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Comparing deliantra/server/server/player.C (file contents):
Revision 1.268 by root, Wed Apr 7 19:54:45 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 ()
126 126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128 128
129 esrv_new_player (this); 129 esrv_new_player (this);
130 130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false; 133 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
141 135
142 ob->update_stats (); // we unapplied stuff above 136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
143 activate (); 142 activate ();
144 143
145 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
147} 146}
182player::set_object (object *op) 181player::set_object (object *op)
183{ 182{
184 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
186 185
187 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
189 188
190 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
191} 190}
192 191
374 */ 373 */
375int 374int
376path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
377{ 376{
378 rv_vector rv; 377 rv_vector rv;
379 sint16 x, y;
380 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;
381 maptile *m, *lastmap;
382 379
383 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
384 381
385 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
386 return 0; 383 return 0;
387 384
388 x = mon->x; 385 mapxy pos (mon);
389 y = mon->y;
390 m = mon->map;
391 dir = rv.direction; 386 dir = rv.direction;
392 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 */
393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394 389
395 /* 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. */
396 if (diff > max) 391 if (diff > max)
397 return 0; 392 return 0;
398 393
399 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
400 { 395 {
401 lastx = x; 396 mapxy lastpos = pos;
402 lasty = y;
403 lastmap = m;
404 x = lastx + freearr_x[dir];
405 y = lasty + freearr_y[dir];
406 397
407 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
408 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
409 399
410 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
411 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
412 && (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)))
413 { 404 {
414 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
415 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
416 */ 407 */
417 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
418 if (rv.direction != dir) 409 if (rv.direction != dir)
419 { 410 {
420 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
421 * the values so it will try again. 412 * the values so it will try again.
422 */ 413 */
423 x = lastx;
424 y = lasty;
425 m = lastmap; 414 pos = lastpos;
426 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
427 } 416 }
428 else 417 else
429 { 418 {
430 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
437 */ 426 */
438 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
439 { 428 {
440 if (i == 0) 429 if (i == 0)
441 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
442 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
443 * since the direction that the creature should move in 433 * since the direction that the creature should move in
444 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
445 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
446 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
448 * 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
449 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
450 * the last direction the creature has successfully 440 * the last direction the creature has successfully
451 * moved. 441 * moved.
452 */ 442 */
453
454 x = lastx + freearr_x[absdir (lastdir + i)];
455 y = lasty + freearr_y[absdir (lastdir + i)];
456 m = lastmap; 443 pos = lastpos;
457 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
458 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
459 continue; 447 continue;
460 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
461 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
462 continue; 452 continue;
463 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
464 continue; 455 continue;
465 456
466 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
467 break; 458 break;
468 } 459 }
460
469 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
470 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
471 */ 463 */
472 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
473 return 0; 465 return 0;
466
474 diff--; 467 diff--;
475 lastdir = dir; 468 lastdir = dir;
476 max--; 469 max--;
477 if (!firstdir) 470 if (!firstdir)
478 firstdir = dir + i; 471 firstdir = dir + i;
482 { 475 {
483 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
484 diff--; 477 diff--;
485 max--; 478 max--;
486 lastdir = dir; 479 lastdir = dir;
480
487 if (!firstdir) 481 if (!firstdir)
488 firstdir = dir; 482 firstdir = dir;
489 } 483 }
490 484
491 if (diff <= 1) 485 if (diff <= 1)
492 { 486 {
493 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance. 488 * headed toward player for entire distance.
495 */ 489 */
496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 } 492 }
499 493
500 if (diff > max) 494 if (diff > max)
501 return 0; 495 return 0;
519 next = op->below; 513 next = op->below;
520 514
521 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
522 * 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
523 */ 517 */
524 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
525 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
526 520
527 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions 522 * by this player due to race restrictions
529 */ 523 */
530 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
531 { 525 {
532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
533 && 527 &&
534 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
535 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
536 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
539 { 533 {
540 op->destroy (); 534 op->destroy ();
541 continue; 535 continue;
542 } 536 }
543 } 537 }
544 538
545 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
547 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
548 */ 542 */
549 if (op->type == SKILL) 543 if (op->type == SKILL)
550 { 544 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
553 { 547 {
554 op->destroy (); 548 op->destroy ();
555 LOG (llevError,
556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
557 break; 549 break;
558 } 550 }
559 551
560 if (op->nrof > 1) 552 if (op->nrof > 1)
561 op->nrof = 1; 553 op->nrof = 1;
562 } 554 }
563 555
564 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
566 558
567 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
568 * 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
569 * merged properly. 561 * merged properly.
570 */ 562 */
571 if (need_identify (op)) 563 if (op->need_identify ())
572 { 564 {
573 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
574 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
575 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
576 } 568 }
577 569
578 if (op->type == SPELL) 570 if (op->type == SPELL)
579 { 571 {
580 op->destroy (); 572 op->destroy ();
581 continue; 573 continue;
582 } 574 }
583 else if (op->type == SKILL) 575 else if (op->type == SKILL)
584 { 576 {
585 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
586 op->stats.exp = 0; 578 op->stats.exp = 0;
587 op->level = 1; 579 op->level = 1;
588 } 580 }
589 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
590 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
591 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
592 584
593 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
594 pl->contr->link_skills (); 586 pl->contr->link_skills ();
595} 587}
614roll_stat () 606roll_stat ()
615{ 607{
616 int a[4], i, j, k; 608 int a[4], i, j, k;
617 609
618 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
619 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
620 612
621 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
622 if (a[i] < k) 614 if (a[i] < k)
623 k = a[i], j = i; 615 k = a[i], j = i;
624 616
721 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
722 if (tl) 714 if (tl)
723 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
724 716
725 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
726 INVOKE_PLAYER (LOGIN, ob->contr);
727 718
728 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
729 720
730 if (ob->msg) 721 if (ob->msg)
731 ob->msg = 0; 722 ob->msg = 0;
732 723
733 start_info (ob); 724 start_info (ob);
734 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
735 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
736 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
737 ob->update_stats (); 728 ob->update_stats ();
738 729
739 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
741 */ 732 */
742 if (*first_map_ext_path) 733 if (*first_map_ext_path)
743 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);
744 else 735 else
745 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;
746} 756}
747 757
748void 758void
749player::chargen_race_next () 759player::chargen_race_next ()
750{ 760{
788 rv_vector rv; 798 rv_vector rv;
789 799
790 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
791 { 801 {
792 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
793 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
794 return; 804 return;
795 } 805 }
796 806
797 if (!op->enemy) 807 if (!op->enemy)
798 { 808 {
799 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
800 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
801 return; 811 return;
802 } 812 }
803 813
804 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))
805 { 815 {
806 op->enemy = NULL; 816 op->enemy = NULL;
807 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
808 return; 818 return;
809 } 819 }
810 820
811 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
812 822
818 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))))
819 return; 829 return;
820 } 830 }
821 831
822 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
823 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
824 op->enemy = NULL; 834 op->enemy = NULL;
825} 835}
826 836
827/* 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.
828 * 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
920 * fighting */ 930 * fighting */
921 if (op->contr->mode & PU_INHIBIT) 931 if (op->contr->mode & PU_INHIBIT)
922 return 1; 932 return 1;
923 933
924 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 935 if (tmp->flag [FLAG_UNPAID])
926 continue; 936 continue;
927 937
928 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
929 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)
930 continue; 940 continue;
931 941
932 /* all food and drink if desired */ 942 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
934 if (op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
937 CHK_PICK_PICKUP; 947 CHK_PICK_PICKUP;
938 continue; 948 continue;
939 } 949 }
940 950
941 if (op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
942 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]))
943 { 953 {
944 CHK_PICK_PICKUP; 954 CHK_PICK_PICKUP;
945 continue; 955 continue;
946 } 956 }
947 957
985 continue; 995 continue;
986 } 996 }
987 997
988 /* pick up all magical items */ 998 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1001 && !tmp->flag [FLAG_KNOWN_CURSED])
992 { 1002 {
993 CHK_PICK_PICKUP; 1003 CHK_PICK_PICKUP;
994 continue; 1004 continue;
995 } 1005 }
996 1006
1080 continue; 1090 continue;
1081 } 1091 }
1082 1092
1083 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1086 { 1096 {
1087 CHK_PICK_PICKUP; 1097 CHK_PICK_PICKUP;
1088 continue; 1098 continue;
1089 } 1099 }
1090 1100
1145 * return 0. 1155 * return 0.
1146 */ 1156 */
1147static int 1157static int
1148action_makes_visible (object *op) 1158action_makes_visible (object *op)
1149{ 1159{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1160 if (op->invisible && op->flag [FLAG_ALIVE])
1151 { 1161 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1162 if (op->flag [FLAG_MAKE_INVIS])
1153 { 1163 {
1154 // artefact invisibility is permanent, but we still make noise 1164 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance. 1165 // this is important for game-balance.
1156 if (op->contr) 1166 if (op->contr)
1157 op->make_noise (); 1167 op->make_noise ();
1184 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp); 1196 return splay (tmp);
1187 1197
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 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))
1190 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1191 { 1201 {
1192 splay (tmp); 1202 splay (tmp);
1193 return arrow; 1203 return arrow;
1194 } 1204 }
1211 if (!type) 1221 if (!type)
1212 return NULL; 1222 return NULL;
1213 1223
1214 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1215 { 1225 {
1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1217 { 1227 {
1218 i = 0; 1228 i = 0;
1219 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1220 1230
1221 if (i > betterby) 1231 if (i > betterby)
1322 break; 1332 break;
1323 } 1333 }
1324 1334
1325 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1326 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)
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1328 break; 1338 break;
1329 } 1339 }
1330 1340
1331 if (!tmp) 1341 if (!tmp)
1332 return find_arrow (op, type); 1342 return find_arrow (op, type);
1393 { 1403 {
1394 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1395 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);
1396 /* 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 */
1397 else 1407 else
1398 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1399 1409
1400 return 0; 1410 return 0;
1401 } 1411 }
1402 } 1412 }
1403 1413
1452#endif 1462#endif
1453 1463
1454 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1455 1465
1456 /* update the speed */ 1466 /* update the speed */
1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1458 + bow->stats.dam / 7.f;
1459 1467
1460 arrow->set_speed (max (arrow->speed, 2.f));
1461 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 ));
1462 1473
1463 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;
1464 1475
1465 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1466 { 1477 {
1487 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);
1488 1499
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1490 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1492 1504
1493 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1494 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1495 1507
1496 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1599 1611
1600 if (item->type == WAND) 1612 if (item->type == WAND)
1601 { 1613 {
1602 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1603 { 1615 {
1604 object *tmp;
1605
1606 if (item->arch) 1616 if (item->arch)
1607 { 1617 {
1608 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1609 item->face = item->arch->face; 1619 item->face = item->arch->face;
1610 item->set_speed (0); 1620 item->set_speed (0);
1611 } 1621 }
1612 1622
1613 if (object *pl = item->visible_to ()) 1623 if (object *pl = item->visible_to ())
1741 * 1751 *
1742 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1743 * all the others. 1753 * all the others.
1744 */ 1754 */
1745 if (pl->contr->usekeys == key_inventory 1755 if (pl->contr->usekeys == key_inventory
1746 || !QUERY_FLAG (container, FLAG_APPLIED) 1756 || !container->flag [FLAG_APPLIED]
1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1748 { 1758 {
1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1750 "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));
1751 return NULL; 1761 return NULL;
1873 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op) 1884 && mon != op)
1875 break; 1885 break;
1876 } 1886 }
1877 1887
1878 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
1879 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 }
1880 1914
1881 mon = mon->head_ (); 1915 mon = mon->head_ ();
1882 1916
1883 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))
1884 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
1902 */ 1936 */
1903 if (op->type == PLAYER 1937 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op) 1940 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1908 { 1942 {
1909 /* 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 */
1910 if (op->contr->braced) 1944 if (op->contr->braced)
1911 return false; 1945 return false;
1912 1946
1932 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1933 * 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
1934 * attack them either. 1968 * attack them either.
1935 */ 1969 */
1936 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
1937 && (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])
1938 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
1939 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
1940 && !on_battleground)) 1974 && !on_battleground))
1941 { 1975 {
1942 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
1958 } 1992 }
1959 } 1993 }
1960 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
1961 * 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.
1962 */ 1996 */
1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1964 { 1998 {
1965 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
1966 { 2000 {
1967 --op->speed_left; 2001 --op->speed_left;
1968 2002
1977 * 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
1978 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
1979 * 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
1980 * 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.
1981 */ 2015 */
1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1983 ((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)))
1984 { 2018 {
1985 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])
1986 { 2020 {
1987 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
1999} 2033}
2000 2034
2001bool 2035bool
2002move_player (object *op, int dir) 2036move_player (object *op, int dir)
2003{ 2037{
2004 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2005 return 0; 2039 return 0;
2006 2040
2007 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2008 if (dir < 0 || dir >= 9) 2042 if (dir < 0 || dir > 8)
2009 { 2043 {
2010 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2011 return 0; 2045 return 0;
2012 } 2046 }
2013 2047
2014 /* peterm: added following line */ 2048 /* peterm: added following line */
2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2016 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2017 2051
2018 op->facing = dir; 2052 op->facing = dir;
2019 2053
2020 if (op->flag [FLAG_HIDDEN]) 2054 if (op->flag [FLAG_HIDDEN])
2060 * players. 2094 * players.
2061 */ 2095 */
2062bool 2096bool
2063handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2064{ 2098{
2065 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2066 { 2100 {
2067 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2068 { 2102 {
2069 --op->speed_left; 2103 --op->speed_left;
2070 flee_player (op); 2104 flee_player (op);
2089} 2123}
2090 2124
2091static int 2125static int
2092save_life (object *op) 2126save_life (object *op)
2093{ 2127{
2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2095 return 0; 2129 return 0;
2096 2130
2097 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2099 { 2133 {
2100 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2101 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));
2102 2136
2103 tmp->destroy (); 2137 tmp->destroy ();
2104 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2105 2139
2106 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2107 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2108 2142
2109 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2112 op->update_stats (); 2146 op->update_stats ();
2113 return 1; 2147 return 1;
2114 } 2148 }
2115 2149
2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2117 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2118 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2119 return 0; 2153 return 0;
2120} 2154}
2121 2155
2122/* 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
2129{ 2163{
2130 while (op) 2164 while (op)
2131 { 2165 {
2132 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' */
2133 2167
2134 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2135 op->insert_at (env); 2169 op->insert_at (env);
2136 else if (op->inv) 2170 else if (op->inv)
2137 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2138 2172
2139 op = next; 2173 op = next;
2150void 2184void
2151do_some_living (object *op) 2185do_some_living (object *op)
2152{ 2186{
2153 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2154 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2155 int over_hp, over_sp, over_grace;
2156 int i;
2157 int rate_hp = 1200; 2189 int rate_hp = 1200;
2158 int rate_sp = 2500; 2190 int rate_sp = 2500;
2159 int rate_grace = 2000; 2191 int rate_grace = 2000;
2160 const int max_hp = 1; 2192 const int max_hp = 1;
2161 const int max_sp = 1; 2193 const int max_sp = 1;
2162 const int max_grace = 1; 2194 const int max_grace = 1;
2163 2195
2196#if 0
2164 if (op->contr->hidden) 2197 if (op->contr->hidden)
2165 { 2198 {
2166 op->invisible = 1000; 2199 op->invisible = 1000;
2167 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2168 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2170 */ 2203 */
2171 if (pticks & 2) 2204 if (server_tick & 2)
2172 op->invisible--; 2205 op->invisible--;
2173 } 2206 }
2207 else
2208#endif
2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2175 { 2210 {
2176 if (!op->invisible--) 2211 if (!op->invisible--)
2177 { 2212 {
2178 make_visible (op); 2213 make_visible (op);
2179 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.");
2213 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2214 { 2249 {
2215 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2216 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2217 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2218 if (max_grace > 1) 2255 if (max_grace > 1)
2219 { 2256 {
2220 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2221 if (over_grace > 0) 2259 if (over_grace > 0)
2222 { 2260 {
2223 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;
2224 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2225 op->last_grace = 0; 2262 op->last_grace = 0;
2226 } 2263 }
2227 else 2264 else
2228 { 2265 op->last_grace = rate_grace / temp;
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2230 }
2231 } 2266 }
2232 else 2267 else
2233 { 2268 op->last_grace = rate_grace / temp;
2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2235 }
2236 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2237 } 2271 }
2238 2272
2239 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2240 { 2274 {
2246 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2247 { 2281 {
2248 op->stats.sp++; 2282 op->stats.sp++;
2249 2283
2250 /* dms do not consume food */ 2284 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2252 { 2286 {
2253 op->stats.food--; 2287 op->stats.food--;
2254 2288
2255 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2256 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2259 } 2293 }
2260 } 2294 }
2261 2295
2262 if (max_sp > 1) 2296 if (max_sp > 1)
2263 { 2297 {
2264 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0) 2299 if (over_sp > 0)
2266 { 2300 {
2267 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2268 { 2302 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2290 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2291 { 2325 {
2292 op->stats.hp++; 2326 op->stats.hp++;
2293 2327
2294 /* dms do not consume food */ 2328 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2296 { 2330 {
2297 op->stats.food--; 2331 op->stats.food--;
2298 2332
2299 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2301 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))
2302 op->stats.food = last_food; 2336 op->stats.food = last_food;
2303 } 2337 }
2304 } 2338 }
2305 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2306 if (max_hp > 1) 2342 if (max_hp > 1)
2307 { 2343 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2309 2345
2310 if (over_hp > 0) 2346 if (over_hp > 0)
2311 { 2347 {
2312 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;
2313 op->last_heal = 0; 2349 op->last_heal = 0;
2314 } 2350 }
2315 else 2351 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2317 } 2353 }
2318 else 2354 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2320 } 2356 }
2321 } 2357 }
2322 2358
2323 /* Digestion */ 2359 /* Digestion */
2324 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2327 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2328 2364
2329 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);
2330 2366
2331 /* dms do not consume food */ 2367 /* dms do not consume food */
2332 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2333 op->stats.food--; 2369 op->stats.food--;
2334 } 2370 }
2335 2371
2336 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2337 { 2373 {
2338 object *flesh = 0; 2374 object *flesh = 0;
2339 2375
2340 for_inv_removable (op, tmp) 2376 for_inv_removable (op, tmp)
2341 { 2377 {
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2343 continue; 2379 continue;
2344 2380
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2346 { 2382 {
2347 op->statusmsg ("You blindly grab for a bite of food. " 2383 op->statusmsg ("You blindly grab for a bite of food. "
2382 op->contr->killer->destroy (); 2418 op->contr->killer->destroy ();
2383 } 2419 }
2384 } 2420 }
2385 2421
2386 /* killer should be set here already */ 2422 /* killer should be set here already */
2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2388 kill_player (op); 2424 kill_player (op);
2389 } 2425 }
2390} 2426}
2391 2427
2392/* 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.
2587 * difference. 2623 * difference.
2588 */ 2624 */
2589 if (this_stat >= -50) 2625 if (this_stat >= -50)
2590 { 2626 {
2591 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2592 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2594 op->update_stats (); 2630 op->update_stats ();
2595 lost_a_stat = 1; 2631 lost_a_stat = 1;
2596 } 2632 }
2597 } 2633 }
2664 if (will_kill_again) 2700 if (will_kill_again)
2665 { 2701 {
2666 object *force; 2702 object *force;
2667 int at; 2703 int at;
2668 2704
2669 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2670 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2671 force->speed = 0.1f;
2672 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2673 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2674 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2675 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2676 force->resist[at] = 100; 2713 force->resist[at] = 100;
2677 2714
2678 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2683} 2720}
2684 2721
2685static void 2722static void
2686loot_object (object *op) 2723loot_object (object *op)
2687{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2688 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2689 2726
2690 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2691 2728
2692 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2693 { 2730 {
2700 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2701 2738
2702 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2703 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2704 2741
2705 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))))
2706 { 2743 {
2707 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2708 { 2745 {
2709 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2710 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2725void 2762void
2726fix_weight () 2763fix_weight ()
2727{ 2764{
2728 for_all_players (pl) 2765 for_all_players (pl)
2729 { 2766 {
2730 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2731 2768
2732 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2733 2770
2734 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2735 { 2772 {
2800} 2837}
2801 2838
2802int 2839int
2803is_true_undead (object *op) 2840is_true_undead (object *op)
2804{ 2841{
2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
2806 return 1; 2843 return 1;
2807 2844
2808 return 0; 2845 return 0;
2809} 2846}
2810 2847
2908 2945
2909 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
2910 player = 1; 2947 player = 1;
2911 2948
2912 else 2949 else
2913 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
2914 2951
2915 /* search adjacent squares */ 2952 /* search adjacent squares */
2916 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
2917 { 2954 {
2918 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
2927 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)))
2928 continue; 2965 continue;
2929 2966
2930 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)
2931 { 2968 {
2932 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])
2933 return 1; 2970 return 1;
2934 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
2935 {
2936 /*don't let a hidden DM prevent you from hiding */
2937 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2938 return 1; 2972 return 1;
2939 }
2940 } 2973 }
2941 } 2974 }
2942 return 0; 2975 return 0;
2943} 2976}
2944 2977
2945/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
2946 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
2947 * 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
2948 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
2949 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
2950 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
2951 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
2952 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
2953 * 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
2954 * 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.
2955 * -b.t. 2988 * -b.t.
2956 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
2957 */ 2990 */
2958int 2991int
2959player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
2960{ 2993{
3011 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3012 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3013 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3014 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3015 { 3048 {
3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3017 { 3050 {
3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3019 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3022 { 3055 {
3023 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3181 strcat (buf, "."); 3214 strcat (buf, ".");
3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3183 } 3216 }
3184 3217
3185 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3186 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3187 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3188 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3189 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3190 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3191 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3192 3225
3193 /* print message if there is one */ 3226 /* print message if there is one */
3194 if (item->msg != NULL) 3227 if (item->msg != NULL)
3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3196 } 3229 }
3238{ 3271{
3239 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color); 3273 statusmsg (msg, color);
3241} 3274}
3242 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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