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Comparing deliantra/server/server/player.C (file contents):
Revision 1.260 by root, Fri Apr 2 03:41:25 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false; 133 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
143 135
144 for (object *op = ob->inv; op; op = op->below) 136 ob->update_stats ();
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151 137
152 case SPELL: 138 ns->floorbox_update ();
153 case WAND: 139 esrv_send_inventory (ob, ob);
154 case ROD: 140 esrv_add_spells (this, 0);
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173 141
174 activate (); 142 activate ();
175 143
176 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
213player::set_object (object *op) 181player::set_object (object *op)
214{ 182{
215 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
217 185
218 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
219 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
220 188
221 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
222} 190}
223 191
265 disconnect (); 233 disconnect ();
266 234
267 attachable::do_destroy (); 235 attachable::do_destroy ();
268 236
269 if (ob) 237 if (ob)
270 {
271 ob->destroy_inv (false);
272 ob->destroy (); 238 ob->destroy ();
273 }
274 239
275 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
276} 241}
277 242
278player::~player () 243player::~player ()
408 */ 373 */
409int 374int
410path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
411{ 376{
412 rv_vector rv; 377 rv_vector rv;
413 sint16 x, y;
414 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;
415 maptile *m, *lastmap;
416 379
417 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
418 381
419 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
420 return 0; 383 return 0;
421 384
422 x = mon->x; 385 mapxy pos (mon);
423 y = mon->y;
424 m = mon->map;
425 dir = rv.direction; 386 dir = rv.direction;
426 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 */
427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428 389
429 /* 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. */
430 if (diff > max) 391 if (diff > max)
431 return 0; 392 return 0;
432 393
433 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
434 { 395 {
435 lastx = x; 396 mapxy lastpos = pos;
436 lasty = y;
437 lastmap = m;
438 x = lastx + freearr_x[dir];
439 y = lasty + freearr_y[dir];
440 397
441 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
442 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
443 399
444 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
445 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
446 && (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)))
447 { 404 {
448 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
449 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
450 */ 407 */
451 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
452 if (rv.direction != dir) 409 if (rv.direction != dir)
453 { 410 {
454 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
455 * the values so it will try again. 412 * the values so it will try again.
456 */ 413 */
457 x = lastx;
458 y = lasty;
459 m = lastmap; 414 pos = lastpos;
460 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
461 } 416 }
462 else 417 else
463 { 418 {
464 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
471 */ 426 */
472 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
473 { 428 {
474 if (i == 0) 429 if (i == 0)
475 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
476 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
477 * since the direction that the creature should move in 433 * since the direction that the creature should move in
478 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
479 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
480 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
482 * 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
483 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
484 * the last direction the creature has successfully 440 * the last direction the creature has successfully
485 * moved. 441 * moved.
486 */ 442 */
487
488 x = lastx + freearr_x[absdir (lastdir + i)];
489 y = lasty + freearr_y[absdir (lastdir + i)];
490 m = lastmap; 443 pos = lastpos;
491 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
492 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
493 continue; 447 continue;
494 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
495 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
496 continue; 452 continue;
497 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
498 continue; 455 continue;
499 456
500 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
501 break; 458 break;
502 } 459 }
460
503 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
504 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
505 */ 463 */
506 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
507 return 0; 465 return 0;
466
508 diff--; 467 diff--;
509 lastdir = dir; 468 lastdir = dir;
510 max--; 469 max--;
511 if (!firstdir) 470 if (!firstdir)
512 firstdir = dir + i; 471 firstdir = dir + i;
516 { 475 {
517 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
518 diff--; 477 diff--;
519 max--; 478 max--;
520 lastdir = dir; 479 lastdir = dir;
480
521 if (!firstdir) 481 if (!firstdir)
522 firstdir = dir; 482 firstdir = dir;
523 } 483 }
524 484
525 if (diff <= 1) 485 if (diff <= 1)
526 { 486 {
527 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
528 * headed toward player for entire distance. 488 * headed toward player for entire distance.
529 */ 489 */
530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
532 } 492 }
533 493
534 if (diff > max) 494 if (diff > max)
535 return 0; 495 return 0;
553 next = op->below; 513 next = op->below;
554 514
555 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
556 * 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
557 */ 517 */
558 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
559 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
560 520
561 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
562 * by this player due to race restrictions 522 * by this player due to race restrictions
563 */ 523 */
564 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
565 { 525 {
566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
567 && 527 &&
568 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
569 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
570 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
573 { 533 {
574 op->destroy (); 534 op->destroy ();
575 continue; 535 continue;
576 } 536 }
577 } 537 }
578 538
579 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
580 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
581 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
582 */ 542 */
583 if (op->type == SKILL) 543 if (op->type == SKILL)
584 { 544 {
585 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
586 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
587 { 547 {
588 op->destroy (); 548 op->destroy ();
589 LOG (llevError,
590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
591 break; 549 break;
592 } 550 }
593 551
594 if (op->nrof > 1) 552 if (op->nrof > 1)
595 op->nrof = 1; 553 op->nrof = 1;
596 } 554 }
597 555
598 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
600 558
601 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
602 * 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
603 * merged properly. 561 * merged properly.
604 */ 562 */
605 if (need_identify (op)) 563 if (op->need_identify ())
606 { 564 {
607 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
608 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
609 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
610 } 568 }
611 569
612 if (op->type == SPELL) 570 if (op->type == SPELL)
613 { 571 {
614 op->destroy (); 572 op->destroy ();
615 continue; 573 continue;
616 } 574 }
617 else if (op->type == SKILL) 575 else if (op->type == SKILL)
618 { 576 {
619 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
620 op->stats.exp = 0; 578 op->stats.exp = 0;
621 op->level = 1; 579 op->level = 1;
622 } 580 }
623 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
624 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
625 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
626 584
627 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
628 pl->contr->link_skills (); 586 pl->contr->link_skills ();
629} 587}
648roll_stat () 606roll_stat ()
649{ 607{
650 int a[4], i, j, k; 608 int a[4], i, j, k;
651 609
652 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
653 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
654 612
655 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
656 if (a[i] < k) 614 if (a[i] < k)
657 k = a[i], j = i; 615 k = a[i], j = i;
658 616
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl) 714 if (tl)
757 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
758 716
759 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
760 INVOKE_PLAYER (LOGIN, ob->contr);
761 718
762 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
763 720
764 if (ob->msg) 721 if (ob->msg)
765 ob->msg = 0; 722 ob->msg = 0;
766 723
767 start_info (ob); 724 start_info (ob);
768 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
769 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
770 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
771 ob->update_stats (); 728 ob->update_stats ();
772 729
773 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
775 */ 732 */
776 if (*first_map_ext_path) 733 if (*first_map_ext_path)
777 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);
778 else 735 else
779 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;
780} 756}
781 757
782void 758void
783player::chargen_race_next () 759player::chargen_race_next ()
784{ 760{
822 rv_vector rv; 798 rv_vector rv;
823 799
824 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
825 { 801 {
826 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
827 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
828 return; 804 return;
829 } 805 }
830 806
831 if (!op->enemy) 807 if (!op->enemy)
832 { 808 {
833 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
834 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
835 return; 811 return;
836 } 812 }
837 813
838 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))
839 { 815 {
840 op->enemy = NULL; 816 op->enemy = NULL;
841 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
842 return; 818 return;
843 } 819 }
844 820
845 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
846 822
852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
853 return; 829 return;
854 } 830 }
855 831
856 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
857 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
858 op->enemy = NULL; 834 op->enemy = NULL;
859} 835}
860 836
861/* 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.
862 * 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
954 * fighting */ 930 * fighting */
955 if (op->contr->mode & PU_INHIBIT) 931 if (op->contr->mode & PU_INHIBIT)
956 return 1; 932 return 1;
957 933
958 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 935 if (tmp->flag [FLAG_UNPAID])
960 continue; 936 continue;
961 937
962 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
963 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)
964 continue; 940 continue;
965 941
966 /* all food and drink if desired */ 942 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
968 if (op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
971 CHK_PICK_PICKUP; 947 CHK_PICK_PICKUP;
972 continue; 948 continue;
973 } 949 }
974 950
975 if (op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
976 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]))
977 { 953 {
978 CHK_PICK_PICKUP; 954 CHK_PICK_PICKUP;
979 continue; 955 continue;
980 } 956 }
981 957
1019 continue; 995 continue;
1020 } 996 }
1021 997
1022 /* pick up all magical items */ 998 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1026 { 1002 {
1027 CHK_PICK_PICKUP; 1003 CHK_PICK_PICKUP;
1028 continue; 1004 continue;
1029 } 1005 }
1030 1006
1114 continue; 1090 continue;
1115 } 1091 }
1116 1092
1117 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1120 { 1096 {
1121 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1122 continue; 1098 continue;
1123 } 1099 }
1124 1100
1179 * return 0. 1155 * return 0.
1180 */ 1156 */
1181static int 1157static int
1182action_makes_visible (object *op) 1158action_makes_visible (object *op)
1183{ 1159{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1160 if (op->invisible && op->flag [FLAG_ALIVE])
1185 { 1161 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1162 if (op->flag [FLAG_MAKE_INVIS])
1187 { 1163 {
1188 // artefact invisibility is permanent, but we still make noise 1164 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance. 1165 // this is important for game-balance.
1190 if (op->contr) 1166 if (op->contr)
1191 op->make_noise (); 1167 op->make_noise ();
1218 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp); 1196 return splay (tmp);
1221 1197
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 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))
1224 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1225 { 1201 {
1226 splay (tmp); 1202 splay (tmp);
1227 return arrow; 1203 return arrow;
1228 } 1204 }
1245 if (!type) 1221 if (!type)
1246 return NULL; 1222 return NULL;
1247 1223
1248 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1249 { 1225 {
1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1251 { 1227 {
1252 i = 0; 1228 i = 0;
1253 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1254 1230
1255 if (i > betterby) 1231 if (i > betterby)
1356 break; 1332 break;
1357 } 1333 }
1358 1334
1359 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1360 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)
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1362 break; 1338 break;
1363 } 1339 }
1364 1340
1365 if (!tmp) 1341 if (!tmp)
1366 return find_arrow (op, type); 1342 return find_arrow (op, type);
1427 { 1403 {
1428 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1429 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);
1430 /* 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 */
1431 else 1407 else
1432 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1433 1409
1434 return 0; 1410 return 0;
1435 } 1411 }
1436 } 1412 }
1437 1413
1486#endif 1462#endif
1487 1463
1488 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1489 1465
1490 /* update the speed */ 1466 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493 1467
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 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 ));
1496 1473
1497 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;
1498 1475
1499 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1500 { 1477 {
1521 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);
1522 1499
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1524 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1526 1504
1527 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1528 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1529 1507
1530 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1633 1611
1634 if (item->type == WAND) 1612 if (item->type == WAND)
1635 { 1613 {
1636 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1637 { 1615 {
1638 object *tmp;
1639
1640 if (item->arch) 1616 if (item->arch)
1641 { 1617 {
1642 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1643 item->face = item->arch->face; 1619 item->face = item->arch->face;
1644 item->set_speed (0); 1620 item->set_speed (0);
1645 } 1621 }
1646 1622
1647 if (object *pl = item->visible_to ()) 1623 if (object *pl = item->visible_to ())
1654} 1630}
1655 1631
1656/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1657 */ 1633 */
1658bool 1634bool
1659fire (object *op, int dir) 1635fire (object *who, int dir)
1660{ 1636{
1661 int spellcost = 0; 1637 int spellcost = 0;
1662 1638
1663 player *pl = op->contr; 1639 player *pl = who->contr;
1664 1640
1665 if (pl->golem) 1641 if (pl->golem)
1666 { 1642 {
1667 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1668 return false; 1644 return false;
1669 } 1645 }
1670 1646
1671 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1672 1648
1673 if (!ob) 1649 if (!ob)
1674 return false; 1650 return false;
1675 1651
1676 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1677 --op->speed_left; 1653 --who->speed_left;
1678 else 1654 else
1679 return false; 1655 return false;
1680 1656
1681 if (!op->apply (ob)) 1657 if (!who->apply (ob))
1682 return false; 1658 return false;
1683 1659
1684 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1685 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1686 make_visible (op); 1662 make_visible (who);
1687 1663
1688 switch (ob->type) 1664 switch (ob->type)
1689 { 1665 {
1690 case BOW: 1666 case BOW:
1691 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1692 break; 1668 break;
1693 1669
1694 case SPELL: 1670 case SPELL:
1695 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);
1696 break; 1672 break;
1697 1673
1698 case BUILDER: 1674 case BUILDER:
1699 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1700 break; 1676 break;
1701 1677
1702 case SKILL: 1678 case SKILL:
1703 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1704 break; 1680 break;
1705 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1706 default: 1686 default:
1707 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1708 break; 1688 break;
1709 } 1689 }
1710 1690
1711 return true; 1691 return true;
1712} 1692}
1771 * 1751 *
1772 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1773 * all the others. 1753 * all the others.
1774 */ 1754 */
1775 if (pl->contr->usekeys == key_inventory 1755 if (pl->contr->usekeys == key_inventory
1776 || !QUERY_FLAG (container, FLAG_APPLIED) 1756 || !container->flag [FLAG_APPLIED]
1777 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1778 { 1758 {
1779 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1780 "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));
1781 return NULL; 1761 return NULL;
1903 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
1904 && mon != op) 1884 && mon != op)
1905 break; 1885 break;
1906 } 1886 }
1907 1887
1908 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
1909 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 }
1910 1914
1911 mon = mon->head_ (); 1915 mon = mon->head_ ();
1912 1916
1913 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))
1914 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
1932 */ 1936 */
1933 if (op->type == PLAYER 1937 if (op->type == PLAYER
1934 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
1935 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
1936 || mon->owner == op) 1940 || mon->owner == op)
1937 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1938 { 1942 {
1939 /* 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 */
1940 if (op->contr->braced) 1944 if (op->contr->braced)
1941 return false; 1945 return false;
1942 1946
1962 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1963 * 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
1964 * attack them either. 1968 * attack them either.
1965 */ 1969 */
1966 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
1967 && (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])
1968 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
1969 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
1970 && !on_battleground)) 1974 && !on_battleground))
1971 { 1975 {
1972 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
1988 } 1992 }
1989 } 1993 }
1990 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
1991 * 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.
1992 */ 1996 */
1993 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1994 { 1998 {
1995 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
1996 { 2000 {
1997 --op->speed_left; 2001 --op->speed_left;
1998 2002
2007 * 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
2008 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2009 * 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
2010 * 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.
2011 */ 2015 */
2012 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2013 ((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)))
2014 { 2018 {
2015 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])
2016 { 2020 {
2017 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
2029} 2033}
2030 2034
2031bool 2035bool
2032move_player (object *op, int dir) 2036move_player (object *op, int dir)
2033{ 2037{
2034 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2035 return 0; 2039 return 0;
2036 2040
2037 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2038 if (dir < 0 || dir >= 9) 2042 if (dir < 0 || dir > 8)
2039 { 2043 {
2040 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2041 return 0; 2045 return 0;
2042 } 2046 }
2043 2047
2044 /* peterm: added following line */ 2048 /* peterm: added following line */
2045 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2046 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2047 2051
2048 op->facing = dir; 2052 op->facing = dir;
2049 2053
2050 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
2090 * players. 2094 * players.
2091 */ 2095 */
2092bool 2096bool
2093handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2094{ 2098{
2095 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2096 { 2100 {
2097 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2098 { 2102 {
2099 --op->speed_left; 2103 --op->speed_left;
2100 flee_player (op); 2104 flee_player (op);
2119} 2123}
2120 2124
2121static int 2125static int
2122save_life (object *op) 2126save_life (object *op)
2123{ 2127{
2124 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2125 return 0; 2129 return 0;
2126 2130
2127 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2128 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2129 { 2133 {
2130 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2131 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));
2132 2136
2133 tmp->destroy (); 2137 tmp->destroy ();
2134 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2135 2139
2136 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2137 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2138 2142
2139 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2142 op->update_stats (); 2146 op->update_stats ();
2143 return 1; 2147 return 1;
2144 } 2148 }
2145 2149
2146 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2147 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2148 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2149 return 0; 2153 return 0;
2150} 2154}
2151 2155
2152/* 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
2159{ 2163{
2160 while (op) 2164 while (op)
2161 { 2165 {
2162 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' */
2163 2167
2164 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2165 op->insert_at (env); 2169 op->insert_at (env);
2166 else if (op->inv) 2170 else if (op->inv)
2167 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2168 2172
2169 op = next; 2173 op = next;
2180void 2184void
2181do_some_living (object *op) 2185do_some_living (object *op)
2182{ 2186{
2183 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2184 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2185 int over_hp, over_sp, over_grace;
2186 int i;
2187 int rate_hp = 1200; 2189 int rate_hp = 1200;
2188 int rate_sp = 2500; 2190 int rate_sp = 2500;
2189 int rate_grace = 2000; 2191 int rate_grace = 2000;
2190 const int max_hp = 1; 2192 const int max_hp = 1;
2191 const int max_sp = 1; 2193 const int max_sp = 1;
2192 const int max_grace = 1; 2194 const int max_grace = 1;
2193 2195
2196#if 0
2194 if (op->contr->hidden) 2197 if (op->contr->hidden)
2195 { 2198 {
2196 op->invisible = 1000; 2199 op->invisible = 1000;
2197 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2198 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2199 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2200 */ 2203 */
2201 if (pticks & 2) 2204 if (server_tick & 2)
2202 op->invisible--; 2205 op->invisible--;
2203 } 2206 }
2207 else
2208#endif
2204 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2205 { 2210 {
2206 if (!op->invisible--) 2211 if (!op->invisible--)
2207 { 2212 {
2208 make_visible (op); 2213 make_visible (op);
2209 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.");
2243 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2244 { 2249 {
2245 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2246 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2247 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2248 if (max_grace > 1) 2255 if (max_grace > 1)
2249 { 2256 {
2250 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2251 if (over_grace > 0) 2259 if (over_grace > 0)
2252 { 2260 {
2253 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;
2254 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2255 op->last_grace = 0; 2262 op->last_grace = 0;
2256 } 2263 }
2257 else 2264 else
2258 { 2265 op->last_grace = rate_grace / temp;
2259 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2260 }
2261 } 2266 }
2262 else 2267 else
2263 { 2268 op->last_grace = rate_grace / temp;
2264 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2265 }
2266 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2267 } 2271 }
2268 2272
2269 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2270 { 2274 {
2276 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2277 { 2281 {
2278 op->stats.sp++; 2282 op->stats.sp++;
2279 2283
2280 /* dms do not consume food */ 2284 /* dms do not consume food */
2281 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2282 { 2286 {
2283 op->stats.food--; 2287 op->stats.food--;
2284 2288
2285 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2286 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2289 } 2293 }
2290 } 2294 }
2291 2295
2292 if (max_sp > 1) 2296 if (max_sp > 1)
2293 { 2297 {
2294 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2295 if (over_sp > 0) 2299 if (over_sp > 0)
2296 { 2300 {
2297 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2298 { 2302 {
2299 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2320 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2321 { 2325 {
2322 op->stats.hp++; 2326 op->stats.hp++;
2323 2327
2324 /* dms do not consume food */ 2328 /* dms do not consume food */
2325 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2326 { 2330 {
2327 op->stats.food--; 2331 op->stats.food--;
2328 2332
2329 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2330 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2331 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))
2332 op->stats.food = last_food; 2336 op->stats.food = last_food;
2333 } 2337 }
2334 } 2338 }
2335 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2336 if (max_hp > 1) 2342 if (max_hp > 1)
2337 { 2343 {
2338 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2339 2345
2340 if (over_hp > 0) 2346 if (over_hp > 0)
2341 { 2347 {
2342 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;
2343 op->last_heal = 0; 2349 op->last_heal = 0;
2344 } 2350 }
2345 else 2351 else
2346 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2347 } 2353 }
2348 else 2354 else
2349 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2350 } 2356 }
2351 } 2357 }
2352 2358
2353 /* Digestion */ 2359 /* Digestion */
2354 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2357 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2358 2364
2359 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);
2360 2366
2361 /* dms do not consume food */ 2367 /* dms do not consume food */
2362 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2363 op->stats.food--; 2369 op->stats.food--;
2364 } 2370 }
2365 2371
2366 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2367 { 2373 {
2368 object *flesh = 0; 2374 object *flesh = 0;
2369 2375
2370 for_inv_removable (op, tmp) 2376 for_inv_removable (op, tmp)
2371 { 2377 {
2372 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2373 continue; 2379 continue;
2374 2380
2375 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2376 { 2382 {
2377 op->statusmsg ("You blindly grab for a bite of food. " 2383 op->statusmsg ("You blindly grab for a bite of food. "
2378 "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.>");
2379 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2380 2386
2381 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2382 break; 2388 break;
2383 } 2389 }
2384 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2390 */ 2396 */
2391 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2392 { 2398 {
2393 op->statusmsg ("You blindly grab for a bite of food. " 2399 op->statusmsg ("You blindly grab for a bite of food. "
2394 "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.>");
2395 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2396 } 2402 }
2397 2403
2398 // If player is still starving, alert him! 2404 // If player is still starving, alert him!
2399 if (op->stats.food < 0) 2405 if (op->stats.food < 0)
2400 op->failmsg ("You are starving! " 2406 op->failmsg ("You are starving! "
2412 op->contr->killer->destroy (); 2418 op->contr->killer->destroy ();
2413 } 2419 }
2414 } 2420 }
2415 2421
2416 /* killer should be set here already */ 2422 /* killer should be set here already */
2417 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2418 kill_player (op); 2424 kill_player (op);
2419 } 2425 }
2420} 2426}
2421 2427
2422/* 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.
2617 * difference. 2623 * difference.
2618 */ 2624 */
2619 if (this_stat >= -50) 2625 if (this_stat >= -50)
2620 { 2626 {
2621 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2622 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2623 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2624 op->update_stats (); 2630 op->update_stats ();
2625 lost_a_stat = 1; 2631 lost_a_stat = 1;
2626 } 2632 }
2627 } 2633 }
2694 if (will_kill_again) 2700 if (will_kill_again)
2695 { 2701 {
2696 object *force; 2702 object *force;
2697 int at; 2703 int at;
2698 2704
2699 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2700 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2701 force->speed = 0.1f;
2702 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2703 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2704 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2705 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2706 force->resist[at] = 100; 2713 force->resist[at] = 100;
2707 2714
2708 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2713} 2720}
2714 2721
2715static void 2722static void
2716loot_object (object *op) 2723loot_object (object *op)
2717{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2718 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2719 2726
2720 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2721 2728
2722 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2723 { 2730 {
2730 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2731 2738
2732 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2733 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2734 2741
2735 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))))
2736 { 2743 {
2737 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2738 { 2745 {
2739 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2740 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2755void 2762void
2756fix_weight () 2763fix_weight ()
2757{ 2764{
2758 for_all_players (pl) 2765 for_all_players (pl)
2759 { 2766 {
2760 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2761 2768
2762 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2763 2770
2764 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2765 { 2772 {
2830} 2837}
2831 2838
2832int 2839int
2833is_true_undead (object *op) 2840is_true_undead (object *op)
2834{ 2841{
2835 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
2836 return 1; 2843 return 1;
2837 2844
2838 return 0; 2845 return 0;
2839} 2846}
2840 2847
2938 2945
2939 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
2940 player = 1; 2947 player = 1;
2941 2948
2942 else 2949 else
2943 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
2944 2951
2945 /* search adjacent squares */ 2952 /* search adjacent squares */
2946 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
2947 { 2954 {
2948 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
2957 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)))
2958 continue; 2965 continue;
2959 2966
2960 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)
2961 { 2968 {
2962 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])
2963 return 1; 2970 return 1;
2964 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
2965 {
2966 /*don't let a hidden DM prevent you from hiding */
2967 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2968 return 1; 2972 return 1;
2969 }
2970 } 2973 }
2971 } 2974 }
2972 return 0; 2975 return 0;
2973} 2976}
2974 2977
2975/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
2976 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
2977 * 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
2978 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
2979 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
2980 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
2981 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
2982 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
2983 * 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
2984 * 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.
2985 * -b.t. 2988 * -b.t.
2986 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
2987 */ 2990 */
2988int 2991int
2989player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
2990{ 2993{
3041 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3042 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3043 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3044 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3045 { 3048 {
3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3047 { 3050 {
3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3049 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3050 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3052 { 3055 {
3053 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3205 else 3208 else
3206 j = 1; 3209 j = 1;
3207 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3208 } 3211 }
3209 } 3212 }
3213
3210 strcat (buf, "."); 3214 strcat (buf, ".");
3211 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3212 } 3216 }
3213 3217
3214 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3215 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3216 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3217 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3218 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3219 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3220 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3221 3225
3222 /* print message if there is one */ 3226 /* print message if there is one */
3223 if (item->msg != NULL) 3227 if (item->msg != NULL)
3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3225 } 3229 }
3267{ 3271{
3268 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3269 statusmsg (msg, color); 3273 statusmsg (msg, color);
3270} 3274}
3271 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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