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Comparing deliantra/server/server/player.C (file contents):
Revision 1.248 by root, Sun Nov 29 10:55:18 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}
640roll_stat () 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
1011 continue; 998 continue;
1012 } 999 }
1013 1000
1014 /* pick up all magical items */ 1001 /* pick up all magical items */
1015 if (op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1018 { 1005 {
1019 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1020 continue; 1007 continue;
1021 } 1008 }
1022 1009
1106 continue; 1093 continue;
1107 } 1094 }
1108 1095
1109 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1110 if (op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1112 { 1099 {
1113 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1114 continue; 1101 continue;
1115 } 1102 }
1116 1103
1165} 1152}
1166 1153
1167/* routine for both players and monsters. We call this when 1154/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding 1155 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes 1156 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we 1157 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0. 1158 * return 0.
1172 */ 1159 */
1173static int 1160static int
1174action_makes_visible (object *op) 1161action_makes_visible (object *op)
1175{ 1162{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1163 if (op->invisible && op->flag [FLAG_ALIVE])
1177 { 1164 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1165 if (op->flag [FLAG_MAKE_INVIS])
1179 { 1166 {
1180 // artefact invisibility is permanent, but we still make noise 1167 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance. 1168 // this is important for game-balance.
1182 if (op->contr) 1169 if (op->contr)
1183 op->make_noise (); 1170 op->make_noise ();
1199 return 0; 1186 return 0;
1200} 1187}
1201 1188
1202/* 1189/*
1203 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1204 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1205 * found object is returned. 1192 * found object is returned.
1206 */ 1193 */
1207static object * 1194static object *
1208find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1209{ 1196{
1210 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp); 1199 return splay (tmp);
1213 1200
1214 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1215 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))
1216 if (object *arrow = find_arrow (tmp, type)) 1203 if (object *arrow = find_arrow (tmp, type))
1217 { 1204 {
1218 splay (tmp); 1205 splay (tmp);
1219 return arrow; 1206 return arrow;
1220 } 1207 }
1237 if (!type) 1224 if (!type)
1238 return NULL; 1225 return NULL;
1239 1226
1240 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1241 { 1228 {
1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1243 { 1230 {
1244 i = 0; 1231 i = 0;
1245 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1246 1233
1247 if (i > betterby) 1234 if (i > betterby)
1348 break; 1335 break;
1349 } 1336 }
1350 1337
1351 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1352 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)
1353 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1354 break; 1341 break;
1355 } 1342 }
1356 1343
1357 if (!tmp) 1344 if (!tmp)
1358 return find_arrow (op, type); 1345 return find_arrow (op, type);
1362 1349
1363 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1364} 1351}
1365 1352
1366/* 1353/*
1367 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1368 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1369 * op is the object firing the bow. 1356 * op is the object firing the bow.
1370 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1371 * dir is the direction of fire. 1358 * dir is the direction of fire.
1372 * 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)
1419 { 1406 {
1420 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1421 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);
1422 /* 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 */
1423 else 1410 else
1424 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1425 1412
1426 return 0; 1413 return 0;
1427 } 1414 }
1428 } 1415 }
1429 1416
1478#endif 1465#endif
1479 1466
1480 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1481 1468
1482 /* update the speed */ 1469 /* update the speed */
1483 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1484 + bow->stats.dam / 7.f;
1485 1470
1486 arrow->set_speed (max (arrow->speed, 2.f));
1487 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 ));
1488 1476
1489 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;
1490 1478
1491 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1492 { 1480 {
1513 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);
1514 1502
1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1516 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1518 1507
1519 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1520 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1521 1510
1522 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1585 { 1574 {
1586 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1587 return; 1576 return;
1588 } 1577 }
1589 1578
1590 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1591 return; 1580 return;
1592 1581
1593 if (item->type == WAND) 1582 if (item->type == WAND)
1594 { 1583 {
1595 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1625 1614
1626 if (item->type == WAND) 1615 if (item->type == WAND)
1627 { 1616 {
1628 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1629 { 1618 {
1630 object *tmp;
1631
1632 if (item->arch) 1619 if (item->arch)
1633 { 1620 {
1634 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1635 item->face = item->arch->face; 1622 item->face = item->arch->face;
1636 item->set_speed (0); 1623 item->set_speed (0);
1637 } 1624 }
1638 1625
1639 if (object *pl = item->visible_to ()) 1626 if (object *pl = item->visible_to ())
1646} 1633}
1647 1634
1648/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1649 */ 1636 */
1650bool 1637bool
1651fire (object *op, int dir) 1638fire (object *who, int dir)
1652{ 1639{
1653 int spellcost = 0; 1640 int spellcost = 0;
1654 1641
1655 player *pl = op->contr; 1642 player *pl = who->contr;
1656 1643
1657 if (pl->golem) 1644 if (pl->golem)
1658 { 1645 {
1659 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1660 return false; 1647 return false;
1661 } 1648 }
1662 1649
1663 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1664 1651
1665 if (!ob) 1652 if (!ob)
1666 return false; 1653 return false;
1667 1654
1668 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1669 --op->speed_left; 1656 --who->speed_left;
1670 else 1657 else
1671 return false; 1658 return false;
1672 1659
1673 if (!op->change_weapon (ob)) 1660 if (!who->apply (ob))
1674 return false; 1661 return false;
1675 1662
1676 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1677 if (action_makes_visible (op)) 1664 if (action_makes_visible (who))
1678 make_visible (op); 1665 make_visible (who);
1679 1666
1680 switch (ob->type) 1667 switch (ob->type)
1681 { 1668 {
1682 case BOW: 1669 case BOW:
1683 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1684 break; 1671 break;
1685 1672
1686 case SPELL: 1673 case SPELL:
1687 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);
1688 break; 1675 break;
1689 1676
1690 case BUILDER: 1677 case BUILDER:
1691 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1692 break; 1679 break;
1693 1680
1694 case SKILL: 1681 case SKILL:
1695 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1696 break; 1683 break;
1697 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1698 default: 1689 default:
1699 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1700 break; 1691 break;
1701 } 1692 }
1702 1693
1703 return true; 1694 return true;
1704} 1695}
1716 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1717 { 1708 {
1718 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1719 break; 1710 break;
1720 1711
1721 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1722 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1723 */ 1714 */
1724 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1725 break; 1716 break;
1726 } 1717 }
1763 * 1754 *
1764 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1765 * all the others. 1756 * all the others.
1766 */ 1757 */
1767 if (pl->contr->usekeys == key_inventory 1758 if (pl->contr->usekeys == key_inventory
1768 || !QUERY_FLAG (container, FLAG_APPLIED) 1759 || !container->flag [FLAG_APPLIED]
1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1770 { 1761 {
1771 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1772 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1773 return NULL; 1764 return NULL;
1780/* find_key 1771/* find_key
1781 * 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
1782 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1783 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1784 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1785 * pl is the player, 1776 * pl is the player,
1786 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1787 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1788 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1789 */ 1780 */
1790object * 1781object *
1791find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1857 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
1858 */ 1849 */
1859bool 1850bool
1860move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
1861{ 1852{
1862 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))
1863 { 1854 {
1864 --op->speed_left; 1855 --op->speed_left;
1865 return true; 1856 return true;
1866 } 1857 }
1867 1858
1868 int on_battleground;
1869
1870 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
1871 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
1872
1873 on_battleground = op_on_battleground (op, 0, 0);
1874 1861
1875 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
1876 return false; 1863 return false;
1877 1864
1878 /* 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
1899 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1900 && mon != op) 1887 && mon != op)
1901 break; 1888 break;
1902 } 1889 }
1903 1890
1904 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1905 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 }
1906 1917
1907 mon = mon->head_ (); 1918 mon = mon->head_ ();
1908 1919
1909 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))
1910 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
1928 */ 1939 */
1929 if (op->type == PLAYER 1940 if (op->type == PLAYER
1930 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
1931 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
1932 || mon->owner == op) 1943 || mon->owner == op)
1933 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1934 { 1945 {
1935 /* 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 */
1936 if (op->contr->braced) 1947 if (op->contr->braced)
1937 return false; 1948 return false;
1938 1949
1949 return true; 1960 return true;
1950 } 1961 }
1951 else 1962 else
1952 return false; 1963 return false;
1953 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
1954 1967
1955 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
1956 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
1957 * 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
1958 * attack them either. 1971 * attack them either.
1959 */ 1972 */
1960 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
1961 && (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])
1962 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
1963 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
1964 && !on_battleground)) 1977 && !on_battleground))
1965 { 1978 {
1966 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
1982 } 1995 }
1983 } 1996 }
1984 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
1985 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
1986 */ 1999 */
1987 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1988 { 2001 {
1989 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
1990 { 2003 {
1991 --op->speed_left; 2004 --op->speed_left;
1992 2005
2001 * 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
2002 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2003 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2004 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2005 */ 2018 */
2006 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2007 ((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)))
2008 { 2021 {
2009 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])
2010 { 2023 {
2011 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2023} 2036}
2024 2037
2025bool 2038bool
2026move_player (object *op, int dir) 2039move_player (object *op, int dir)
2027{ 2040{
2028 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2029 return 0; 2042 return 0;
2030 2043
2031 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2032 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2033 { 2046 {
2034 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2035 return 0; 2048 return 0;
2036 } 2049 }
2037 2050
2038 /* peterm: added following line */ 2051 /* peterm: added following line */
2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2040 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2041 2054
2042 op->facing = dir; 2055 op->facing = dir;
2043 2056
2044 if (op->flag [FLAG_HIDDEN]) 2057 if (op->flag [FLAG_HIDDEN])
2084 * players. 2097 * players.
2085 */ 2098 */
2086bool 2099bool
2087handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2088{ 2101{
2089 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2090 { 2103 {
2091 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2092 { 2105 {
2093 --op->speed_left; 2106 --op->speed_left;
2094 flee_player (op); 2107 flee_player (op);
2113} 2126}
2114 2127
2115static int 2128static int
2116save_life (object *op) 2129save_life (object *op)
2117{ 2130{
2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2119 return 0; 2132 return 0;
2120 2133
2121 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2123 { 2136 {
2124 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2125 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2126 2139
2127 tmp->destroy (); 2140 tmp->destroy ();
2128 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2129 2142
2130 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2131 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2132 2145
2133 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2134 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2135 2148
2136 op->update_stats (); 2149 op->update_stats ();
2137 return 1; 2150 return 1;
2138 } 2151 }
2139 2152
2140 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2141 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2142 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2143 return 0; 2156 return 0;
2144} 2157}
2145 2158
2146/* 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
2153{ 2166{
2154 while (op) 2167 while (op)
2155 { 2168 {
2156 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' */
2157 2170
2158 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2159 op->insert_at (env); 2172 op->insert_at (env);
2160 else if (op->inv) 2173 else if (op->inv)
2161 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2162 2175
2163 op = next; 2176 op = next;
2174void 2187void
2175do_some_living (object *op) 2188do_some_living (object *op)
2176{ 2189{
2177 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2178 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2179 int over_hp, over_sp, over_grace;
2180 int i;
2181 int rate_hp = 1200; 2192 int rate_hp = 1200;
2182 int rate_sp = 2500; 2193 int rate_sp = 2500;
2183 int rate_grace = 2000; 2194 int rate_grace = 2000;
2184 const int max_hp = 1; 2195 const int max_hp = 1;
2185 const int max_sp = 1; 2196 const int max_sp = 1;
2186 const int max_grace = 1; 2197 const int max_grace = 1;
2187 2198
2199#if 0
2188 if (op->contr->hidden) 2200 if (op->contr->hidden)
2189 { 2201 {
2190 op->invisible = 1000; 2202 op->invisible = 1000;
2191 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2192 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2193 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2194 */ 2206 */
2195 if (pticks & 2) 2207 if (server_tick & 2)
2196 op->invisible--; 2208 op->invisible--;
2197 } 2209 }
2210 else
2211#endif
2198 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2199 { 2213 {
2200 if (!op->invisible--) 2214 if (!op->invisible--)
2201 { 2215 {
2202 make_visible (op); 2216 make_visible (op);
2203 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.");
2237 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2238 { 2252 {
2239 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2240 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2241 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2242 if (max_grace > 1) 2258 if (max_grace > 1)
2243 { 2259 {
2244 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2245 if (over_grace > 0) 2262 if (over_grace > 0)
2246 { 2263 {
2247 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;
2248 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2249 op->last_grace = 0; 2265 op->last_grace = 0;
2250 } 2266 }
2251 else 2267 else
2252 { 2268 op->last_grace = rate_grace / temp;
2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2254 }
2255 } 2269 }
2256 else 2270 else
2257 { 2271 op->last_grace = rate_grace / temp;
2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2259 }
2260 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2261 } 2274 }
2262 2275
2263 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2264 { 2277 {
2270 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2271 { 2284 {
2272 op->stats.sp++; 2285 op->stats.sp++;
2273 2286
2274 /* dms do not consume food */ 2287 /* dms do not consume food */
2275 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2276 { 2289 {
2277 op->stats.food--; 2290 op->stats.food--;
2278 2291
2279 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2280 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2283 } 2296 }
2284 } 2297 }
2285 2298
2286 if (max_sp > 1) 2299 if (max_sp > 1)
2287 { 2300 {
2288 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0) 2302 if (over_sp > 0)
2290 { 2303 {
2291 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2292 { 2305 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2314 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2315 { 2328 {
2316 op->stats.hp++; 2329 op->stats.hp++;
2317 2330
2318 /* dms do not consume food */ 2331 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2320 { 2333 {
2321 op->stats.food--; 2334 op->stats.food--;
2322 2335
2323 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2325 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))
2326 op->stats.food = last_food; 2339 op->stats.food = last_food;
2327 } 2340 }
2328 } 2341 }
2329 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2330 if (max_hp > 1) 2345 if (max_hp > 1)
2331 { 2346 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2333 2348
2334 if (over_hp > 0) 2349 if (over_hp > 0)
2335 { 2350 {
2336 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;
2337 op->last_heal = 0; 2352 op->last_heal = 0;
2338 } 2353 }
2339 else 2354 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2341 } 2356 }
2342 else 2357 else
2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2344 } 2359 }
2345 } 2360 }
2346 2361
2347 /* Digestion */ 2362 /* Digestion */
2348 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2351 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2352 2367
2353 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);
2354 2369
2355 /* dms do not consume food */ 2370 /* dms do not consume food */
2356 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2357 op->stats.food--; 2372 op->stats.food--;
2358 } 2373 }
2359 2374
2360 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2361 { 2376 {
2362 object *flesh = 0; 2377 object *flesh = 0;
2363 2378
2364 for_inv_removable (op, tmp) 2379 for_inv_removable (op, tmp)
2365 { 2380 {
2366 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2367 continue; 2382 continue;
2368 2383
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2370 { 2385 {
2371 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2372 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2373 manual_apply (op, tmp, 0); 2388 op->apply (tmp);
2374 2389
2375 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2376 break; 2391 break;
2377 } 2392 }
2378 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2384 */ 2399 */
2385 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2386 { 2401 {
2387 op->statusmsg ("You blindly grab for a bite of food. " 2402 op->statusmsg ("You blindly grab for a bite of food. "
2388 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2389 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2390 } 2405 }
2391 2406
2392 // If player is still starving, alert him! 2407 // If player is still starving, alert him!
2393 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! " 2409 op->failmsg ("You are starving! "
2406 op->contr->killer->destroy (); 2421 op->contr->killer->destroy ();
2407 } 2422 }
2408 } 2423 }
2409 2424
2410 /* killer should be set here already */ 2425 /* killer should be set here already */
2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2412 kill_player (op); 2427 kill_player (op);
2413 } 2428 }
2414} 2429}
2415 2430
2416/* 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.
2450 cure_disease (op, 0, 0); /* remove any disease */ 2465 cure_disease (op, 0, 0); /* remove any disease */
2451 2466
2452 max_it (op->stats.hp , op->stats.maxhp); 2467 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp); 2468 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace); 2469 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0) 2470 max_it (op->stats.food , 200);
2457 op->stats.food = 999;
2458 2471
2459 // remove all spell effects that are active 2472 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall 2473 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; ) 2474 for (object *item = op->inv; item; )
2462 { 2475 {
2475 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2476 { 2489 {
2477 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";
2478 2491
2479 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2480 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2481 { 2494
2482 tmp->name = format ("%s's finger" , &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2483 tmp->name_pl = format ("%s's fingers", &op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2484 tmp->msg = format ( 2497 tmp->msg = format (
2485 "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",
2486 &op->name, op->contr->title, 2499 &op->name, op->contr->title,
2487 (int)op->level, 2500 (int)op->level,
2488 op->contr->killer_name () 2501 op->contr->killer_name ()
2489 ); 2502 );
2490 tmp->value = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2491 tmp->material = name_to_material (shstr_organic); 2504 tmp->material = name_to_material (shstr_organic);
2492 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2493 }
2494 2506
2495 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2496 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2497 op->contr->braced = 0; 2509 op->contr->braced = 0;
2498 2510
2566 object *dep; 2578 object *dep;
2567 2579
2568 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2569 if (!dep) 2581 if (!dep)
2570 { 2582 {
2571 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2572 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2573 } 2585 }
2574 lose_this_stat = 1; 2586 lose_this_stat = 1;
2575 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2576 { 2588 {
2588 2600
2589 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2590 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2591 { 2603 {
2592 lose_this_stat = 0; 2604 lose_this_stat = 0;
2593 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2594 retain the stat. */ 2606 retain the stat. */
2595 } 2607 }
2596 else 2608 else
2597 { 2609 {
2598 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)
2614 * difference. 2626 * difference.
2615 */ 2627 */
2616 if (this_stat >= -50) 2628 if (this_stat >= -50)
2617 { 2629 {
2618 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2619 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2620 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2621 op->update_stats (); 2633 op->update_stats ();
2622 lost_a_stat = 1; 2634 lost_a_stat = 1;
2623 } 2635 }
2624 } 2636 }
2642#endif 2654#endif
2643 2655
2644 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2645 * exp loss on the stone. 2657 * exp loss on the stone.
2646 */ 2658 */
2647 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2648 tmp->name = format ("%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2649 tmp->name_pl = format ("%s's gravestones", &op->name); 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2650 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2651 &op->name, op->contr->title, op->contr->killer_name ()); 2663 &op->name, op->contr->title, op->contr->killer_name ());
2652 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2691 if (will_kill_again) 2703 if (will_kill_again)
2692 { 2704 {
2693 object *force; 2705 object *force;
2694 int at; 2706 int at;
2695 2707
2696 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2697 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2698 force->speed = 0.1f;
2699 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2700 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2701 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2702 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2703 force->resist[at] = 100; 2716 force->resist[at] = 100;
2704 2717
2705 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2710} 2723}
2711 2724
2712static void 2725static void
2713loot_object (object *op) 2726loot_object (object *op)
2714{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2715 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2716 2729
2717 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2718 2731
2719 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2720 { 2733 {
2727 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2728 2741
2729 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2730 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2731 2744
2732 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))))
2733 { 2746 {
2734 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2735 { 2748 {
2736 tmp->decrease (rndm (1, tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2737 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2752void 2765void
2753fix_weight () 2766fix_weight ()
2754{ 2767{
2755 for_all_players (pl) 2768 for_all_players (pl)
2756 { 2769 {
2757 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2758 2771
2759 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2760 2773
2761 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2762 { 2775 {
2827} 2840}
2828 2841
2829int 2842int
2830is_true_undead (object *op) 2843is_true_undead (object *op)
2831{ 2844{
2832 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
2833 return 1; 2846 return 1;
2834 2847
2835 return 0; 2848 return 0;
2836} 2849}
2837 2850
2935 2948
2936 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
2937 player = 1; 2950 player = 1;
2938 2951
2939 else 2952 else
2940 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
2941 2954
2942 /* search adjacent squares */ 2955 /* search adjacent squares */
2943 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
2944 { 2957 {
2945 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
2954 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)))
2955 continue; 2968 continue;
2956 2969
2957 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)
2958 { 2971 {
2959 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])
2960 return 1; 2973 return 1;
2961 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
2962 {
2963 /*don't let a hidden DM prevent you from hiding */
2964 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2965 return 1; 2975 return 1;
2966 }
2967 } 2976 }
2968 } 2977 }
2969 return 0; 2978 return 0;
2970} 2979}
2971 2980
2972/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2973 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2974 * 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
2975 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2976 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2977 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2978 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2979 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2980 * 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
2981 * 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.
2982 * -b.t. 2991 * -b.t.
2983 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2984 */ 2993 */
2985int 2994int
2986player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2987{ 2996{
3001 3010
3002 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3003 3012
3004 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3005 * through the object and find if it has any 3014 * through the object and find if it has any
3006 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3007 * a blocked los square. 3016 * a blocked los square.
3008 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3009 */ 3018 */
3010 while (op) 3019 while (op)
3011 { 3020 {
3038 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3039 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3040 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3041 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3042 { 3051 {
3043 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3044 { 3053 {
3045 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3046 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3047 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3048 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3049 { 3058 {
3050 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3051 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))
3052 {
3053 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)
3054 { 3063 {
3055 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3056 {
3057 if (x && y) 3064 if (x && y)
3058 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3059 3066
3060 return 1; 3067 return 1;
3061 }
3062 } 3068 }
3063 }
3064 3069
3065 if (x && y) 3070 if (x && y)
3066 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3067 3072
3068 return 1; 3073 return 1;
3206 else 3211 else
3207 j = 1; 3212 j = 1;
3208 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3209 } 3214 }
3210 } 3215 }
3216
3211 strcat (buf, "."); 3217 strcat (buf, ".");
3212 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3213 } 3219 }
3214 3220
3215 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3216 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3217 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3218 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3219 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3220 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3221 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3222 3228
3223 /* print message if there is one */ 3229 /* print message if there is one */
3224 if (item->msg != NULL) 3230 if (item->msg != NULL)
3225 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3226 } 3232 }
3227 else 3233 else
3228 { 3234 {
3229 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3230 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3231 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));
3232 who->insert (tmp); 3238 who->insert (tmp);
3233 } 3239 }
3234}
3235
3236/**
3237 * Unready an object for a player. This function does nothing if the object was
3238 * not readied.
3239 */
3240void
3241player_unready_range_ob (player *pl, object *ob)
3242{
3243 if (pl->ob->current_weapon == ob)
3244 pl->ob->current_weapon = 0;
3245
3246 if (pl->combat_ob == ob)
3247 pl->combat_ob = 0;
3248
3249 if (pl->ranged_ob == ob)
3250 pl->ranged_ob = 0;
3251} 3240}
3252 3241
3253//-GPL 3242//-GPL
3254 3243
3255sint8 3244sint8
3285{ 3274{
3286 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3287 statusmsg (msg, color); 3276 statusmsg (msg, color);
3288} 3277}
3289 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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