!type) 1221 if (!type)
1237 return NULL; 1222 return NULL;
1238 1223
1239 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1240 { 1225 {
1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1242 { 1227 {
1243 i = 0; 1228 i = 0;
1244 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1245 1230
1246 if (i > betterby) 1231 if (i > betterby)
1347 break; 1332 break;
1348 } 1333 }
1349 1334
1350 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1351 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)
1352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1353 break; 1338 break;
1354 } 1339 }
1355 1340
1356 if (!tmp) 1341 if (!tmp)
1357 return find_arrow (op, type); 1342 return find_arrow (op, type);
1418 { 1403 {
1419 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1420 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);
1421 /* 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 */
1422 else 1407 else
1423 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1424 1409
1425 return 0; 1410 return 0;
1426 } 1411 }
1427 } 1412 }
1428 1413
1477#endif 1462#endif
1478 1463
1479 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1480 1465
1481 /* update the speed */ 1466 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484 1467
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 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 ));
1487 1473
1488 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;
1489 1475
1490 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1491 { 1477 {
1512 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);
1513 1499
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1515 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1517 1504
1518 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1519 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1520 1507
1521 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1584 { 1571 {
1585 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1586 return; 1573 return;
1587 } 1574 }
1588 1575
1589 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1590 return; 1577 return;
1591 1578
1592 if (item->type == WAND) 1579 if (item->type == WAND)
1593 { 1580 {
1594 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1624 1611
1625 if (item->type == WAND) 1612 if (item->type == WAND)
1626 { 1613 {
1627 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1628 { 1615 {
1629 object *tmp;
1630
1631 if (item->arch) 1616 if (item->arch)
1632 { 1617 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1634 item->face = item->arch->face; 1619 item->face = item->arch->face;
1635 item->set_speed (0); 1620 item->set_speed (0);
1636 } 1621 }
1637 1622
1638 if (object *pl = item->visible_to ()) 1623 if (object *pl = item->visible_to ())
1645} 1630}
1646 1631
1647/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1648 */ 1633 */
1649bool 1634bool
1650fire (object *op, int dir) 1635fire (object *who, int dir)
1651{ 1636{
1652 int spellcost = 0; 1637 int spellcost = 0;
1653 1638
1654 player *pl = op->contr; 1639 player *pl = who->contr;
1655 1640
1656 if (pl->golem) 1641 if (pl->golem)
1657 { 1642 {
1658 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1659 return false; 1644 return false;
1660 } 1645 }
1661 1646
1662 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1663 1648
1664 if (!ob) 1649 if (!ob)
1665 return false; 1650 return false;
1666 1651
1667 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1668 --op->speed_left; 1653 --who->speed_left;
1669 else 1654 else
1670 return false; 1655 return false;
1671 1656
1672 if (!op->change_weapon (ob)) 1657 if (!who->apply (ob))
1673 return false; 1658 return false;
1674 1659
1675 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1677 make_visible (op); 1662 make_visible (who);
1678 1663
1679 switch (ob->type) 1664 switch (ob->type)
1680 { 1665 {
1681 case BOW: 1666 case BOW:
1682 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1683 break; 1668 break;
1684 1669
1685 case SPELL: 1670 case SPELL:
1686 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);
1687 break; 1672 break;
1688 1673
1689 case BUILDER: 1674 case BUILDER:
1690 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1691 break; 1676 break;
1692 1677
1693 case SKILL: 1678 case SKILL:
1694 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1695 break; 1680 break;
1696 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1697 default: 1686 default:
1698 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1699 break; 1688 break;
1700 } 1689 }
1701 1690
1702 return true; 1691 return true;
1703} 1692}
1762 * 1751 *
1763 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1764 * all the others. 1753 * all the others.
1765 */ 1754 */
1766 if (pl->contr->usekeys == key_inventory 1755 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED) 1756 || !container->flag [FLAG_APPLIED]
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 { 1758 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1771 "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));
1772 return NULL; 1761 return NULL;
1856 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
1857 */ 1846 */
1858bool 1847bool
1859move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
1860{ 1849{
1861 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))
1862 { 1851 {
1863 --op->speed_left; 1852 --op->speed_left;
1864 return true; 1853 return true;
1865 } 1854 }
1866 1855
1867 int on_battleground;
1868
1869 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
1870 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
1871
1872 on_battleground = op_on_battleground (op, 0, 0);
1873 1858
1874 if (out_of_map (op->map, nx, ny)) 1859 if (out_of_map (op->map, nx, ny))
1875 return false; 1860 return false;
1876 1861
1877 /* 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
1898 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op) 1884 && mon != op)
1900 break; 1885 break;
1901 } 1886 }
1902 1887
1903 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
1904 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 }
1905 1914
1906 mon = mon->head_ (); 1915 mon = mon->head_ ();
1907 1916
1908 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))
1909 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
1927 */ 1936 */
1928 if (op->type == PLAYER 1937 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op) 1940 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1933 { 1942 {
1934 /* 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 */
1935 if (op->contr->braced) 1944 if (op->contr->braced)
1936 return false; 1945 return false;
1937 1946
1948 return true; 1957 return true;
1949 } 1958 }
1950 else 1959 else
1951 return false; 1960 return false;
1952 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1953 1964
1954 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1955 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1956 * 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
1957 * attack them either. 1968 * attack them either.
1958 */ 1969 */
1959 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
1960 && (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])
1961 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
1962 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
1963 && !on_battleground)) 1974 && !on_battleground))
1964 { 1975 {
1965 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
1981 } 1992 }
1982 } 1993 }
1983 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
1984 * 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.
1985 */ 1996 */
1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1987 { 1998 {
1988 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
1989 { 2000 {
1990 --op->speed_left; 2001 --op->speed_left;
1991 2002
2000 * 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
2001 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2002 * 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
2003 * 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.
2004 */ 2015 */
2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2006 ((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)))
2007 { 2018 {
2008 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])
2009 { 2020 {
2010 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
2022} 2033}
2023 2034
2024bool 2035bool
2025move_player (object *op, int dir) 2036move_player (object *op, int dir)
2026{ 2037{
2027 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2028 return 0; 2039 return 0;
2029 2040
2030 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2032 { 2043 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0; 2045 return 0;
2035 } 2046 }
2036 2047
2037 /* peterm: added following line */ 2048 /* peterm: added following line */
2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2039 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2040 2051
2041 op->facing = dir; 2052 op->facing = dir;
2042 2053
2043 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
2083 * players. 2094 * players.
2084 */ 2095 */
2085bool 2096bool
2086handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2087{ 2098{
2088 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2089 { 2100 {
2090 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2091 { 2102 {
2092 --op->speed_left; 2103 --op->speed_left;
2093 flee_player (op); 2104 flee_player (op);
2112} 2123}
2113 2124
2114static int 2125static int
2115save_life (object *op) 2126save_life (object *op)
2116{ 2127{
2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2118 return 0; 2129 return 0;
2119 2130
2120 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2122 { 2133 {
2123 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2124 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));
2125 2136
2126 tmp->destroy (); 2137 tmp->destroy ();
2127 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2128 2139
2129 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2130 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2131 2142
2132 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2133 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2134 2145
2135 op->update_stats (); 2146 op->update_stats ();
2136 return 1; 2147 return 1;
2137 } 2148 }
2138 2149
2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2140 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2141 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2142 return 0; 2153 return 0;
2143} 2154}
2144 2155
2145/* 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
2152{ 2163{
2153 while (op) 2164 while (op)
2154 { 2165 {
2155 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' */
2156 2167
2157 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2158 op->insert_at (env); 2169 op->insert_at (env);
2159 else if (op->inv) 2170 else if (op->inv)
2160 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2161 2172
2162 op = next; 2173 op = next;
2173void 2184void
2174do_some_living (object *op) 2185do_some_living (object *op)
2175{ 2186{
2176 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2177 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2178 int over_hp, over_sp, over_grace;
2179 int i;
2180 int rate_hp = 1200; 2189 int rate_hp = 1200;
2181 int rate_sp = 2500; 2190 int rate_sp = 2500;
2182 int rate_grace = 2000; 2191 int rate_grace = 2000;
2183 const int max_hp = 1; 2192 const int max_hp = 1;
2184 const int max_sp = 1; 2193 const int max_sp = 1;
2185 const int max_grace = 1; 2194 const int max_grace = 1;
2186 2195
2196#if 0
2187 if (op->contr->hidden) 2197 if (op->contr->hidden)
2188 { 2198 {
2189 op->invisible = 1000; 2199 op->invisible = 1000;
2190 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2191 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2192 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2193 */ 2203 */
2194 if (pticks & 2) 2204 if (server_tick & 2)
2195 op->invisible--; 2205 op->invisible--;
2196 } 2206 }
2207 else
2208#endif
2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2198 { 2210 {
2199 if (!op->invisible--) 2211 if (!op->invisible--)
2200 { 2212 {
2201 make_visible (op); 2213 make_visible (op);
2202 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.");
2236 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2237 { 2249 {
2238 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2239 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2240 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2241 if (max_grace > 1) 2255 if (max_grace > 1)
2242 { 2256 {
2243 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2244 if (over_grace > 0) 2259 if (over_grace > 0)
2245 { 2260 {
2246 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;
2247 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2248 op->last_grace = 0; 2262 op->last_grace = 0;
2249 } 2263 }
2250 else 2264 else
2251 { 2265 op->last_grace = rate_grace / temp;
2252 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2253 }
2254 } 2266 }
2255 else 2267 else
2256 { 2268 op->last_grace = rate_grace / temp;
2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2258 }
2259 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2260 } 2271 }
2261 2272
2262 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2263 { 2274 {
2269 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2270 { 2281 {
2271 op->stats.sp++; 2282 op->stats.sp++;
2272 2283
2273 /* dms do not consume food */ 2284 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2275 { 2286 {
2276 op->stats.food--; 2287 op->stats.food--;
2277 2288
2278 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2279 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2282 } 2293 }
2283 } 2294 }
2284 2295
2285 if (max_sp > 1) 2296 if (max_sp > 1)
2286 { 2297 {
2287 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0) 2299 if (over_sp > 0)
2289 { 2300 {
2290 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2291 { 2302 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2313 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2314 { 2325 {
2315 op->stats.hp++; 2326 op->stats.hp++;
2316 2327
2317 /* dms do not consume food */ 2328 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2319 { 2330 {
2320 op->stats.food--; 2331 op->stats.food--;
2321 2332
2322 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2324 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))
2325 op->stats.food = last_food; 2336 op->stats.food = last_food;
2326 } 2337 }
2327 } 2338 }
2328 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2329 if (max_hp > 1) 2342 if (max_hp > 1)
2330 { 2343 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2332 2345
2333 if (over_hp > 0) 2346 if (over_hp > 0)
2334 { 2347 {
2335 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;
2336 op->last_heal = 0; 2349 op->last_heal = 0;
2337 } 2350 }
2338 else 2351 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2340 } 2353 }
2341 else 2354 else
2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2343 } 2356 }
2344 } 2357 }
2345 2358
2346 /* Digestion */ 2359 /* Digestion */
2347 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2350 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2351 2364
2352 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);
2353 2366
2354 /* dms do not consume food */ 2367 /* dms do not consume food */
2355 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2356 op->stats.food--; 2369 op->stats.food--;
2357 } 2370 }
2358 2371
2359 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2360 { 2373 {
2361 object *flesh = 0; 2374 object *flesh = 0;
2362 2375
2363 for_inv_removable (op, tmp) 2376 for_inv_removable (op, tmp)
2364 { 2377 {
2365 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2366 continue; 2379 continue;
2367 2380
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2369 { 2382 {
2370 op->statusmsg ("You blindly grab for a bite of food. " 2383 op->statusmsg ("You blindly grab for a bite of food. "
2371 "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.>");
2372 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2373 2386
2374 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2375 break; 2388 break;
2376 } 2389 }
2377 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2383 */ 2396 */
2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2385 { 2398 {
2386 op->statusmsg ("You blindly grab for a bite of food. " 2399 op->statusmsg ("You blindly grab for a bite of food. "
2387 "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.>");
2388 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2389 } 2402 }
2390 2403
2391 // If player is still starving, alert him! 2404 // If player is still starving, alert him!
2392 if (op->stats.food < 0) 2405 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! " 2406 op->failmsg ("You are starving! "
2405 op->contr->killer->destroy (); 2418 op->contr->killer->destroy ();
2406 } 2419 }
2407 } 2420 }
2408 2421
2409 /* killer should be set here already */ 2422 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2411 kill_player (op); 2424 kill_player (op);
2412 } 2425 }
2413} 2426}
2414 2427
2415/* 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.
2449 cure_disease (op, 0, 0); /* remove any disease */ 2462 cure_disease (op, 0, 0); /* remove any disease */
2450 2463
2451 max_it (op->stats.hp , op->stats.maxhp); 2464 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp); 2465 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace); 2466 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0) 2467 max_it (op->stats.food , 200);
2456 op->stats.food = 999;
2457 2468
2458 // remove all spell effects that are active 2469 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall 2470 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; ) 2471 for (object *item = op->inv; item; )
2461 { 2472 {
2612 * difference. 2623 * difference.
2613 */ 2624 */
2614 if (this_stat >= -50) 2625 if (this_stat >= -50)
2615 { 2626 {
2616 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2617 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats (); 2630 op->update_stats ();
2620 lost_a_stat = 1; 2631 lost_a_stat = 1;
2621 } 2632 }
2622 } 2633 }
2689 if (will_kill_again) 2700 if (will_kill_again)
2690 { 2701 {
2691 object *force; 2702 object *force;
2692 int at; 2703 int at;
2693 2704
2694 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2695 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2696 force->speed = 0.1f;
2697 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2698 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2699 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2700 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2701 force->resist[at] = 100; 2713 force->resist[at] = 100;
2702 2714
2703 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2708} 2720}
2709 2721
2710static void 2722static void
2711loot_object (object *op) 2723loot_object (object *op)
2712{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2713 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2714 2726
2715 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2716 2728
2717 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2718 { 2730 {
2725 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2726 2738
2727 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2728 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2729 2741
2730 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))))
2731 { 2743 {
2732 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2733 { 2745 {
2734 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2735 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2750void 2762void
2751fix_weight () 2763fix_weight ()
2752{ 2764{
2753 for_all_players (pl) 2765 for_all_players (pl)
2754 { 2766 {
2755 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2756 2768
2757 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2758 2770
2759 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2760 { 2772 {
2825} 2837}
2826 2838
2827int 2839int
2828is_true_undead (object *op) 2840is_true_undead (object *op)
2829{ 2841{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
2831 return 1; 2843 return 1;
2832 2844
2833 return 0; 2845 return 0;
2834} 2846}
2835 2847
2933 2945
2934 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
2935 player = 1; 2947 player = 1;
2936 2948
2937 else 2949 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
2939 2951
2940 /* search adjacent squares */ 2952 /* search adjacent squares */
2941 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
2942 { 2954 {
2943 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
2952 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)))
2953 continue; 2965 continue;
2954 2966
2955 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)
2956 { 2968 {
2957 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])
2958 return 1; 2970 return 1;
2959 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
2960 {
2961 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2963 return 1; 2972 return 1;
2964 }
2965 } 2973 }
2966 } 2974 }
2967 return 0; 2975 return 0;
2968} 2976}
2969 2977
2970/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
2971 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
2972 * 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
2973 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
2974 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
2975 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
2976 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
2977 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
2978 * 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
2979 * 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.
2980 * -b.t. 2988 * -b.t.
2981 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
2982 */ 2990 */
2983int 2991int
2984player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
2985{ 2993{
3036 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3037 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3038 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3039 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3040 { 3048 {
3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3042 { 3050 {
3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3044 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 { 3055 {
3048 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3200 else 3208 else
3201 j = 1; 3209 j = 1;
3202 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3203 } 3211 }
3204 } 3212 }
3213
3205 strcat (buf, "."); 3214 strcat (buf, ".");
3206 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3207 } 3216 }
3208 3217
3209 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3210 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3211 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3212 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3213 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3214 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3215 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3216 3225
3217 /* print message if there is one */ 3226 /* print message if there is one */
3218 if (item->msg != NULL) 3227 if (item->msg != NULL)
3219 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3220 } 3229 }
3225 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));
3226 who->insert (tmp); 3235 who->insert (tmp);
3227 } 3236 }
3228} 3237}
3229 3238
3230/**
3231 * Unready an object for a player. This function does nothing if the object was
3232 * not readied.
3233 */
3234void
3235player_unready_range_ob (player *pl, object *ob)
3236{
3237 if (pl->ob->current_weapon == ob)
3238 pl->ob->current_weapon = 0;
3239
3240 if (pl->combat_ob == ob)
3241 pl->combat_ob = 0;
3242
3243 if (pl->ranged_ob == ob)
3244 pl->ranged_ob = 0;
3245}
3246
3247//-GPL 3239//-GPL
3248 3240
3249sint8 3241sint8
3250player::darkness_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3251{ 3243{
3279{ 3271{
3280 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3281 statusmsg (msg, color); 3273 statusmsg (msg, color);
3282} 3274}
3283 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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