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Comparing deliantra/server/server/player.C (file contents):
Revision 1.246 by root, Wed Nov 11 04:45:23 2009 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25//+GPL 26//+GPL
27
28#include <algorithm>
29#include <functional>
26 30
27#include <global.h> 31#include <global.h>
28#include <sproto.h> 32#include <sproto.h>
29#include <sounds.h> 33#include <sounds.h>
30#include <living.h> 34#include <living.h>
31#include <object.h> 35#include <object.h>
32#include <spells.h> 36#include <spells.h>
33#include <skills.h> 37#include <skills.h>
34 38
35#include <algorithm>
36#include <functional>
37
38playervec players; 39playervec players;
39 40
40/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
41static void 42static void
42set_first_map (object *op) 43set_first_map (object *op)
54 55
55 players.insert (this); 56 players.insert (this);
56 ob->remove (); 57 ob->remove ();
57 ob->map = 0; 58 ob->map = 0;
58 ob->activate_recursive (); 59 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 61 add_friendly_object (ob);
61} 62}
62 63
63void 64void
64player::deactivate () 65player::deactivate ()
76 ob->remove (); 77 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 79 ob->map = 0;
79 party = 0; 80 party = 0;
80 81
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this); 82 players.erase (this);
84} 83}
85 84
86// connect the player with a specific client 85// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
110 link_skills (); 109 link_skills ();
111 110
112 assign (title, ob->arch->object::name); 111 assign (title, ob->arch->object::name);
113 112
114 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
116 { 115 {
117 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
118 117
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
128 127
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 129
131 esrv_new_player (this); 130 esrv_new_player (this);
132 131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
133 ob->update_stats (); 137 ob->update_stats ();
134 138
135 ns->floorbox_update (); 139 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
178player::set_object (object *op) 182player::set_object (object *op)
179{ 183{
180 ob = observe = viewpoint = op; 184 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
182 186
183 ob->speed = 1.0f; 187 ob->speed = 1.0f; // object still inactive, keep it that way
184 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
185 189
186 ob->direction = 5; /* So player faces south */ 190 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} 191}
215 192
216void 193void
217player::set_observe (object *op) 194player::set_observe (object *op)
218{ 195{
258 235
259 attachable::do_destroy (); 236 attachable::do_destroy ();
260 237
261 if (ob) 238 if (ob)
262 { 239 {
263 ob->destroy_inv (false); 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
264 ob->destroy (); 243 ob->destroy ();
265 } 244 }
266 245
267 ob = observe = viewpoint = 0; 246 ob = observe = viewpoint = 0;
268} 247}
308player * 287player *
309player::create () 288player::create ()
310{ 289{
311 player *pl = new player; 290 player *pl = new player;
312 291
313 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
314 293
315 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
318 297
354#endif 333#endif
355 return op; 334 return op;
356} 335}
357 336
358/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* 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 338 * result in a monster paths backtracking. It basically determines how large a
360 * detour a monster will take from the direction path when looking 339 * 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 340 * for a path to the player. The values are in the amount of direction
362 * the deviation is 341 * the deviation is
363 */ 342 */
364#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
400 */ 379 */
401int 380int
402path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
403{ 382{
404 rv_vector rv; 383 rv_vector rv;
405 sint16 x, y;
406 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
407 maptile *m, *lastmap;
408 385
409 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
410 387
411 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
412 return 0; 389 return 0;
413 390
414 x = mon->x; 391 mapxy pos (mon);
415 y = mon->y;
416 m = mon->map;
417 dir = rv.direction; 392 dir = rv.direction;
418 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420 395
421 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
422 if (diff > max) 397 if (diff > max)
423 return 0; 398 return 0;
424 399
425 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
426 { 401 {
427 lastx = x; 402 mapxy lastpos = pos;
428 lasty = y;
429 lastmap = m;
430 x = lastx + freearr_x[dir];
431 y = lasty + freearr_y[dir];
432 403
433 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
434 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
435 405
436 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
437 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
438 && (m == mon->map && blocked_link (mon, m, x, y)))) 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
439 { 410 {
440 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
441 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
442 */ 413 */
443 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
444 if (rv.direction != dir) 415 if (rv.direction != dir)
445 { 416 {
446 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
447 * the values so it will try again. 418 * the values so it will try again.
448 */ 419 */
449 x = lastx;
450 y = lasty;
451 m = lastmap; 420 pos = lastpos;
452 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
453 } 422 }
454 else 423 else
455 { 424 {
456 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
457 * either the left or right. 426 * either the left or right.
458 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
459 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
460 * bigger detour. Have to be careful about these values getting 429 * 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 430 * too big (3 or maybe 4 or higher) as the monster may just try
462 * stepping back and forth 431 * stepping back and forth
463 */ 432 */
464 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
465 { 434 {
466 if (i == 0) 435 if (i == 0)
467 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
468 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
469 * since the direction that the creature should move in 439 * since the direction that the creature should move in
470 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
471 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
472 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
474 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
475 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
476 * the last direction the creature has successfully 446 * the last direction the creature has successfully
477 * moved. 447 * moved.
478 */ 448 */
479
480 x = lastx + freearr_x[absdir (lastdir + i)];
481 y = lasty + freearr_y[absdir (lastdir + i)];
482 m = lastmap; 449 pos = lastpos;
483 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
484 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
485 continue; 453 continue;
486 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
487 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
488 continue; 458 continue;
489 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
490 continue; 461 continue;
491 462
492 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
493 break; 464 break;
494 } 465 }
466
495 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
496 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
497 */ 469 */
498 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
499 return 0; 471 return 0;
472
500 diff--; 473 diff--;
501 lastdir = dir; 474 lastdir = dir;
502 max--; 475 max--;
503 if (!firstdir) 476 if (!firstdir)
504 firstdir = dir + i; 477 firstdir = dir + i;
508 { 481 {
509 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
510 diff--; 483 diff--;
511 max--; 484 max--;
512 lastdir = dir; 485 lastdir = dir;
486
513 if (!firstdir) 487 if (!firstdir)
514 firstdir = dir; 488 firstdir = dir;
515 } 489 }
516 490
517 if (diff <= 1) 491 if (diff <= 1)
518 { 492 {
519 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
520 * headed toward player for entire distance. 494 * headed toward player for entire distance.
521 */ 495 */
522 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
524 } 498 }
525 499
526 if (diff > max) 500 if (diff > max)
527 return 0; 501 return 0;
543 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
544 { 518 {
545 next = op->below; 519 next = op->below;
546 520
547 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
548 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
549 */ 523 */
550 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
551 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
552 526
553 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
554 * by this player due to race restrictions 528 * by this player due to race restrictions
555 */ 529 */
556 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
557 { 531 {
558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 532 if ((!pl->flag [FLAG_USE_ARMOUR]
559 && 533 &&
560 (op->type == ARMOUR || op->type == BOOTS 534 (op->type == ARMOUR || op->type == BOOTS
561 || op->type == CLOAK || op->type == HELMET 535 || op->type == CLOAK || op->type == HELMET
562 || op->type == SHIELD || op->type == GLOVES 536 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE)) 537 || op->type == BRACERS || op->type == GIRDLE))
564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
565 { 539 {
566 op->destroy (); 540 op->destroy ();
567 continue; 541 continue;
568 } 542 }
569 } 543 }
570 544
571 /* Here we remove duplicated skills (as duplicated spell objects have 545 /* Here we remove duplicated skills (as duplicated spell objects have
572 * _very_ confusing effects for players), which could for instance be 546 * _very_ confusing effects for players), which could for instance be
573 * generated by bad treasurelists. - elmex 547 * generated by multiple treasurelists specifying the same skills.
574 */ 548 */
575 if (op->type == SKILL) 549 if (op->type == SKILL)
576 { 550 {
577 for (object *tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
578 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
579 { 553 {
580 op->destroy (); 554 op->destroy ();
581 LOG (llevError,
582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
583 break; 555 break;
584 } 556 }
585 557
586 if (op->nrof > 1) 558 if (op->nrof > 1)
587 op->nrof = 1; 559 op->nrof = 1;
588 } 560 }
589 561
590 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
592 564
593 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
594 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
595 * merged properly. 567 * merged properly.
596 */ 568 */
597 if (need_identify (op)) 569 if (op->need_identify ())
598 { 570 {
599 SET_FLAG (op, FLAG_IDENTIFIED); 571 op->set_flag (FLAG_IDENTIFIED);
600 CLEAR_FLAG (op, FLAG_CURSED); 572 op->clr_flag (FLAG_CURSED);
601 CLEAR_FLAG (op, FLAG_DAMNED); 573 op->clr_flag (FLAG_DAMNED);
602 } 574 }
603 575
604 if (op->type == SPELL) 576 if (op->type == SPELL)
605 { 577 {
606 op->destroy (); 578 op->destroy ();
607 continue; 579 continue;
608 } 580 }
609 else if (op->type == SKILL) 581 else if (op->type == SKILL)
610 { 582 {
611 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
612 op->stats.exp = 0; 584 op->stats.exp = 0;
613 op->level = 1; 585 op->level = 1;
614 } 586 }
615 else /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
616 SET_FLAG (op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
617 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
618 590
619 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
620 pl->contr->link_skills (); 592 pl->contr->link_skills ();
621} 593}
635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
636} 608}
637 609
638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
639static int 611static int
640roll_stat (void) 612roll_stat ()
641{ 613{
642 int a[4], i, j, k; 614 int a[4], i, j, k;
643 615
644 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
645 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
646 618
647 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
648 if (a[i] < k) 620 if (a[i] < k)
649 k = a[i], j = i; 621 k = a[i], j = i;
650 622
747 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
748 if (tl) 720 if (tl)
749 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
750 722
751 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
752 INVOKE_PLAYER (LOGIN, ob->contr);
753 724
754 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
755 726
756 if (ob->msg) 727 if (ob->msg)
757 ob->msg = 0; 728 ob->msg = 0;
758 729
759 start_info (ob); 730 start_info (ob);
760 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
761 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
762 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
763 ob->update_stats (); 734 ob->update_stats ();
764 735
765 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
767 */ 738 */
768 if (*first_map_ext_path) 739 if (*first_map_ext_path)
769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
770 else 741 else
771 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
772} 762}
773 763
774void 764void
775player::chargen_race_next () 765player::chargen_race_next ()
776{ 766{
814 rv_vector rv; 804 rv_vector rv;
815 805
816 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
817 { 807 {
818 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
819 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
820 return; 810 return;
821 } 811 }
822 812
823 if (!op->enemy) 813 if (!op->enemy)
824 { 814 {
825 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
826 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
827 return; 817 return;
828 } 818 }
829 819
830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
831 { 821 {
832 op->enemy = NULL; 822 op->enemy = NULL;
833 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
834 return; 824 return;
835 } 825 }
836 826
837 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
838 828
839 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
840 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
841 { 831 {
842 int m = 1 - rndm (2) * 2; 832 int m = 1 - rndm (2) * 2;
843 833
844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
845 return; 835 return;
846 } 836 }
847 837
848 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
849 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
850 op->enemy = NULL; 840 op->enemy = NULL;
851} 841}
852 842
853/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* 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 844 * It returns 1 if the player should keep on moving, 0 if he should
859{ 849{
860 object *tmp, *next; 850 object *tmp, *next;
861 int stop = 0; 851 int stop = 0;
862 int wvratio; 852 int wvratio;
863 853
864 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
865 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
866 return 1; 856 return 1;
867 857
868 next = op->below; 858 next = op->below;
869 859
946 * fighting */ 936 * fighting */
947 if (op->contr->mode & PU_INHIBIT) 937 if (op->contr->mode & PU_INHIBIT)
948 return 1; 938 return 1;
949 939
950 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 941 if (tmp->flag [FLAG_UNPAID])
952 continue; 942 continue;
953 943
954 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
956 continue; 946 continue;
957 947
958 /* all food and drink if desired */ 948 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
960 if (op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
963 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
964 continue; 954 continue;
965 } 955 }
966 956
967 if (op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
969 { 959 {
970 CHK_PICK_PICKUP; 960 CHK_PICK_PICKUP;
971 continue; 961 continue;
972 } 962 }
973 963
1000 continue; 990 continue;
1001 } 991 }
1002 992
1003 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
1006 { 999 {
1007 CHK_PICK_PICKUP; 1000 CHK_PICK_PICKUP;
1008 continue; 1001 continue;
1009 } 1002 }
1010 1003
1011 /* pick up all magical items */ 1004 /* pick up all magical items */
1012 if (op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1013 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1014 { 1008 {
1015 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1016 continue; 1010 continue;
1017 } 1011 }
1018 1012
1025 } 1019 }
1026 } 1020 }
1027 1021
1028 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1029 if (op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1030 if (tmp->type == RING || tmp->type == AMULET) 1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1031 { 1028 {
1032 CHK_PICK_PICKUP; 1029 CHK_PICK_PICKUP;
1033 continue; 1030 continue;
1034 } 1031 }
1035 1032
1084 CHK_PICK_PICKUP; 1081 CHK_PICK_PICKUP;
1085 continue; 1082 continue;
1086 } 1083 }
1087 1084
1088 if (op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1089 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1090 { 1087 {
1091 CHK_PICK_PICKUP; 1088 CHK_PICK_PICKUP;
1092 continue; 1089 continue;
1093 } 1090 }
1094 1091
1099 continue; 1096 continue;
1100 } 1097 }
1101 1098
1102 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1103 if (op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1104 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1105 { 1102 {
1106 CHK_PICK_PICKUP; 1103 CHK_PICK_PICKUP;
1107 continue; 1104 continue;
1108 } 1105 }
1109 1106
1158} 1155}
1159 1156
1160/* routine for both players and monsters. We call this when 1157/* routine for both players and monsters. We call this when
1161 * there is a possibility for our action distrubing our hiding 1158 * there is a possibility for our action distrubing our hiding
1162 * place or invisiblity spell. Artefact invisiblity causes 1159 * place or invisiblity spell. Artefact invisiblity causes
1163 * "noise" instead. If we arent invisible to begin with, we 1160 * "noise" instead. If we arent invisible to begin with, we
1164 * return 0. 1161 * return 0.
1165 */ 1162 */
1166static int 1163static int
1167action_makes_visible (object *op) 1164action_makes_visible (object *op)
1168{ 1165{
1169 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1166 if (op->invisible && op->flag [FLAG_ALIVE])
1170 { 1167 {
1171 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1168 if (op->flag [FLAG_MAKE_INVIS])
1172 { 1169 {
1173 // artefact invisibility is permanent, but we still make noise 1170 // artefact invisibility is permanent, but we still make noise
1174 // this is important for game-balance. 1171 // this is important for game-balance.
1175 if (op->contr) 1172 if (op->contr)
1176 op->make_noise (); 1173 op->make_noise ();
1192 return 0; 1189 return 0;
1193} 1190}
1194 1191
1195/* 1192/*
1196 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1197 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1198 * found object is returned. 1195 * found object is returned.
1199 */ 1196 */
1200static object * 1197static object *
1201find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1202{ 1199{
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1205 return splay (tmp); 1202 return splay (tmp);
1206 1203
1207 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1208 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1209 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1210 { 1207 {
1211 splay (tmp); 1208 splay (tmp);
1212 return arrow; 1209 return arrow;
1213 } 1210 }
1230 if (!type) 1227 if (!type)
1231 return NULL; 1228 return NULL;
1232 1229
1233 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1234 { 1231 {
1235 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1236 { 1233 {
1237 i = 0; 1234 i = 0;
1238 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1239 1236
1240 if (i > betterby) 1237 if (i > betterby)
1321 y = op->y; 1318 y = op->y;
1322 1319
1323 /* find the first target */ 1320 /* find the first target */
1324 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1325 { 1322 {
1326 x += freearr_x[dir]; 1323 x += DIRX (dir);
1327 y += freearr_y[dir]; 1324 y += DIRY (dir);
1328 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1329 1326
1330 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1331 { 1328 {
1332 tmp = 0; 1329 tmp = 0;
1341 break; 1338 break;
1342 } 1339 }
1343 1340
1344 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1346 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1347 break; 1344 break;
1348 } 1345 }
1349 1346
1350 if (!tmp) 1347 if (!tmp)
1351 return find_arrow (op, type); 1348 return find_arrow (op, type);
1355 1352
1356 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1357} 1354}
1358 1355
1359/* 1356/*
1360 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1361 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1362 * op is the object firing the bow. 1359 * op is the object firing the bow.
1363 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1364 * dir is the direction of fire. 1361 * dir is the direction of fire.
1365 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1412 { 1409 {
1413 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1414 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1415 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1416 else 1413 else
1417 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1418 1415
1419 return 0; 1416 return 0;
1420 } 1417 }
1421 } 1418 }
1422 1419
1471#endif 1468#endif
1472 1469
1473 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1474 1471
1475 /* update the speed */ 1472 /* update the speed */
1476 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f;
1478 1473
1479 arrow->set_speed (max (arrow->speed, 2.f));
1480 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1481 1479
1482 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1483 1481
1484 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1485 { 1483 {
1506 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1507 1505
1508 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1509 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1510 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1511 1510
1512 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1513 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1514 1513
1515 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1540 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1541 } 1540 }
1542 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1543 { 1542 {
1544 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1546 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1547 } 1546 }
1548 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1549 { 1548 {
1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1551 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1578 { 1577 {
1579 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1580 return; 1579 return;
1581 } 1580 }
1582 1581
1583 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1584 return; 1583 return;
1585 1584
1586 if (item->type == WAND) 1585 if (item->type == WAND)
1587 { 1586 {
1588 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1618 1617
1619 if (item->type == WAND) 1618 if (item->type == WAND)
1620 { 1619 {
1621 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1622 { 1621 {
1623 object *tmp;
1624
1625 if (item->arch) 1622 if (item->arch)
1626 { 1623 {
1627 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1628 item->face = item->arch->face; 1625 item->face = item->arch->face;
1629 item->set_speed (0); 1626 item->set_speed (0);
1630 } 1627 }
1631 1628
1632 if (object *pl = item->visible_to ()) 1629 if (object *pl = item->visible_to ())
1639} 1636}
1640 1637
1641/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1642 */ 1639 */
1643bool 1640bool
1644fire (object *op, int dir) 1641fire (object *who, int dir)
1645{ 1642{
1646 int spellcost = 0; 1643 int spellcost = 0;
1647 1644
1648 player *pl = op->contr; 1645 player *pl = who->contr;
1649 1646
1650 if (pl->golem) 1647 if (pl->golem)
1651 { 1648 {
1652 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1653 return false; 1650 return false;
1654 } 1651 }
1655 1652
1656 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1657 1654
1658 if (!ob) 1655 if (!ob)
1659 return false; 1656 return false;
1660 1657
1661 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1662 --op->speed_left; 1659 --who->speed_left;
1663 else 1660 else
1664 return false; 1661 return false;
1665 1662
1666 if (!op->change_weapon (ob)) 1663 if (!who->apply (ob))
1667 return false; 1664 return false;
1668 1665
1669 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1670 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1671 make_visible (op); 1668 make_visible (who);
1672 1669
1673 switch (ob->type) 1670 switch (ob->type)
1674 { 1671 {
1675 case BOW: 1672 case BOW:
1676 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1677 break; 1674 break;
1678 1675
1679 case SPELL: 1676 case SPELL:
1680 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1681 break; 1678 break;
1682 1679
1683 case BUILDER: 1680 case BUILDER:
1684 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1685 break; 1682 break;
1686 1683
1687 case SKILL: 1684 case SKILL:
1688 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1689 break; 1686 break;
1690 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1691 default: 1692 default:
1692 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1693 break; 1694 break;
1694 } 1695 }
1695 1696
1696 return true; 1697 return true;
1697} 1698}
1709 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1710 { 1711 {
1711 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1712 break; 1713 break;
1713 1714
1714 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1715 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1716 */ 1717 */
1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1718 break; 1719 break;
1719 } 1720 }
1756 * 1757 *
1757 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1758 * all the others. 1759 * all the others.
1759 */ 1760 */
1760 if (pl->contr->usekeys == key_inventory 1761 if (pl->contr->usekeys == key_inventory
1761 || !QUERY_FLAG (container, FLAG_APPLIED) 1762 || !container->flag [FLAG_APPLIED]
1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1763 { 1764 {
1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1766 return NULL; 1767 return NULL;
1773/* find_key 1774/* find_key
1774 * We try to find a key for the door as passed. If we find a key 1775 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1778 * pl is the player, 1779 * pl is the player,
1779 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1782 */ 1783 */
1783object * 1784object *
1784find_key (object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1850 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
1851 */ 1852 */
1852bool 1853bool
1853move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
1854{ 1855{
1855 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1856 { 1857 {
1857 --op->speed_left; 1858 --op->speed_left;
1858 return true; 1859 return true;
1859 } 1860 }
1860 1861
1861 int on_battleground; 1862 sint16 nx = DIRX (dir) + op->x;
1862 1863 sint16 ny = DIRY (dir) + op->y;
1863 sint16 nx = freearr_x[dir] + op->x;
1864 sint16 ny = freearr_y[dir] + op->y;
1865
1866 on_battleground = op_on_battleground (op, 0, 0);
1867 1864
1868 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1869 return false; 1866 return false;
1870 1867
1871 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
1892 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
1893 && mon != op) 1890 && mon != op)
1894 break; 1891 break;
1895 } 1892 }
1896 1893
1897 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
1898 return false; /* into a wall */ 1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1899 1920
1900 mon = mon->head_ (); 1921 mon = mon->head_ ();
1901 1922
1902 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1903 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
1921 */ 1942 */
1922 if (op->type == PLAYER 1943 if (op->type == PLAYER
1923 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
1924 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
1925 || mon->owner == op) 1946 || mon->owner == op)
1926 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1927 { 1948 {
1928 /* If we're braced, we don't want to switch places with it */ 1949 /* If we're braced, we don't want to switch places with it */
1929 if (op->contr->braced) 1950 if (op->contr->braced)
1930 return false; 1951 return false;
1931 1952
1942 return true; 1963 return true;
1943 } 1964 }
1944 else 1965 else
1945 return false; 1966 return false;
1946 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
1947 1970
1948 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
1949 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
1950 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
1951 * attack them either. 1974 * attack them either.
1952 */ 1975 */
1953 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
1954 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1955 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
1956 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
1957 && !on_battleground)) 1980 && !on_battleground))
1958 { 1981 {
1959 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
1975 } 1998 }
1976 } 1999 }
1977 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
1978 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
1979 */ 2002 */
1980 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1981 { 2004 {
1982 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
1983 { 2006 {
1984 --op->speed_left; 2007 --op->speed_left;
1985 2008
1994 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
1995 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
1996 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
1997 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
1998 */ 2021 */
1999 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2000 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2001 { 2024 {
2002 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2003 { 2026 {
2004 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
2016} 2039}
2017 2040
2018bool 2041bool
2019move_player (object *op, int dir) 2042move_player (object *op, int dir)
2020{ 2043{
2021 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2022 return 0; 2045 return 0;
2023 2046
2024 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2025 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2026 { 2049 {
2027 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2028 return 0; 2051 return 0;
2029 } 2052 }
2030 2053
2031 /* peterm: added following line */ 2054 /* peterm: added following line */
2032 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2033 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2034 2057
2035 op->facing = dir; 2058 op->facing = dir;
2036 2059
2037 if (op->flag [FLAG_HIDDEN]) 2060 if (op->flag [FLAG_HIDDEN])
2077 * players. 2100 * players.
2078 */ 2101 */
2079bool 2102bool
2080handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2081{ 2104{
2082 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2083 { 2106 {
2084 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2085 { 2108 {
2086 --op->speed_left; 2109 --op->speed_left;
2087 flee_player (op); 2110 flee_player (op);
2106} 2129}
2107 2130
2108static int 2131static int
2109save_life (object *op) 2132save_life (object *op)
2110{ 2133{
2111 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2112 return 0; 2135 return 0;
2113 2136
2114 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2115 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2116 { 2139 {
2117 op->play_sound (sound_find ("ob_evaporate")); 2140 op->play_sound (sound_find ("ob_evaporate"));
2118 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2119 2142
2120 tmp->destroy (); 2143 tmp->destroy ();
2121 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2122 2145
2123 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2124 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2125 2148
2126 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2127 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2128 2151
2129 op->update_stats (); 2152 op->update_stats ();
2130 return 1; 2153 return 1;
2131 } 2154 }
2132 2155
2133 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2134 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2135 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2136 return 0; 2159 return 0;
2137} 2160}
2138 2161
2139/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2146{ 2169{
2147 while (op) 2170 while (op)
2148 { 2171 {
2149 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2150 2173
2151 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2152 op->insert_at (env); 2175 op->insert_at (env);
2153 else if (op->inv) 2176 else if (op->inv)
2154 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2155 2178
2156 op = next; 2179 op = next;
2167void 2190void
2168do_some_living (object *op) 2191do_some_living (object *op)
2169{ 2192{
2170 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2171 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2172 int over_hp, over_sp, over_grace;
2173 int i;
2174 int rate_hp = 1200; 2195 int rate_hp = 1200;
2175 int rate_sp = 2500; 2196 int rate_sp = 2500;
2176 int rate_grace = 2000; 2197 int rate_grace = 2000;
2177 const int max_hp = 1; 2198 const int max_hp = 1;
2178 const int max_sp = 1; 2199 const int max_sp = 1;
2179 const int max_grace = 1; 2200 const int max_grace = 1;
2180 2201
2202#if 0
2181 if (op->contr->hidden) 2203 if (op->contr->hidden)
2182 { 2204 {
2183 op->invisible = 1000; 2205 op->invisible = 1000;
2184 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2185 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2187 */ 2209 */
2188 if (pticks & 2) 2210 if (server_tick & 2)
2189 op->invisible--; 2211 op->invisible--;
2190 } 2212 }
2213 else
2214#endif
2191 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2192 { 2216 {
2193 if (!op->invisible--) 2217 if (!op->invisible--)
2194 { 2218 {
2195 make_visible (op); 2219 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2230 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2231 { 2255 {
2232 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2233 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2234 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2235 if (max_grace > 1) 2261 if (max_grace > 1)
2236 { 2262 {
2237 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2238 if (over_grace > 0) 2265 if (over_grace > 0)
2239 { 2266 {
2240 op->stats.sp += over_grace 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2241 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2242 op->last_grace = 0; 2268 op->last_grace = 0;
2243 } 2269 }
2244 else 2270 else
2245 { 2271 op->last_grace = rate_grace / temp;
2246 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2247 }
2248 } 2272 }
2249 else 2273 else
2250 { 2274 op->last_grace = rate_grace / temp;
2251 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2252 }
2253 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2254 } 2277 }
2255 2278
2256 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2257 { 2280 {
2263 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2264 { 2287 {
2265 op->stats.sp++; 2288 op->stats.sp++;
2266 2289
2267 /* dms do not consume food */ 2290 /* dms do not consume food */
2268 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2269 { 2292 {
2270 op->stats.food--; 2293 op->stats.food--;
2271 2294
2272 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2273 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2276 } 2299 }
2277 } 2300 }
2278 2301
2279 if (max_sp > 1) 2302 if (max_sp > 1)
2280 { 2303 {
2281 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2282 if (over_sp > 0) 2305 if (over_sp > 0)
2283 { 2306 {
2284 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2285 { 2308 {
2286 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2308 { 2331 {
2309 op->stats.hp++; 2332 op->stats.hp++;
2310 2333
2311 /* dms do not consume food */ 2334 /* dms do not consume food */
2312 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2313 { 2336 {
2314 op->stats.food--; 2337 op->stats.food--;
2315 2338
2316 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2317 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2318 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2319 op->stats.food = last_food; 2342 op->stats.food = last_food;
2320 } 2343 }
2321 } 2344 }
2322 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2323 if (max_hp > 1) 2348 if (max_hp > 1)
2324 { 2349 {
2325 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2326 2351
2327 if (over_hp > 0) 2352 if (over_hp > 0)
2328 { 2353 {
2329 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2330 op->last_heal = 0; 2355 op->last_heal = 0;
2331 } 2356 }
2332 else 2357 else
2333 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2334 } 2359 }
2335 else 2360 else
2336 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2337 } 2362 }
2338 } 2363 }
2339 2364
2340 /* Digestion */ 2365 /* Digestion */
2341 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2344 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2345 2370
2346 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2347 2372
2348 /* dms do not consume food */ 2373 /* dms do not consume food */
2349 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2350 op->stats.food--; 2375 op->stats.food--;
2351 } 2376 }
2352 2377
2353 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2354 { 2379 {
2355 object *flesh = 0; 2380 object *flesh = 0;
2356 2381
2357 for_inv_removable (op, tmp) 2382 for_inv_removable (op, tmp)
2358 { 2383 {
2359 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2360 continue; 2385 continue;
2361 2386
2362 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2363 { 2388 {
2364 op->statusmsg ("You blindly grab for a bite of food. " 2389 op->statusmsg ("You blindly grab for a bite of food. "
2365 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2366 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2367 2392
2368 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2369 break; 2394 break;
2370 } 2395 }
2371 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2377 */ 2402 */
2378 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2379 { 2404 {
2380 op->statusmsg ("You blindly grab for a bite of food. " 2405 op->statusmsg ("You blindly grab for a bite of food. "
2381 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2382 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2383 } 2408 }
2384 2409
2385 // If player is still starving, alert him! 2410 // If player is still starving, alert him!
2386 if (op->stats.food < 0) 2411 if (op->stats.food < 0)
2387 op->failmsg ("You are starving! " 2412 op->failmsg ("You are starving! "
2399 op->contr->killer->destroy (); 2424 op->contr->killer->destroy ();
2400 } 2425 }
2401 } 2426 }
2402 2427
2403 /* killer should be set here already */ 2428 /* killer should be set here already */
2404 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2405 kill_player (op); 2430 kill_player (op);
2406 } 2431 }
2407} 2432}
2408 2433
2409/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2443 cure_disease (op, 0, 0); /* remove any disease */ 2468 cure_disease (op, 0, 0); /* remove any disease */
2444 2469
2445 max_it (op->stats.hp , op->stats.maxhp); 2470 max_it (op->stats.hp , op->stats.maxhp);
2446 max_it (op->stats.sp , op->stats.maxsp); 2471 max_it (op->stats.sp , op->stats.maxsp);
2447 max_it (op->stats.grace, op->stats.maxgrace); 2472 max_it (op->stats.grace, op->stats.maxgrace);
2448
2449 if (op->stats.food <= 0) 2473 max_it (op->stats.food , 200);
2450 op->stats.food = 999;
2451 2474
2452 // remove all spell effects that are active 2475 // remove all spell effects that are active
2453 // to avoid long-term effects such as word-of-recall 2476 // to avoid long-term effects such as word-of-recall
2454 for (object *item = op->inv; item; ) 2477 for (object *item = op->inv; item; )
2455 { 2478 {
2468 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2469 { 2492 {
2470 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2471 2494
2472 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2473 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2474 { 2497
2475 tmp->name = format ("%s's finger" , &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2476 tmp->name_pl = format ("%s's fingers", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2477 tmp->msg = format ( 2500 tmp->msg = format (
2478 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2479 &op->name, op->contr->title, 2502 &op->name, op->contr->title,
2480 (int)op->level, 2503 (int)op->level,
2481 op->contr->killer_name () 2504 op->contr->killer_name ()
2482 ); 2505 );
2483 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2484 tmp->material = name_to_material (shstr_organic); 2507 tmp->material = name_to_material (shstr_organic);
2485 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2486 }
2487 2509
2488 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2489 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2490 op->contr->braced = 0; 2512 op->contr->braced = 0;
2491 2513
2559 object *dep; 2581 object *dep;
2560 2582
2561 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2562 if (!dep) 2584 if (!dep)
2563 { 2585 {
2564 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2565 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2566 } 2588 }
2567 lose_this_stat = 1; 2589 lose_this_stat = 1;
2568 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2569 { 2591 {
2581 2603
2582 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2583 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2584 { 2606 {
2585 lose_this_stat = 0; 2607 lose_this_stat = 0;
2586 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2587 retain the stat. */ 2609 retain the stat. */
2588 } 2610 }
2589 else 2611 else
2590 { 2612 {
2591 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2607 * difference. 2629 * difference.
2608 */ 2630 */
2609 if (this_stat >= -50) 2631 if (this_stat >= -50)
2610 { 2632 {
2611 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2612 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2613 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2614 op->update_stats (); 2636 op->update_stats ();
2615 lost_a_stat = 1; 2637 lost_a_stat = 1;
2616 } 2638 }
2617 } 2639 }
2635#endif 2657#endif
2636 2658
2637 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2638 * exp loss on the stone. 2660 * exp loss on the stone.
2639 */ 2661 */
2640 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2641 tmp->name = format ("%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2642 tmp->name_pl = format ("%s's gravestones", &op->name); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2643 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2644 &op->name, op->contr->title, op->contr->killer_name ()); 2666 &op->name, op->contr->title, op->contr->killer_name ());
2645 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2684 if (will_kill_again) 2706 if (will_kill_again)
2685 { 2707 {
2686 object *force; 2708 object *force;
2687 int at; 2709 int at;
2688 2710
2689 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2690 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2691 force->speed = 0.1f;
2692 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2693 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2694 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2695 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2696 force->resist[at] = 100; 2719 force->resist[at] = 100;
2697 2720
2698 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2703} 2726}
2704 2727
2705static void 2728static void
2706loot_object (object *op) 2729loot_object (object *op)
2707{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2708 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2709 2732
2710 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2711 2734
2712 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2713 { 2736 {
2720 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2721 2744
2722 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2723 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2724 2747
2725 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2726 { 2749 {
2727 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2728 { 2751 {
2729 tmp->decrease (rndm (1, tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2730 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2741 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2742 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
2743 * was changed. 2766 * was changed.
2744 */ 2767 */
2745void 2768void
2746fix_weight (void) 2769fix_weight ()
2747{ 2770{
2748 for_all_players (pl) 2771 for_all_players (pl)
2749 { 2772 {
2750 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2751 2774
2752 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2753 2776
2754 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2755 { 2778 {
2758 } 2781 }
2759 } 2782 }
2760} 2783}
2761 2784
2762void 2785void
2763fix_luck (void) 2786fix_luck ()
2764{ 2787{
2765 for_all_players (pl) 2788 for_all_players (pl)
2766 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2767 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2768} 2791}
2820} 2843}
2821 2844
2822int 2845int
2823is_true_undead (object *op) 2846is_true_undead (object *op)
2824{ 2847{
2825 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
2826 return 1; 2849 return 1;
2827 2850
2828 return 0; 2851 return 0;
2829} 2852}
2830 2853
2851 level = -(10 + (2 * ob->map->darklevel ())); 2874 level = -(10 + (2 * ob->map->darklevel ()));
2852 2875
2853 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
2854 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
2855 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
2856 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2857 { 2880 {
2858 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2859 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
2860 continue; 2883 continue;
2861 2884
2928 2951
2929 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
2930 player = 1; 2953 player = 1;
2931 2954
2932 else 2955 else
2933 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
2934 2957
2935 /* search adjacent squares */ 2958 /* search adjacent squares */
2936 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
2937 { 2960 {
2938 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
2939 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
2940 m = who->map; 2963 m = who->map;
2941 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2942 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
2943 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
2944 */ 2967 */
2947 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2948 continue; 2971 continue;
2949 2972
2950 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2951 { 2974 {
2952 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2953 return 1; 2976 return 1;
2954 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
2955 {
2956 /*don't let a hidden DM prevent you from hiding */
2957 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2958 return 1; 2978 return 1;
2959 }
2960 } 2979 }
2961 } 2980 }
2962 return 0; 2981 return 0;
2963} 2982}
2964 2983
2965/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
2966 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
2967 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
2968 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
2969 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
2970 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
2971 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
2972 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
2973 * imply the way your head, or body is facing? It's possible 2992 * imply the way your head, or body is facing? It's possible
2974 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
2975 * -b.t. 2994 * -b.t.
2976 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
2977 */ 2996 */
2978int 2997int
2979player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
2980{ 2999{
2994 3013
2995 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
2996 3015
2997 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
2998 * through the object and find if it has any 3017 * through the object and find if it has any
2999 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
3000 * a blocked los square. 3019 * a blocked los square.
3001 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3002 */ 3021 */
3003 while (op) 3022 while (op)
3004 { 3023 {
3031 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3032 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3033 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3034 for (object *tmp = op->below; tmp; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3035 { 3054 {
3036 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3037 { 3056 {
3038 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3057 if (tmp->flag [FLAG_NO_PICK]
3039 && tmp->type == BATTLEGROUND 3058 && tmp->type == BATTLEGROUND
3040 && tmp->name == shstr_battleground 3059 && tmp->name == shstr_battleground
3041 && EXIT_X (tmp) && EXIT_Y (tmp)) 3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3042 { 3061 {
3043 /* before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3044 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3045 {
3046 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3047 { 3066 {
3048 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 {
3050 if (x && y) 3067 if (x && y)
3051 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3052 3069
3053 return 1; 3070 return 1;
3054 }
3055 } 3071 }
3056 }
3057 3072
3058 if (x && y) 3073 if (x && y)
3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060 3075
3061 return 1; 3076 return 1;
3199 else 3214 else
3200 j = 1; 3215 j = 1;
3201 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3202 } 3217 }
3203 } 3218 }
3219
3204 strcat (buf, "."); 3220 strcat (buf, ".");
3205 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3206 } 3222 }
3207 3223
3208 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3209 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3210 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3211 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3212 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3213 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3214 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3215 3231
3216 /* print message if there is one */ 3232 /* print message if there is one */
3217 if (item->msg != NULL) 3233 if (item->msg != NULL)
3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3219 } 3235 }
3220 else 3236 else
3221 { 3237 {
3222 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3223 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3224 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3225 who->insert (tmp); 3241 who->insert (tmp);
3226 } 3242 }
3227}
3228
3229/**
3230 * Unready an object for a player. This function does nothing if the object was
3231 * not readied.
3232 */
3233void
3234player_unready_range_ob (player *pl, object *ob)
3235{
3236 if (pl->ob->current_weapon == ob)
3237 pl->ob->current_weapon = 0;
3238
3239 if (pl->combat_ob == ob)
3240 pl->combat_ob = 0;
3241
3242 if (pl->ranged_ob == ob)
3243 pl->ranged_ob = 0;
3244} 3243}
3245 3244
3246//-GPL 3245//-GPL
3247 3246
3248sint8 3247sint8
3278{ 3277{
3279 play_sound (sound_find ("generic_failure")); 3278 play_sound (sound_find ("generic_failure"));
3280 statusmsg (msg, color); 3279 statusmsg (msg, color);
3281} 3280}
3282 3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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