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Comparing deliantra/server/server/player.C (file contents):
Revision 1.253 by root, Thu Mar 25 23:25:04 2010 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 ()
75 75
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82 80
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
133 ob->update_stats (); 136 ob->update_stats ();
134 137
135 ns->floorbox_update (); 138 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
138 141
139 ob->flag [FLAG_READY_WEAPON] = false; 142 activate ();
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166 143
167 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
169} 146}
170 147
204player::set_object (object *op) 181player::set_object (object *op)
205{ 182{
206 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
208 185
209 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
210 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
211 188
212 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
213} 190}
214 191
257 234
258 attachable::do_destroy (); 235 attachable::do_destroy ();
259 236
260 if (ob) 237 if (ob)
261 { 238 {
262 ob->destroy_inv (false); 239 ob->contr = 0;
263 ob->destroy (); 240 ob->destroy ();
264 } 241 }
265 242
266 ob = observe = viewpoint = 0; 243 ob = observe = viewpoint = 0;
267} 244}
353#endif 330#endif
354 return op; 331 return op;
355} 332}
356 333
357/* 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
358 * 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
359 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
360 * 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
361 * the deviation is 338 * the deviation is
362 */ 339 */
363#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
399 */ 376 */
400int 377int
401path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
402{ 379{
403 rv_vector rv; 380 rv_vector rv;
404 sint16 x, y;
405 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;
406 maptile *m, *lastmap;
407 382
408 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
409 384
410 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
411 return 0; 386 return 0;
412 387
413 x = mon->x; 388 mapxy pos (mon);
414 y = mon->y;
415 m = mon->map;
416 dir = rv.direction; 389 dir = rv.direction;
417 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 */
418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419 392
420 /* 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. */
421 if (diff > max) 394 if (diff > max)
422 return 0; 395 return 0;
423 396
424 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
425 { 398 {
426 lastx = x; 399 mapxy lastpos = pos;
427 lasty = y;
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431 400
432 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
434 402
435 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
437 && (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)))
438 { 407 {
439 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
441 */ 410 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
443 if (rv.direction != dir) 412 if (rv.direction != dir)
444 { 413 {
445 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
446 * the values so it will try again. 415 * the values so it will try again.
447 */ 416 */
448 x = lastx;
449 y = lasty;
450 m = lastmap; 417 pos = lastpos;
451 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
452 } 419 }
453 else 420 else
454 { 421 {
455 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
456 * either the left or right. 423 * either the left or right.
457 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
458 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
459 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
460 * 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
461 * stepping back and forth 428 * stepping back and forth
462 */ 429 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 { 431 {
465 if (i == 0) 432 if (i == 0)
466 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
467 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in 436 * since the direction that the creature should move in
469 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
473 * 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
474 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully 443 * the last direction the creature has successfully
476 * moved. 444 * moved.
477 */ 445 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap; 446 pos = lastpos;
482 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
483 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
484 continue; 450 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
487 continue; 455 continue;
488 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
489 continue; 458 continue;
490 459
491 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
492 break; 461 break;
493 } 462 }
463
494 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
496 */ 466 */
497 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
498 return 0; 468 return 0;
469
499 diff--; 470 diff--;
500 lastdir = dir; 471 lastdir = dir;
501 max--; 472 max--;
502 if (!firstdir) 473 if (!firstdir)
503 firstdir = dir + i; 474 firstdir = dir + i;
507 { 478 {
508 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
509 diff--; 480 diff--;
510 max--; 481 max--;
511 lastdir = dir; 482 lastdir = dir;
483
512 if (!firstdir) 484 if (!firstdir)
513 firstdir = dir; 485 firstdir = dir;
514 } 486 }
515 487
516 if (diff <= 1) 488 if (diff <= 1)
517 { 489 {
518 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance. 491 * headed toward player for entire distance.
520 */ 492 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 } 495 }
524 496
525 if (diff > max) 497 if (diff > max)
526 return 0; 498 return 0;
542 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
543 { 515 {
544 next = op->below; 516 next = op->below;
545 517
546 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
547 * 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
548 */ 520 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
550 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
551 523
552 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions 525 * by this player due to race restrictions
554 */ 526 */
555 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
556 { 528 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 529 if ((!pl->flag [FLAG_USE_ARMOUR]
558 && 530 &&
559 (op->type == ARMOUR || op->type == BOOTS 531 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET 532 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES 533 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE)) 534 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
564 { 536 {
565 op->destroy (); 537 op->destroy ();
566 continue; 538 continue;
567 } 539 }
568 } 540 }
569 541
570 /* Here we remove duplicated skills (as duplicated spell objects have 542 /* Here we remove duplicated skills (as duplicated spell objects have
571 * _very_ confusing effects for players), which could for instance be 543 * _very_ confusing effects for players), which could for instance be
572 * generated by bad treasurelists. - elmex 544 * generated by multiple treasurelists specifying the same skills.
573 */ 545 */
574 if (op->type == SKILL) 546 if (op->type == SKILL)
575 { 547 {
576 for (object *tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
577 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
578 { 550 {
579 op->destroy (); 551 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
582 break; 552 break;
583 } 553 }
584 554
585 if (op->nrof > 1) 555 if (op->nrof > 1)
586 op->nrof = 1; 556 op->nrof = 1;
587 } 557 }
588 558
589 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
591 561
592 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
593 * 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
594 * merged properly. 564 * merged properly.
595 */ 565 */
596 if (need_identify (op)) 566 if (op->need_identify ())
597 { 567 {
598 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
601 } 571 }
602 572
603 if (op->type == SPELL) 573 if (op->type == SPELL)
604 { 574 {
605 op->destroy (); 575 op->destroy ();
606 continue; 576 continue;
607 } 577 }
608 else if (op->type == SKILL) 578 else if (op->type == SKILL)
609 { 579 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0; 581 op->stats.exp = 0;
612 op->level = 1; 582 op->level = 1;
613 } 583 }
614 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
617 587
618 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
619 pl->contr->link_skills (); 589 pl->contr->link_skills ();
620} 590}
639roll_stat () 609roll_stat ()
640{ 610{
641 int a[4], i, j, k; 611 int a[4], i, j, k;
642 612
643 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
644 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
645 615
646 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
647 if (a[i] < k) 617 if (a[i] < k)
648 k = a[i], j = i; 618 k = a[i], j = i;
649 619
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl) 717 if (tl)
748 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
749 719
750 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
751 INVOKE_PLAYER (LOGIN, ob->contr);
752 721
753 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
754 723
755 if (ob->msg) 724 if (ob->msg)
756 ob->msg = 0; 725 ob->msg = 0;
757 726
758 start_info (ob); 727 start_info (ob);
759 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
760 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
761 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
762 ob->update_stats (); 731 ob->update_stats ();
763 732
764 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
766 */ 735 */
767 if (*first_map_ext_path) 736 if (*first_map_ext_path)
768 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);
769 else 738 else
770 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;
771} 759}
772 760
773void 761void
774player::chargen_race_next () 762player::chargen_race_next ()
775{ 763{
813 rv_vector rv; 801 rv_vector rv;
814 802
815 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
816 { 804 {
817 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
818 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
819 return; 807 return;
820 } 808 }
821 809
822 if (!op->enemy) 810 if (!op->enemy)
823 { 811 {
824 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
825 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
826 return; 814 return;
827 } 815 }
828 816
829 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))
830 { 818 {
831 op->enemy = NULL; 819 op->enemy = NULL;
832 CLEAR_FLAG (op, FLAG_SCARED); 820 op->clr_flag (FLAG_SCARED);
833 return; 821 return;
834 } 822 }
835 823
836 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
837 825
838 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
840 { 828 {
841 int m = 1 - rndm (2) * 2; 829 int m = 1 - rndm (2) * 2;
842 830
843 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))))
844 return; 832 return;
845 } 833 }
846 834
847 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
848 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
849 op->enemy = NULL; 837 op->enemy = NULL;
850} 838}
851 839
852/* 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.
853 * 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
858{ 846{
859 object *tmp, *next; 847 object *tmp, *next;
860 int stop = 0; 848 int stop = 0;
861 int wvratio; 849 int wvratio;
862 850
863 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
864 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
865 return 1; 853 return 1;
866 854
867 next = op->below; 855 next = op->below;
868 856
945 * fighting */ 933 * fighting */
946 if (op->contr->mode & PU_INHIBIT) 934 if (op->contr->mode & PU_INHIBIT)
947 return 1; 935 return 1;
948 936
949 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 938 if (tmp->flag [FLAG_UNPAID])
951 continue; 939 continue;
952 940
953 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
954 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)
955 continue; 943 continue;
956 944
957 /* all food and drink if desired */ 945 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
959 if (op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
962 CHK_PICK_PICKUP; 950 CHK_PICK_PICKUP;
963 continue; 951 continue;
964 } 952 }
965 953
966 if (op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
967 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]))
968 { 956 {
969 CHK_PICK_PICKUP; 957 CHK_PICK_PICKUP;
970 continue; 958 continue;
971 } 959 }
972 960
1010 continue; 998 continue;
1011 } 999 }
1012 1000
1013 /* pick up all magical items */ 1001 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1017 { 1005 {
1018 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1019 continue; 1007 continue;
1020 } 1008 }
1021 1009
1105 continue; 1093 continue;
1106 } 1094 }
1107 1095
1108 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1111 { 1099 {
1112 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1113 continue; 1101 continue;
1114 } 1102 }
1115 1103
1164} 1152}
1165 1153
1166/* routine for both players and monsters. We call this when 1154/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding 1155 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes 1156 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we 1157 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0. 1158 * return 0.
1171 */ 1159 */
1172static int 1160static int
1173action_makes_visible (object *op) 1161action_makes_visible (object *op)
1174{ 1162{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1163 if (op->invisible && op->flag [FLAG_ALIVE])
1176 { 1164 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1165 if (op->flag [FLAG_MAKE_INVIS])
1178 { 1166 {
1179 // artefact invisibility is permanent, but we still make noise 1167 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance. 1168 // this is important for game-balance.
1181 if (op->contr) 1169 if (op->contr)
1182 op->make_noise (); 1170 op->make_noise ();
1198 return 0; 1186 return 0;
1199} 1187}
1200 1188
1201/* 1189/*
1202 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1203 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1204 * found object is returned. 1192 * found object is returned.
1205 */ 1193 */
1206static object * 1194static object *
1207find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1208{ 1196{
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp); 1199 return splay (tmp);
1212 1200
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 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))
1215 if (object *arrow = find_arrow (tmp, type)) 1203 if (object *arrow = find_arrow (tmp, type))
1216 { 1204 {
1217 splay (tmp); 1205 splay (tmp);
1218 return arrow; 1206 return arrow;
1219 } 1207 }
1236 if (!type) 1224 if (!type)
1237 return NULL; 1225 return NULL;
1238 1226
1239 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1240 { 1228 {
1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1242 { 1230 {
1243 i = 0; 1231 i = 0;
1244 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1245 1233
1246 if (i > betterby) 1234 if (i > betterby)
1347 break; 1335 break;
1348 } 1336 }
1349 1337
1350 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1351 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)
1352 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1353 break; 1341 break;
1354 } 1342 }
1355 1343
1356 if (!tmp) 1344 if (!tmp)
1357 return find_arrow (op, type); 1345 return find_arrow (op, type);
1361 1349
1362 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1363} 1351}
1364 1352
1365/* 1353/*
1366 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1367 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1368 * op is the object firing the bow. 1356 * op is the object firing the bow.
1369 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1370 * dir is the direction of fire. 1358 * dir is the direction of fire.
1371 * 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)
1418 { 1406 {
1419 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1420 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);
1421 /* 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 */
1422 else 1410 else
1423 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1424 1412
1425 return 0; 1413 return 0;
1426 } 1414 }
1427 } 1415 }
1428 1416
1477#endif 1465#endif
1478 1466
1479 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1480 1468
1481 /* update the speed */ 1469 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484 1470
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 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 ));
1487 1476
1488 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;
1489 1478
1490 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1491 { 1480 {
1512 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);
1513 1502
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1515 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1517 1507
1518 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1519 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1520 1510
1521 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1584 { 1574 {
1585 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1586 return; 1576 return;
1587 } 1577 }
1588 1578
1589 if (!op->change_weapon (item)) 1579 if (!op->apply (item))
1590 return; 1580 return;
1591 1581
1592 if (item->type == WAND) 1582 if (item->type == WAND)
1593 { 1583 {
1594 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1624 1614
1625 if (item->type == WAND) 1615 if (item->type == WAND)
1626 { 1616 {
1627 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1628 { 1618 {
1629 object *tmp;
1630
1631 if (item->arch) 1619 if (item->arch)
1632 { 1620 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1634 item->face = item->arch->face; 1622 item->face = item->arch->face;
1635 item->set_speed (0); 1623 item->set_speed (0);
1636 } 1624 }
1637 1625
1638 if (object *pl = item->visible_to ()) 1626 if (object *pl = item->visible_to ())
1645} 1633}
1646 1634
1647/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1648 */ 1636 */
1649bool 1637bool
1650fire (object *op, int dir) 1638fire (object *who, int dir)
1651{ 1639{
1652 int spellcost = 0; 1640 int spellcost = 0;
1653 1641
1654 player *pl = op->contr; 1642 player *pl = who->contr;
1655 1643
1656 if (pl->golem) 1644 if (pl->golem)
1657 { 1645 {
1658 control_golem (op->contr->golem, dir); 1646 control_golem (who->contr->golem, dir);
1659 return false; 1647 return false;
1660 } 1648 }
1661 1649
1662 object *ob = pl->ranged_ob; 1650 object *ob = pl->ranged_ob;
1663 1651
1664 if (!ob) 1652 if (!ob)
1665 return false; 1653 return false;
1666 1654
1667 if (op->speed_left > 0.f) 1655 if (who->speed_left > 0.f)
1668 --op->speed_left; 1656 --who->speed_left;
1669 else 1657 else
1670 return false; 1658 return false;
1671 1659
1672 if (!op->change_weapon (ob)) 1660 if (!who->apply (ob))
1673 return false; 1661 return false;
1674 1662
1675 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op)) 1664 if (action_makes_visible (who))
1677 make_visible (op); 1665 make_visible (who);
1678 1666
1679 switch (ob->type) 1667 switch (ob->type)
1680 { 1668 {
1681 case BOW: 1669 case BOW:
1682 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1683 break; 1671 break;
1684 1672
1685 case SPELL: 1673 case SPELL:
1686 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);
1687 break; 1675 break;
1688 1676
1689 case BUILDER: 1677 case BUILDER:
1690 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1691 break; 1679 break;
1692 1680
1693 case SKILL: 1681 case SKILL:
1694 do_skill (op, op, ob, dir, 0); 1682 do_skill (who, who, ob, dir, 0);
1695 break; 1683 break;
1696 1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1697 default: 1689 default:
1698 fire_misc_object (op, dir); 1690 fire_misc_object (who, dir);
1699 break; 1691 break;
1700 } 1692 }
1701 1693
1702 return true; 1694 return true;
1703} 1695}
1715 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1716 { 1708 {
1717 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1718 break; 1710 break;
1719 1711
1720 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1721 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1722 */ 1714 */
1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1724 break; 1716 break;
1725 } 1717 }
1762 * 1754 *
1763 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1764 * all the others. 1756 * all the others.
1765 */ 1757 */
1766 if (pl->contr->usekeys == key_inventory 1758 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED) 1759 || !container->flag [FLAG_APPLIED]
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 { 1761 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1772 return NULL; 1764 return NULL;
1779/* find_key 1771/* find_key
1780 * 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
1781 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1784 * pl is the player, 1776 * pl is the player,
1785 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1788 */ 1780 */
1789object * 1781object *
1790find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1856 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
1857 */ 1849 */
1858bool 1850bool
1859move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
1860{ 1852{
1861 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))
1862 { 1854 {
1863 --op->speed_left; 1855 --op->speed_left;
1864 return true; 1856 return true;
1865 } 1857 }
1866 1858
1867 int on_battleground;
1868
1869 sint16 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
1870 sint16 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
1871
1872 on_battleground = op_on_battleground (op, 0, 0);
1873 1861
1874 if (out_of_map (op->map, nx, ny)) 1862 if (out_of_map (op->map, nx, ny))
1875 return false; 1863 return false;
1876 1864
1877 /* 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
1898 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op) 1887 && mon != op)
1900 break; 1888 break;
1901 } 1889 }
1902 1890
1903 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1904 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 }
1905 1917
1906 mon = mon->head_ (); 1918 mon = mon->head_ ();
1907 1919
1908 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))
1909 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
1927 */ 1939 */
1928 if (op->type == PLAYER 1940 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op) 1943 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1933 { 1945 {
1934 /* 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 */
1935 if (op->contr->braced) 1947 if (op->contr->braced)
1936 return false; 1948 return false;
1937 1949
1948 return true; 1960 return true;
1949 } 1961 }
1950 else 1962 else
1951 return false; 1963 return false;
1952 } 1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
1953 1967
1954 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
1955 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
1956 * 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
1957 * attack them either. 1971 * attack them either.
1958 */ 1972 */
1959 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
1960 && (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])
1961 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
1962 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
1963 && !on_battleground)) 1977 && !on_battleground))
1964 { 1978 {
1965 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
1981 } 1995 }
1982 } 1996 }
1983 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
1984 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
1985 */ 1999 */
1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1987 { 2001 {
1988 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
1989 { 2003 {
1990 --op->speed_left; 2004 --op->speed_left;
1991 2005
2000 * 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
2001 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2002 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2003 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2004 */ 2018 */
2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2006 ((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)))
2007 { 2021 {
2008 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])
2009 { 2023 {
2010 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2022} 2036}
2023 2037
2024bool 2038bool
2025move_player (object *op, int dir) 2039move_player (object *op, int dir)
2026{ 2040{
2027 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2028 return 0; 2042 return 0;
2029 2043
2030 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2031 if (dir < 0 || dir >= 9) 2045 if (dir < 0 || dir > 8)
2032 { 2046 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0; 2048 return 0;
2035 } 2049 }
2036 2050
2037 /* peterm: added following line */ 2051 /* peterm: added following line */
2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2039 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2040 2054
2041 op->facing = dir; 2055 op->facing = dir;
2042 2056
2043 if (op->flag [FLAG_HIDDEN]) 2057 if (op->flag [FLAG_HIDDEN])
2083 * players. 2097 * players.
2084 */ 2098 */
2085bool 2099bool
2086handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2087{ 2101{
2088 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2089 { 2103 {
2090 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2091 { 2105 {
2092 --op->speed_left; 2106 --op->speed_left;
2093 flee_player (op); 2107 flee_player (op);
2112} 2126}
2113 2127
2114static int 2128static int
2115save_life (object *op) 2129save_life (object *op)
2116{ 2130{
2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2118 return 0; 2132 return 0;
2119 2133
2120 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2122 { 2136 {
2123 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2125 2139
2126 tmp->destroy (); 2140 tmp->destroy ();
2127 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2128 2142
2129 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2130 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2131 2145
2132 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2133 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2134 2148
2135 op->update_stats (); 2149 op->update_stats ();
2136 return 1; 2150 return 1;
2137 } 2151 }
2138 2152
2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2140 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2141 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2142 return 0; 2156 return 0;
2143} 2157}
2144 2158
2145/* 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
2152{ 2166{
2153 while (op) 2167 while (op)
2154 { 2168 {
2155 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' */
2156 2170
2157 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2158 op->insert_at (env); 2172 op->insert_at (env);
2159 else if (op->inv) 2173 else if (op->inv)
2160 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2161 2175
2162 op = next; 2176 op = next;
2173void 2187void
2174do_some_living (object *op) 2188do_some_living (object *op)
2175{ 2189{
2176 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2177 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2178 int over_hp, over_sp, over_grace;
2179 int i;
2180 int rate_hp = 1200; 2192 int rate_hp = 1200;
2181 int rate_sp = 2500; 2193 int rate_sp = 2500;
2182 int rate_grace = 2000; 2194 int rate_grace = 2000;
2183 const int max_hp = 1; 2195 const int max_hp = 1;
2184 const int max_sp = 1; 2196 const int max_sp = 1;
2185 const int max_grace = 1; 2197 const int max_grace = 1;
2186 2198
2199#if 0
2187 if (op->contr->hidden) 2200 if (op->contr->hidden)
2188 { 2201 {
2189 op->invisible = 1000; 2202 op->invisible = 1000;
2190 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2191 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2192 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2193 */ 2206 */
2194 if (pticks & 2) 2207 if (server_tick & 2)
2195 op->invisible--; 2208 op->invisible--;
2196 } 2209 }
2210 else
2211#endif
2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2198 { 2213 {
2199 if (!op->invisible--) 2214 if (!op->invisible--)
2200 { 2215 {
2201 make_visible (op); 2216 make_visible (op);
2202 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.");
2236 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2237 { 2252 {
2238 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2239 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2240 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2241 if (max_grace > 1) 2258 if (max_grace > 1)
2242 { 2259 {
2243 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2244 if (over_grace > 0) 2262 if (over_grace > 0)
2245 { 2263 {
2246 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;
2247 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2248 op->last_grace = 0; 2265 op->last_grace = 0;
2249 } 2266 }
2250 else 2267 else
2251 { 2268 op->last_grace = rate_grace / temp;
2252 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2253 }
2254 } 2269 }
2255 else 2270 else
2256 { 2271 op->last_grace = rate_grace / temp;
2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2258 }
2259 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2260 } 2274 }
2261 2275
2262 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2263 { 2277 {
2269 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2270 { 2284 {
2271 op->stats.sp++; 2285 op->stats.sp++;
2272 2286
2273 /* dms do not consume food */ 2287 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2275 { 2289 {
2276 op->stats.food--; 2290 op->stats.food--;
2277 2291
2278 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2279 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2282 } 2296 }
2283 } 2297 }
2284 2298
2285 if (max_sp > 1) 2299 if (max_sp > 1)
2286 { 2300 {
2287 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0) 2302 if (over_sp > 0)
2289 { 2303 {
2290 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2291 { 2305 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2313 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2314 { 2328 {
2315 op->stats.hp++; 2329 op->stats.hp++;
2316 2330
2317 /* dms do not consume food */ 2331 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2319 { 2333 {
2320 op->stats.food--; 2334 op->stats.food--;
2321 2335
2322 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2324 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))
2325 op->stats.food = last_food; 2339 op->stats.food = last_food;
2326 } 2340 }
2327 } 2341 }
2328 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2329 if (max_hp > 1) 2345 if (max_hp > 1)
2330 { 2346 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2332 2348
2333 if (over_hp > 0) 2349 if (over_hp > 0)
2334 { 2350 {
2335 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;
2336 op->last_heal = 0; 2352 op->last_heal = 0;
2337 } 2353 }
2338 else 2354 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2340 } 2356 }
2341 else 2357 else
2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2343 } 2359 }
2344 } 2360 }
2345 2361
2346 /* Digestion */ 2362 /* Digestion */
2347 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2350 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2351 2367
2352 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);
2353 2369
2354 /* dms do not consume food */ 2370 /* dms do not consume food */
2355 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2356 op->stats.food--; 2372 op->stats.food--;
2357 } 2373 }
2358 2374
2359 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2360 { 2376 {
2361 object *flesh = 0; 2377 object *flesh = 0;
2362 2378
2363 for_inv_removable (op, tmp) 2379 for_inv_removable (op, tmp)
2364 { 2380 {
2365 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2366 continue; 2382 continue;
2367 2383
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2369 { 2385 {
2370 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2372 manual_apply (op, tmp, 0); 2388 op->apply (tmp);
2373 2389
2374 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2375 break; 2391 break;
2376 } 2392 }
2377 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2383 */ 2399 */
2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2385 { 2401 {
2386 op->statusmsg ("You blindly grab for a bite of food. " 2402 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2388 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2389 } 2405 }
2390 2406
2391 // If player is still starving, alert him! 2407 // If player is still starving, alert him!
2392 if (op->stats.food < 0) 2408 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! " 2409 op->failmsg ("You are starving! "
2405 op->contr->killer->destroy (); 2421 op->contr->killer->destroy ();
2406 } 2422 }
2407 } 2423 }
2408 2424
2409 /* killer should be set here already */ 2425 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2411 kill_player (op); 2427 kill_player (op);
2412 } 2428 }
2413} 2429}
2414 2430
2415/* 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.
2449 cure_disease (op, 0, 0); /* remove any disease */ 2465 cure_disease (op, 0, 0); /* remove any disease */
2450 2466
2451 max_it (op->stats.hp , op->stats.maxhp); 2467 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp); 2468 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace); 2469 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0) 2470 max_it (op->stats.food , 200);
2456 op->stats.food = 999;
2457 2471
2458 // remove all spell effects that are active 2472 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall 2473 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; ) 2474 for (object *item = op->inv; item; )
2461 { 2475 {
2586 2600
2587 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2588 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2589 { 2603 {
2590 lose_this_stat = 0; 2604 lose_this_stat = 0;
2591 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2592 retain the stat. */ 2606 retain the stat. */
2593 } 2607 }
2594 else 2608 else
2595 { 2609 {
2596 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)
2612 * difference. 2626 * difference.
2613 */ 2627 */
2614 if (this_stat >= -50) 2628 if (this_stat >= -50)
2615 { 2629 {
2616 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2617 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2619 op->update_stats (); 2633 op->update_stats ();
2620 lost_a_stat = 1; 2634 lost_a_stat = 1;
2621 } 2635 }
2622 } 2636 }
2689 if (will_kill_again) 2703 if (will_kill_again)
2690 { 2704 {
2691 object *force; 2705 object *force;
2692 int at; 2706 int at;
2693 2707
2694 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2695 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2696 force->speed = 0.1f;
2697 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2698 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2699 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2700 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2701 force->resist[at] = 100; 2716 force->resist[at] = 100;
2702 2717
2703 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2708} 2723}
2709 2724
2710static void 2725static void
2711loot_object (object *op) 2726loot_object (object *op)
2712{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2713 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2714 2729
2715 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2716 2731
2717 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2718 { 2733 {
2725 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2726 2741
2727 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2728 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2729 2744
2730 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))))
2731 { 2746 {
2732 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2733 { 2748 {
2734 tmp->decrease (rndm (1, tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2735 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2750void 2765void
2751fix_weight () 2766fix_weight ()
2752{ 2767{
2753 for_all_players (pl) 2768 for_all_players (pl)
2754 { 2769 {
2755 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2756 2771
2757 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2758 2773
2759 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2760 { 2775 {
2825} 2840}
2826 2841
2827int 2842int
2828is_true_undead (object *op) 2843is_true_undead (object *op)
2829{ 2844{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
2831 return 1; 2846 return 1;
2832 2847
2833 return 0; 2848 return 0;
2834} 2849}
2835 2850
2933 2948
2934 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
2935 player = 1; 2950 player = 1;
2936 2951
2937 else 2952 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
2939 2954
2940 /* search adjacent squares */ 2955 /* search adjacent squares */
2941 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
2942 { 2957 {
2943 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
2952 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)))
2953 continue; 2968 continue;
2954 2969
2955 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)
2956 { 2971 {
2957 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])
2958 return 1; 2973 return 1;
2959 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
2960 {
2961 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2963 return 1; 2975 return 1;
2964 }
2965 } 2976 }
2966 } 2977 }
2967 return 0; 2978 return 0;
2968} 2979}
2969 2980
2970/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2971 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2972 * 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
2973 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2974 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2975 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2976 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2977 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2978 * 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
2979 * 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.
2980 * -b.t. 2991 * -b.t.
2981 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2982 */ 2993 */
2983int 2994int
2984player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2985{ 2996{
2999 3010
3000 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3001 3012
3002 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3003 * through the object and find if it has any 3014 * through the object and find if it has any
3004 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3005 * a blocked los square. 3016 * a blocked los square.
3006 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3007 */ 3018 */
3008 while (op) 3019 while (op)
3009 { 3020 {
3036 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3037 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3038 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3039 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3040 { 3051 {
3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3042 { 3053 {
3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3044 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 { 3058 {
3048 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3200 else 3211 else
3201 j = 1; 3212 j = 1;
3202 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3203 } 3214 }
3204 } 3215 }
3216
3205 strcat (buf, "."); 3217 strcat (buf, ".");
3206 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3207 } 3219 }
3208 3220
3209 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3210 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3211 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3212 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3213 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3214 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3215 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3216 3228
3217 /* print message if there is one */ 3229 /* print message if there is one */
3218 if (item->msg != NULL) 3230 if (item->msg != NULL)
3219 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3220 } 3232 }
3225 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));
3226 who->insert (tmp); 3238 who->insert (tmp);
3227 } 3239 }
3228} 3240}
3229 3241
3230/**
3231 * Unready an object for a player. This function does nothing if the object was
3232 * not readied.
3233 */
3234void
3235player_unready_range_ob (player *pl, object *ob)
3236{
3237 if (pl->ob->current_weapon == ob)
3238 pl->ob->current_weapon = 0;
3239
3240 if (pl->combat_ob == ob)
3241 pl->combat_ob = 0;
3242
3243 if (pl->ranged_ob == ob)
3244 pl->ranged_ob = 0;
3245}
3246
3247//-GPL 3242//-GPL
3248 3243
3249sint8 3244sint8
3250player::darkness_at (maptile *map, int x, int y) const 3245player::darkness_at (maptile *map, int x, int y) const
3251{ 3246{
3279{ 3274{
3280 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3281 statusmsg (msg, color); 3276 statusmsg (msg, color);
3282} 3277}
3283 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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