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Comparing deliantra/server/server/player.C (file contents):
Revision 1.246 by root, Wed Nov 11 04:45:23 2009 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26
27#include <algorithm>
28#include <functional>
26 29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80 80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
110 link_skills (); 108 link_skills ();
111 109
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
133 ob->update_stats (); 136 ob->update_stats ();
134 137
135 ns->floorbox_update (); 138 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
178player::set_object (object *op) 181player::set_object (object *op)
179{ 182{
180 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
182 185
183 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
184 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
185 188
186 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
187
188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
195 {
196 case SKILL:
197 ob->flag [FLAG_APPLIED] = false;
198 break;
199
200 case WAND:
201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
210 }
211
212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
213 ob->deactivate (); // change_weapon activates, fix this better
214} 190}
215 191
216void 192void
217player::set_observe (object *op) 193player::set_observe (object *op)
218{ 194{
258 234
259 attachable::do_destroy (); 235 attachable::do_destroy ();
260 236
261 if (ob) 237 if (ob)
262 { 238 {
263 ob->destroy_inv (false); 239 ob->contr = 0;
264 ob->destroy (); 240 ob->destroy ();
265 } 241 }
266 242
267 ob = observe = viewpoint = 0; 243 ob = observe = viewpoint = 0;
268} 244}
308player * 284player *
309player::create () 285player::create ()
310{ 286{
311 player *pl = new player; 287 player *pl = new player;
312 288
313 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
314 290
315 pl->ob->roll_stats (); 291 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2; 292 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */ 293 pl->ob->run_away = 25; /* Then we panick... */
318 294
354#endif 330#endif
355 return op; 331 return op;
356} 332}
357 333
358/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
359 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
360 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
361 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
362 * the deviation is 338 * the deviation is
363 */ 339 */
364#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
400 */ 376 */
401int 377int
402path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
403{ 379{
404 rv_vector rv; 380 rv_vector rv;
405 sint16 x, y;
406 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
407 maptile *m, *lastmap;
408 382
409 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
410 384
411 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
412 return 0; 386 return 0;
413 387
414 x = mon->x; 388 mapxy pos (mon);
415 y = mon->y;
416 m = mon->map;
417 dir = rv.direction; 389 dir = rv.direction;
418 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420 392
421 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
422 if (diff > max) 394 if (diff > max)
423 return 0; 395 return 0;
424 396
425 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
426 { 398 {
427 lastx = x; 399 mapxy lastpos = pos;
428 lasty = y;
429 lastmap = m;
430 x = lastx + freearr_x[dir];
431 y = lasty + freearr_y[dir];
432 400
433 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
434 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
435 402
436 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
437 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
438 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
439 { 407 {
440 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
441 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
442 */ 410 */
443 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
444 if (rv.direction != dir) 412 if (rv.direction != dir)
445 { 413 {
446 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
447 * the values so it will try again. 415 * the values so it will try again.
448 */ 416 */
449 x = lastx;
450 y = lasty;
451 m = lastmap; 417 pos = lastpos;
452 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
453 } 419 }
454 else 420 else
455 { 421 {
456 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
457 * either the left or right. 423 * either the left or right.
458 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
459 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
460 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
461 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
462 * stepping back and forth 428 * stepping back and forth
463 */ 429 */
464 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
465 { 431 {
466 if (i == 0) 432 if (i == 0)
467 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
468 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
469 * since the direction that the creature should move in 436 * since the direction that the creature should move in
470 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
471 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
472 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
474 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
475 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
476 * the last direction the creature has successfully 443 * the last direction the creature has successfully
477 * moved. 444 * moved.
478 */ 445 */
479
480 x = lastx + freearr_x[absdir (lastdir + i)];
481 y = lasty + freearr_y[absdir (lastdir + i)];
482 m = lastmap; 446 pos = lastpos;
483 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
484 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
485 continue; 450 continue;
486 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
487 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
488 continue; 455 continue;
489 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
490 continue; 458 continue;
491 459
492 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
493 break; 461 break;
494 } 462 }
463
495 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
496 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
497 */ 466 */
498 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
499 return 0; 468 return 0;
469
500 diff--; 470 diff--;
501 lastdir = dir; 471 lastdir = dir;
502 max--; 472 max--;
503 if (!firstdir) 473 if (!firstdir)
504 firstdir = dir + i; 474 firstdir = dir + i;
508 { 478 {
509 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
510 diff--; 480 diff--;
511 max--; 481 max--;
512 lastdir = dir; 482 lastdir = dir;
483
513 if (!firstdir) 484 if (!firstdir)
514 firstdir = dir; 485 firstdir = dir;
515 } 486 }
516 487
517 if (diff <= 1) 488 if (diff <= 1)
518 { 489 {
519 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
520 * headed toward player for entire distance. 491 * headed toward player for entire distance.
521 */ 492 */
522 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
524 } 495 }
525 496
526 if (diff > max) 497 if (diff > max)
527 return 0; 498 return 0;
543 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
544 { 515 {
545 next = op->below; 516 next = op->below;
546 517
547 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
548 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
549 */ 520 */
550 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
551 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
552 523
553 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
554 * by this player due to race restrictions 525 * by this player due to race restrictions
555 */ 526 */
556 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
557 { 528 {
558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 529 if ((!pl->flag [FLAG_USE_ARMOUR]
559 && 530 &&
560 (op->type == ARMOUR || op->type == BOOTS 531 (op->type == ARMOUR || op->type == BOOTS
561 || op->type == CLOAK || op->type == HELMET 532 || op->type == CLOAK || op->type == HELMET
562 || op->type == SHIELD || op->type == GLOVES 533 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE)) 534 || op->type == BRACERS || op->type == GIRDLE))
564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
565 { 536 {
566 op->destroy (); 537 op->destroy ();
567 continue; 538 continue;
568 } 539 }
569 } 540 }
570 541
571 /* Here we remove duplicated skills (as duplicated spell objects have 542 /* Here we remove duplicated skills (as duplicated spell objects have
572 * _very_ confusing effects for players), which could for instance be 543 * _very_ confusing effects for players), which could for instance be
573 * generated by bad treasurelists. - elmex 544 * generated by multiple treasurelists specifying the same skills.
574 */ 545 */
575 if (op->type == SKILL) 546 if (op->type == SKILL)
576 { 547 {
577 for (object *tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
578 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
579 { 550 {
580 op->destroy (); 551 op->destroy ();
581 LOG (llevError,
582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
583 break; 552 break;
584 } 553 }
585 554
586 if (op->nrof > 1) 555 if (op->nrof > 1)
587 op->nrof = 1; 556 op->nrof = 1;
588 } 557 }
589 558
590 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
592 561
593 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
594 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
595 * merged properly. 564 * merged properly.
596 */ 565 */
597 if (need_identify (op)) 566 if (op->need_identify ())
598 { 567 {
599 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
600 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
601 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
602 } 571 }
603 572
604 if (op->type == SPELL) 573 if (op->type == SPELL)
605 { 574 {
606 op->destroy (); 575 op->destroy ();
607 continue; 576 continue;
608 } 577 }
609 else if (op->type == SKILL) 578 else if (op->type == SKILL)
610 { 579 {
611 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
612 op->stats.exp = 0; 581 op->stats.exp = 0;
613 op->level = 1; 582 op->level = 1;
614 } 583 }
615 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
616 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
617 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
618 587
619 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
620 pl->contr->link_skills (); 589 pl->contr->link_skills ();
621} 590}
635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
636} 605}
637 606
638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
639static int 608static int
640roll_stat (void) 609roll_stat ()
641{ 610{
642 int a[4], i, j, k; 611 int a[4], i, j, k;
643 612
644 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
645 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
646 615
647 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
648 if (a[i] < k) 617 if (a[i] < k)
649 k = a[i], j = i; 618 k = a[i], j = i;
650 619
747 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
748 if (tl) 717 if (tl)
749 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
750 719
751 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
752 INVOKE_PLAYER (LOGIN, ob->contr);
753 721
754 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
755 723
756 if (ob->msg) 724 if (ob->msg)
757 ob->msg = 0; 725 ob->msg = 0;
758 726
759 start_info (ob); 727 start_info (ob);
760 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
761 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
762 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
763 ob->update_stats (); 731 ob->update_stats ();
764 732
765 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
767 */ 735 */
768 if (*first_map_ext_path) 736 if (*first_map_ext_path)
769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
770 else 738 else
771 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
772} 759}
773 760
774void 761void
775player::chargen_race_next () 762player::chargen_race_next ()
776{ 763{
814 rv_vector rv; 801 rv_vector rv;
815 802
816 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
817 { 804 {
818 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
819 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
820 return; 807 return;
821 } 808 }
822 809
823 if (!op->enemy) 810 if (!op->enemy)
824 { 811 {
825 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
826 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
827 return; 814 return;
828 } 815 }
829 816
830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
831 { 818 {
832 op->enemy = NULL; 819 op->enemy = NULL;
833 CLEAR_FLAG (op, FLAG_SCARED); 820 op->clr_flag (FLAG_SCARED);
834 return; 821 return;
835 } 822 }
836 823
837 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
838 825
839 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
840 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
841 { 828 {
842 int m = 1 - rndm (2) * 2; 829 int m = 1 - rndm (2) * 2;
843 830
844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
845 return; 832 return;
846 } 833 }
847 834
848 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
849 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
850 op->enemy = NULL; 837 op->enemy = NULL;
851} 838}
852 839
853/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
854 * It returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
859{ 846{
860 object *tmp, *next; 847 object *tmp, *next;
861 int stop = 0; 848 int stop = 0;
862 int wvratio; 849 int wvratio;
863 850
864 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
865 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
866 return 1; 853 return 1;
867 854
868 next = op->below; 855 next = op->below;
869 856
946 * fighting */ 933 * fighting */
947 if (op->contr->mode & PU_INHIBIT) 934 if (op->contr->mode & PU_INHIBIT)
948 return 1; 935 return 1;
949 936
950 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 938 if (tmp->flag [FLAG_UNPAID])
952 continue; 939 continue;
953 940
954 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
956 continue; 943 continue;
957 944
958 /* all food and drink if desired */ 945 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
960 if (op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
963 CHK_PICK_PICKUP; 950 CHK_PICK_PICKUP;
964 continue; 951 continue;
965 } 952 }
966 953
967 if (op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
969 { 956 {
970 CHK_PICK_PICKUP; 957 CHK_PICK_PICKUP;
971 continue; 958 continue;
972 } 959 }
973 960
1000 continue; 987 continue;
1001 } 988 }
1002 989
1003 /* wands/staves/rods/horns */ 990 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE) 991 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 992 if (tmp->type == WAND
993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
1006 { 996 {
1007 CHK_PICK_PICKUP; 997 CHK_PICK_PICKUP;
1008 continue; 998 continue;
1009 } 999 }
1010 1000
1011 /* pick up all magical items */ 1001 /* pick up all magical items */
1012 if (op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1013 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1014 { 1005 {
1015 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1016 continue; 1007 continue;
1017 } 1008 }
1018 1009
1025 } 1016 }
1026 } 1017 }
1027 1018
1028 /* rings & amulets - talismans seems to be typed AMULET */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1029 if (op->contr->mode & PU_JEWELS) 1020 if (op->contr->mode & PU_JEWELS)
1030 if (tmp->type == RING || tmp->type == AMULET) 1021 if (tmp->type == RING
1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1031 { 1025 {
1032 CHK_PICK_PICKUP; 1026 CHK_PICK_PICKUP;
1033 continue; 1027 continue;
1034 } 1028 }
1035 1029
1084 CHK_PICK_PICKUP; 1078 CHK_PICK_PICKUP;
1085 continue; 1079 continue;
1086 } 1080 }
1087 1081
1088 if (op->contr->mode & PU_GLOVES) 1082 if (op->contr->mode & PU_GLOVES)
1089 if (tmp->type == GLOVES) 1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1090 { 1084 {
1091 CHK_PICK_PICKUP; 1085 CHK_PICK_PICKUP;
1092 continue; 1086 continue;
1093 } 1087 }
1094 1088
1099 continue; 1093 continue;
1100 } 1094 }
1101 1095
1102 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1103 if (op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1104 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1105 { 1099 {
1106 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1107 continue; 1101 continue;
1108 } 1102 }
1109 1103
1158} 1152}
1159 1153
1160/* routine for both players and monsters. We call this when 1154/* routine for both players and monsters. We call this when
1161 * there is a possibility for our action distrubing our hiding 1155 * there is a possibility for our action distrubing our hiding
1162 * place or invisiblity spell. Artefact invisiblity causes 1156 * place or invisiblity spell. Artefact invisiblity causes
1163 * "noise" instead. If we arent invisible to begin with, we 1157 * "noise" instead. If we arent invisible to begin with, we
1164 * return 0. 1158 * return 0.
1165 */ 1159 */
1166static int 1160static int
1167action_makes_visible (object *op) 1161action_makes_visible (object *op)
1168{ 1162{
1169 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1163 if (op->invisible && op->flag [FLAG_ALIVE])
1170 { 1164 {
1171 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1165 if (op->flag [FLAG_MAKE_INVIS])
1172 { 1166 {
1173 // artefact invisibility is permanent, but we still make noise 1167 // artefact invisibility is permanent, but we still make noise
1174 // this is important for game-balance. 1168 // this is important for game-balance.
1175 if (op->contr) 1169 if (op->contr)
1176 op->make_noise (); 1170 op->make_noise ();
1192 return 0; 1186 return 0;
1193} 1187}
1194 1188
1195/* 1189/*
1196 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1197 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1198 * found object is returned. 1192 * found object is returned.
1199 */ 1193 */
1200static object * 1194static object *
1201find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1202{ 1196{
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1205 return splay (tmp); 1199 return splay (tmp);
1206 1200
1207 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1208 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1209 if (object *arrow = find_arrow (tmp, type)) 1203 if (object *arrow = find_arrow (tmp, type))
1210 { 1204 {
1211 splay (tmp); 1205 splay (tmp);
1212 return arrow; 1206 return arrow;
1213 } 1207 }
1230 if (!type) 1224 if (!type)
1231 return NULL; 1225 return NULL;
1232 1226
1233 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1234 { 1228 {
1235 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1236 { 1230 {
1237 i = 0; 1231 i = 0;
1238 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1239 1233
1240 if (i > betterby) 1234 if (i > betterby)
1341 break; 1335 break;
1342 } 1336 }
1343 1337
1344 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1347 break; 1341 break;
1348 } 1342 }
1349 1343
1350 if (!tmp) 1344 if (!tmp)
1351 return find_arrow (op, type); 1345 return find_arrow (op, type);
1355 1349
1356 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1357} 1351}
1358 1352
1359/* 1353/*
1360 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1361 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1362 * op is the object firing the bow. 1356 * op is the object firing the bow.
1363 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1364 * dir is the direction of fire. 1358 * dir is the direction of fire.
1365 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1412 { 1406 {
1413 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1414 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1415 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1416 else 1410 else
1417 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1418 1412
1419 return 0; 1413 return 0;
1420 } 1414 }
1421 } 1415 }
1422 1416
1471#endif 1465#endif
1472 1466
1473 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1474 1468
1475 /* update the speed */ 1469 /* update the speed */
1476 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f;
1478 1470
1479 arrow->set_speed (max (arrow->speed, 2.f));
1480 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1481 1476
1482 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1483 1478
1484 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1485 { 1480 {
1506 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1507 1502
1508 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1509 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1510 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1511 1507
1512 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1513 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1514 1510
1515 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1578 { 1574 {
1579 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1580 return; 1576 return;
1581 } 1577 }
1582 1578
1583 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1584 return; 1580 return;
1585 1581
1586 if (item->type == WAND) 1582 if (item->type == WAND)
1587 { 1583 {
1588 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1618 1614
1619 if (item->type == WAND) 1615 if (item->type == WAND)
1620 { 1616 {
1621 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1622 { 1618 {
1623 object *tmp;
1624
1625 if (item->arch) 1619 if (item->arch)
1626 { 1620 {
1627 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1628 item->face = item->arch->face; 1622 item->face = item->arch->face;
1629 item->set_speed (0); 1623 item->set_speed (0);
1630 } 1624 }
1631 1625
1632 if (object *pl = item->visible_to ()) 1626 if (object *pl = item->visible_to ())
1639} 1633}
1640 1634
1641/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1642 */ 1636 */
1643bool 1637bool
1644fire (object *op, int dir) 1638fire (object *who, int dir)
1645{ 1639{
1646 int spellcost = 0; 1640 int spellcost = 0;
1647 1641
1648 player *pl = op->contr; 1642 player *pl = who->contr;
1649 1643
1650 if (pl->golem) 1644 if (pl->golem)
1651 { 1645 {
1652 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1653 return false; 1647 return false;
1654 } 1648 }
1655 1649
1656 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1657 1651
1658 if (!ob) 1652 if (!ob)
1659 return false; 1653 return false;
1660 1654
1661 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1662 --op->speed_left; 1656 --who->speed_left;
1663 else 1657 else
1664 return false; 1658 return false;
1665 1659
1666 if (!op->change_weapon (ob)) 1660 if (!who->apply (ob))
1667 return false; 1661 return false;
1668 1662
1669 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1670 if (action_makes_visible (op)) 1664 if (action_makes_visible (who))
1671 make_visible (op); 1665 make_visible (who);
1672 1666
1673 switch (ob->type) 1667 switch (ob->type)
1674 { 1668 {
1675 case BOW: 1669 case BOW:
1676 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1677 break; 1671 break;
1678 1672
1679 case SPELL: 1673 case SPELL:
1680 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1681 break; 1675 break;
1682 1676
1683 case BUILDER: 1677 case BUILDER:
1684 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1685 break; 1679 break;
1686 1680
1687 case SKILL: 1681 case SKILL:
1688 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1689 break; 1683 break;
1690 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1691 default: 1689 default:
1692 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1693 break; 1691 break;
1694 } 1692 }
1695 1693
1696 return true; 1694 return true;
1697} 1695}
1709 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1710 { 1708 {
1711 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1712 break; 1710 break;
1713 1711
1714 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1715 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1716 */ 1714 */
1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1718 break; 1716 break;
1719 } 1717 }
1756 * 1754 *
1757 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1758 * all the others. 1756 * all the others.
1759 */ 1757 */
1760 if (pl->contr->usekeys == key_inventory 1758 if (pl->contr->usekeys == key_inventory
1761 || !QUERY_FLAG (container, FLAG_APPLIED) 1759 || !container->flag [FLAG_APPLIED]
1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1763 { 1761 {
1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1766 return NULL; 1764 return NULL;
1773/* find_key 1771/* find_key
1774 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1778 * pl is the player, 1776 * pl is the player,
1779 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1782 */ 1780 */
1783object * 1781object *
1784find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1850 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
1851 */ 1849 */
1852bool 1850bool
1853move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
1854{ 1852{
1855 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1856 { 1854 {
1857 --op->speed_left; 1855 --op->speed_left;
1858 return true; 1856 return true;
1859 } 1857 }
1860 1858
1861 int on_battleground;
1862
1863 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
1864 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
1865
1866 on_battleground = op_on_battleground (op, 0, 0);
1867 1861
1868 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
1869 return false; 1863 return false;
1870 1864
1871 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
1892 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1893 && mon != op) 1887 && mon != op)
1894 break; 1888 break;
1895 } 1889 }
1896 1890
1897 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1898 return false; /* into a wall */ 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
1899 1917
1900 mon = mon->head_ (); 1918 mon = mon->head_ ();
1901 1919
1902 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1903 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
1921 */ 1939 */
1922 if (op->type == PLAYER 1940 if (op->type == PLAYER
1923 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
1924 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
1925 || mon->owner == op) 1943 || mon->owner == op)
1926 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1927 { 1945 {
1928 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
1929 if (op->contr->braced) 1947 if (op->contr->braced)
1930 return false; 1948 return false;
1931 1949
1942 return true; 1960 return true;
1943 } 1961 }
1944 else 1962 else
1945 return false; 1963 return false;
1946 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
1947 1967
1948 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
1949 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
1950 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
1951 * attack them either. 1971 * attack them either.
1952 */ 1972 */
1953 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
1954 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1955 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
1956 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
1957 && !on_battleground)) 1977 && !on_battleground))
1958 { 1978 {
1959 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
1975 } 1995 }
1976 } 1996 }
1977 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
1978 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
1979 */ 1999 */
1980 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1981 { 2001 {
1982 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
1983 { 2003 {
1984 --op->speed_left; 2004 --op->speed_left;
1985 2005
1994 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
1995 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
1996 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
1997 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
1998 */ 2018 */
1999 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2000 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2001 { 2021 {
2002 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2003 { 2023 {
2004 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2016} 2036}
2017 2037
2018bool 2038bool
2019move_player (object *op, int dir) 2039move_player (object *op, int dir)
2020{ 2040{
2021 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2022 return 0; 2042 return 0;
2023 2043
2024 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2025 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2026 { 2046 {
2027 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2028 return 0; 2048 return 0;
2029 } 2049 }
2030 2050
2031 /* peterm: added following line */ 2051 /* peterm: added following line */
2032 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2033 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2034 2054
2035 op->facing = dir; 2055 op->facing = dir;
2036 2056
2037 if (op->flag [FLAG_HIDDEN]) 2057 if (op->flag [FLAG_HIDDEN])
2077 * players. 2097 * players.
2078 */ 2098 */
2079bool 2099bool
2080handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2081{ 2101{
2082 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2083 { 2103 {
2084 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2085 { 2105 {
2086 --op->speed_left; 2106 --op->speed_left;
2087 flee_player (op); 2107 flee_player (op);
2106} 2126}
2107 2127
2108static int 2128static int
2109save_life (object *op) 2129save_life (object *op)
2110{ 2130{
2111 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2112 return 0; 2132 return 0;
2113 2133
2114 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2115 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2116 { 2136 {
2117 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2118 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2119 2139
2120 tmp->destroy (); 2140 tmp->destroy ();
2121 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2122 2142
2123 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2124 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2125 2145
2126 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2127 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2128 2148
2129 op->update_stats (); 2149 op->update_stats ();
2130 return 1; 2150 return 1;
2131 } 2151 }
2132 2152
2133 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2134 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2135 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2136 return 0; 2156 return 0;
2137} 2157}
2138 2158
2139/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2146{ 2166{
2147 while (op) 2167 while (op)
2148 { 2168 {
2149 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2150 2170
2151 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2152 op->insert_at (env); 2172 op->insert_at (env);
2153 else if (op->inv) 2173 else if (op->inv)
2154 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2155 2175
2156 op = next; 2176 op = next;
2167void 2187void
2168do_some_living (object *op) 2188do_some_living (object *op)
2169{ 2189{
2170 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2171 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2172 int over_hp, over_sp, over_grace;
2173 int i;
2174 int rate_hp = 1200; 2192 int rate_hp = 1200;
2175 int rate_sp = 2500; 2193 int rate_sp = 2500;
2176 int rate_grace = 2000; 2194 int rate_grace = 2000;
2177 const int max_hp = 1; 2195 const int max_hp = 1;
2178 const int max_sp = 1; 2196 const int max_sp = 1;
2179 const int max_grace = 1; 2197 const int max_grace = 1;
2180 2198
2199#if 0
2181 if (op->contr->hidden) 2200 if (op->contr->hidden)
2182 { 2201 {
2183 op->invisible = 1000; 2202 op->invisible = 1000;
2184 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2185 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2187 */ 2206 */
2188 if (pticks & 2) 2207 if (server_tick & 2)
2189 op->invisible--; 2208 op->invisible--;
2190 } 2209 }
2210 else
2211#endif
2191 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2192 { 2213 {
2193 if (!op->invisible--) 2214 if (!op->invisible--)
2194 { 2215 {
2195 make_visible (op); 2216 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2230 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2231 { 2252 {
2232 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2233 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2234 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2235 if (max_grace > 1) 2258 if (max_grace > 1)
2236 { 2259 {
2237 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2238 if (over_grace > 0) 2262 if (over_grace > 0)
2239 { 2263 {
2240 op->stats.sp += over_grace 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2241 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2242 op->last_grace = 0; 2265 op->last_grace = 0;
2243 } 2266 }
2244 else 2267 else
2245 { 2268 op->last_grace = rate_grace / temp;
2246 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2247 }
2248 } 2269 }
2249 else 2270 else
2250 { 2271 op->last_grace = rate_grace / temp;
2251 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2252 }
2253 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2254 } 2274 }
2255 2275
2256 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2257 { 2277 {
2263 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2264 { 2284 {
2265 op->stats.sp++; 2285 op->stats.sp++;
2266 2286
2267 /* dms do not consume food */ 2287 /* dms do not consume food */
2268 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2269 { 2289 {
2270 op->stats.food--; 2290 op->stats.food--;
2271 2291
2272 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2273 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2276 } 2296 }
2277 } 2297 }
2278 2298
2279 if (max_sp > 1) 2299 if (max_sp > 1)
2280 { 2300 {
2281 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2282 if (over_sp > 0) 2302 if (over_sp > 0)
2283 { 2303 {
2284 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2285 { 2305 {
2286 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2308 { 2328 {
2309 op->stats.hp++; 2329 op->stats.hp++;
2310 2330
2311 /* dms do not consume food */ 2331 /* dms do not consume food */
2312 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2313 { 2333 {
2314 op->stats.food--; 2334 op->stats.food--;
2315 2335
2316 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2317 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2318 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2319 op->stats.food = last_food; 2339 op->stats.food = last_food;
2320 } 2340 }
2321 } 2341 }
2322 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2323 if (max_hp > 1) 2345 if (max_hp > 1)
2324 { 2346 {
2325 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2326 2348
2327 if (over_hp > 0) 2349 if (over_hp > 0)
2328 { 2350 {
2329 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2330 op->last_heal = 0; 2352 op->last_heal = 0;
2331 } 2353 }
2332 else 2354 else
2333 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2334 } 2356 }
2335 else 2357 else
2336 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2337 } 2359 }
2338 } 2360 }
2339 2361
2340 /* Digestion */ 2362 /* Digestion */
2341 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2344 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2345 2367
2346 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2347 2369
2348 /* dms do not consume food */ 2370 /* dms do not consume food */
2349 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2350 op->stats.food--; 2372 op->stats.food--;
2351 } 2373 }
2352 2374
2353 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2354 { 2376 {
2355 object *flesh = 0; 2377 object *flesh = 0;
2356 2378
2357 for_inv_removable (op, tmp) 2379 for_inv_removable (op, tmp)
2358 { 2380 {
2359 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2360 continue; 2382 continue;
2361 2383
2362 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2363 { 2385 {
2364 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2365 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2366 manual_apply (op, tmp, 0); 2388 op->apply (tmp);
2367 2389
2368 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2369 break; 2391 break;
2370 } 2392 }
2371 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2377 */ 2399 */
2378 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2379 { 2401 {
2380 op->statusmsg ("You blindly grab for a bite of food. " 2402 op->statusmsg ("You blindly grab for a bite of food. "
2381 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2382 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2383 } 2405 }
2384 2406
2385 // If player is still starving, alert him! 2407 // If player is still starving, alert him!
2386 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2387 op->failmsg ("You are starving! " 2409 op->failmsg ("You are starving! "
2399 op->contr->killer->destroy (); 2421 op->contr->killer->destroy ();
2400 } 2422 }
2401 } 2423 }
2402 2424
2403 /* killer should be set here already */ 2425 /* killer should be set here already */
2404 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2405 kill_player (op); 2427 kill_player (op);
2406 } 2428 }
2407} 2429}
2408 2430
2409/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2443 cure_disease (op, 0, 0); /* remove any disease */ 2465 cure_disease (op, 0, 0); /* remove any disease */
2444 2466
2445 max_it (op->stats.hp , op->stats.maxhp); 2467 max_it (op->stats.hp , op->stats.maxhp);
2446 max_it (op->stats.sp , op->stats.maxsp); 2468 max_it (op->stats.sp , op->stats.maxsp);
2447 max_it (op->stats.grace, op->stats.maxgrace); 2469 max_it (op->stats.grace, op->stats.maxgrace);
2448
2449 if (op->stats.food <= 0) 2470 max_it (op->stats.food , 200);
2450 op->stats.food = 999;
2451 2471
2452 // remove all spell effects that are active 2472 // remove all spell effects that are active
2453 // to avoid long-term effects such as word-of-recall 2473 // to avoid long-term effects such as word-of-recall
2454 for (object *item = op->inv; item; ) 2474 for (object *item = op->inv; item; )
2455 { 2475 {
2468 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2469 { 2489 {
2470 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2471 2491
2472 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2473 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2474 { 2494
2475 tmp->name = format ("%s's finger" , &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2476 tmp->name_pl = format ("%s's fingers", &op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2477 tmp->msg = format ( 2497 tmp->msg = format (
2478 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2479 &op->name, op->contr->title, 2499 &op->name, op->contr->title,
2480 (int)op->level, 2500 (int)op->level,
2481 op->contr->killer_name () 2501 op->contr->killer_name ()
2482 ); 2502 );
2483 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2484 tmp->material = name_to_material (shstr_organic); 2504 tmp->material = name_to_material (shstr_organic);
2485 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2486 }
2487 2506
2488 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2489 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2490 op->contr->braced = 0; 2509 op->contr->braced = 0;
2491 2510
2559 object *dep; 2578 object *dep;
2560 2579
2561 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2562 if (!dep) 2581 if (!dep)
2563 { 2582 {
2564 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2565 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2566 } 2585 }
2567 lose_this_stat = 1; 2586 lose_this_stat = 1;
2568 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2569 { 2588 {
2581 2600
2582 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2583 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2584 { 2603 {
2585 lose_this_stat = 0; 2604 lose_this_stat = 0;
2586 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2587 retain the stat. */ 2606 retain the stat. */
2588 } 2607 }
2589 else 2608 else
2590 { 2609 {
2591 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2607 * difference. 2626 * difference.
2608 */ 2627 */
2609 if (this_stat >= -50) 2628 if (this_stat >= -50)
2610 { 2629 {
2611 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2612 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2613 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2614 op->update_stats (); 2633 op->update_stats ();
2615 lost_a_stat = 1; 2634 lost_a_stat = 1;
2616 } 2635 }
2617 } 2636 }
2635#endif 2654#endif
2636 2655
2637 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2638 * exp loss on the stone. 2657 * exp loss on the stone.
2639 */ 2658 */
2640 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2641 tmp->name = format ("%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2642 tmp->name_pl = format ("%s's gravestones", &op->name); 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2643 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2644 &op->name, op->contr->title, op->contr->killer_name ()); 2663 &op->name, op->contr->title, op->contr->killer_name ());
2645 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2684 if (will_kill_again) 2703 if (will_kill_again)
2685 { 2704 {
2686 object *force; 2705 object *force;
2687 int at; 2706 int at;
2688 2707
2689 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2690 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2691 force->speed = 0.1f;
2692 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2693 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2694 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2695 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2696 force->resist[at] = 100; 2716 force->resist[at] = 100;
2697 2717
2698 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2703} 2723}
2704 2724
2705static void 2725static void
2706loot_object (object *op) 2726loot_object (object *op)
2707{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2708 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2709 2729
2710 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2711 2731
2712 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2713 { 2733 {
2720 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2721 2741
2722 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2723 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2724 2744
2725 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2726 { 2746 {
2727 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2728 { 2748 {
2729 tmp->decrease (rndm (1, tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2730 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2741 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
2742 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
2743 * was changed. 2763 * was changed.
2744 */ 2764 */
2745void 2765void
2746fix_weight (void) 2766fix_weight ()
2747{ 2767{
2748 for_all_players (pl) 2768 for_all_players (pl)
2749 { 2769 {
2750 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2751 2771
2752 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2753 2773
2754 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2755 { 2775 {
2758 } 2778 }
2759 } 2779 }
2760} 2780}
2761 2781
2762void 2782void
2763fix_luck (void) 2783fix_luck ()
2764{ 2784{
2765 for_all_players (pl) 2785 for_all_players (pl)
2766 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
2767 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
2768} 2788}
2820} 2840}
2821 2841
2822int 2842int
2823is_true_undead (object *op) 2843is_true_undead (object *op)
2824{ 2844{
2825 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
2826 return 1; 2846 return 1;
2827 2847
2828 return 0; 2848 return 0;
2829} 2849}
2830 2850
2928 2948
2929 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
2930 player = 1; 2950 player = 1;
2931 2951
2932 else 2952 else
2933 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
2934 2954
2935 /* search adjacent squares */ 2955 /* search adjacent squares */
2936 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
2937 { 2957 {
2938 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
2947 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2948 continue; 2968 continue;
2949 2969
2950 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2951 { 2971 {
2952 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2953 return 1; 2973 return 1;
2954 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
2955 {
2956 /*don't let a hidden DM prevent you from hiding */
2957 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2958 return 1; 2975 return 1;
2959 }
2960 } 2976 }
2961 } 2977 }
2962 return 0; 2978 return 0;
2963} 2979}
2964 2980
2965/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2966 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2967 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
2968 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2969 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2970 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2971 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2972 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2973 * imply the way your head, or body is facing? It's possible 2989 * imply the way your head, or body is facing? It's possible
2974 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
2975 * -b.t. 2991 * -b.t.
2976 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2977 */ 2993 */
2978int 2994int
2979player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2980{ 2996{
2994 3010
2995 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
2996 3012
2997 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
2998 * through the object and find if it has any 3014 * through the object and find if it has any
2999 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3000 * a blocked los square. 3016 * a blocked los square.
3001 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3002 */ 3018 */
3003 while (op) 3019 while (op)
3004 { 3020 {
3031 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3032 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3033 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3034 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3035 { 3051 {
3036 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3037 { 3053 {
3038 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3039 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3040 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3041 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3042 { 3058 {
3043 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3044 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3045 {
3046 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3047 { 3063 {
3048 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 {
3050 if (x && y) 3064 if (x && y)
3051 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3052 3066
3053 return 1; 3067 return 1;
3054 }
3055 } 3068 }
3056 }
3057 3069
3058 if (x && y) 3070 if (x && y)
3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060 3072
3061 return 1; 3073 return 1;
3199 else 3211 else
3200 j = 1; 3212 j = 1;
3201 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3202 } 3214 }
3203 } 3215 }
3216
3204 strcat (buf, "."); 3217 strcat (buf, ".");
3205 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3206 } 3219 }
3207 3220
3208 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3209 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3210 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3211 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3212 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3213 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3214 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3215 3228
3216 /* print message if there is one */ 3229 /* print message if there is one */
3217 if (item->msg != NULL) 3230 if (item->msg != NULL)
3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3219 } 3232 }
3220 else 3233 else
3221 { 3234 {
3222 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3223 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3224 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3225 who->insert (tmp); 3238 who->insert (tmp);
3226 } 3239 }
3227}
3228
3229/**
3230 * Unready an object for a player. This function does nothing if the object was
3231 * not readied.
3232 */
3233void
3234player_unready_range_ob (player *pl, object *ob)
3235{
3236 if (pl->ob->current_weapon == ob)
3237 pl->ob->current_weapon = 0;
3238
3239 if (pl->combat_ob == ob)
3240 pl->combat_ob = 0;
3241
3242 if (pl->ranged_ob == ob)
3243 pl->ranged_ob = 0;
3244} 3240}
3245 3241
3246//-GPL 3242//-GPL
3247 3243
3248sint8 3244sint8
3278{ 3274{
3279 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3280 statusmsg (msg, color); 3276 statusmsg (msg, color);
3281} 3277}
3282 3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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