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Comparing deliantra/server/server/player.C (file contents):
Revision 1.264 by root, Mon Apr 5 02:05:32 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 ()
75 76
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 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82 81
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
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
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false; 132 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 133 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false; 134 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false; 135 ob->flag [FLAG_READY_BOW] = false;
143 136
144 for (object *op = ob->inv; op; op = op->below) 137 ob->update_stats ();
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151 138
152 case SPELL: 139 ns->floorbox_update ();
153 case WAND: 140 esrv_send_inventory (ob, ob);
154 case ROD: 141 esrv_add_spells (this, 0);
155 case HORN:
156 case BOW:
157 case RANGED:
158 op->flag [FLAG_APPLIED] = false;
159 ranged_ob = op;
160 break;
161
162 case WEAPON:
163 op->flag [FLAG_APPLIED] = false;
164 combat_ob = op;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173 142
174 activate (); 143 activate ();
175 144
176 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
213player::set_object (object *op) 182player::set_object (object *op)
214{ 183{
215 ob = observe = viewpoint = op; 184 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
217 186
218 ob->speed = 1.0f; 187 ob->speed = 1.0f; // object still inactive, keep it that way
219 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
220 189
221 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
222} 191}
223 192
266 235
267 attachable::do_destroy (); 236 attachable::do_destroy ();
268 237
269 if (ob) 238 if (ob)
270 { 239 {
271 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;
272 ob->destroy (); 243 ob->destroy ();
273 } 244 }
274 245
275 ob = observe = viewpoint = 0; 246 ob = observe = viewpoint = 0;
276} 247}
362#endif 333#endif
363 return op; 334 return op;
364} 335}
365 336
366/* 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
367 * 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
368 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
369 * 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
370 * the deviation is 341 * the deviation is
371 */ 342 */
372#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
408 */ 379 */
409int 380int
410path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
411{ 382{
412 rv_vector rv; 383 rv_vector rv;
413 sint16 x, y;
414 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;
415 maptile *m, *lastmap;
416 385
417 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
418 387
419 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
420 return 0; 389 return 0;
421 390
422 x = mon->x; 391 mapxy pos (mon);
423 y = mon->y;
424 m = mon->map;
425 dir = rv.direction; 392 dir = rv.direction;
426 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 */
427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428 395
429 /* 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. */
430 if (diff > max) 397 if (diff > max)
431 return 0; 398 return 0;
432 399
433 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
434 { 401 {
435 lastx = x; 402 mapxy lastpos = pos;
436 lasty = y;
437 lastmap = m;
438 x = lastx + freearr_x[dir];
439 y = lasty + freearr_y[dir];
440 403
441 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
442 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
443 405
444 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
445 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
446 && (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)))
447 { 410 {
448 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
449 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
450 */ 413 */
451 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
452 if (rv.direction != dir) 415 if (rv.direction != dir)
453 { 416 {
454 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
455 * the values so it will try again. 418 * the values so it will try again.
456 */ 419 */
457 x = lastx;
458 y = lasty;
459 m = lastmap; 420 pos = lastpos;
460 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
461 } 422 }
462 else 423 else
463 { 424 {
464 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
465 * either the left or right. 426 * either the left or right.
466 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
467 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
468 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
469 * 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
470 * stepping back and forth 431 * stepping back and forth
471 */ 432 */
472 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
473 { 434 {
474 if (i == 0) 435 if (i == 0)
475 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
476 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
477 * since the direction that the creature should move in 439 * since the direction that the creature should move in
478 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
479 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
480 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
482 * 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
483 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
484 * the last direction the creature has successfully 446 * the last direction the creature has successfully
485 * moved. 447 * moved.
486 */ 448 */
487
488 x = lastx + freearr_x[absdir (lastdir + i)];
489 y = lasty + freearr_y[absdir (lastdir + i)];
490 m = lastmap; 449 pos = lastpos;
491 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
492 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
493 continue; 453 continue;
494 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
495 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
496 continue; 458 continue;
497 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
498 continue; 461 continue;
499 462
500 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
501 break; 464 break;
502 } 465 }
466
503 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
504 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
505 */ 469 */
506 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
507 return 0; 471 return 0;
472
508 diff--; 473 diff--;
509 lastdir = dir; 474 lastdir = dir;
510 max--; 475 max--;
511 if (!firstdir) 476 if (!firstdir)
512 firstdir = dir + i; 477 firstdir = dir + i;
516 { 481 {
517 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
518 diff--; 483 diff--;
519 max--; 484 max--;
520 lastdir = dir; 485 lastdir = dir;
486
521 if (!firstdir) 487 if (!firstdir)
522 firstdir = dir; 488 firstdir = dir;
523 } 489 }
524 490
525 if (diff <= 1) 491 if (diff <= 1)
526 { 492 {
527 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
528 * headed toward player for entire distance. 494 * headed toward player for entire distance.
529 */ 495 */
530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
532 } 498 }
533 499
534 if (diff > max) 500 if (diff > max)
535 return 0; 501 return 0;
551 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
552 { 518 {
553 next = op->below; 519 next = op->below;
554 520
555 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
556 * 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
557 */ 523 */
558 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
559 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
560 526
561 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
562 * by this player due to race restrictions 528 * by this player due to race restrictions
563 */ 529 */
564 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
565 { 531 {
566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 532 if ((!pl->flag [FLAG_USE_ARMOUR]
567 && 533 &&
568 (op->type == ARMOUR || op->type == BOOTS 534 (op->type == ARMOUR || op->type == BOOTS
569 || op->type == CLOAK || op->type == HELMET 535 || op->type == CLOAK || op->type == HELMET
570 || op->type == SHIELD || op->type == GLOVES 536 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE)) 537 || op->type == BRACERS || op->type == GIRDLE))
572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
573 { 539 {
574 op->destroy (); 540 op->destroy ();
575 continue; 541 continue;
576 } 542 }
577 } 543 }
578 544
579 /* Here we remove duplicated skills (as duplicated spell objects have 545 /* Here we remove duplicated skills (as duplicated spell objects have
580 * _very_ confusing effects for players), which could for instance be 546 * _very_ confusing effects for players), which could for instance be
581 * generated by bad treasurelists. - elmex 547 * generated by multiple treasurelists specifying the same skills.
582 */ 548 */
583 if (op->type == SKILL) 549 if (op->type == SKILL)
584 { 550 {
585 for (object *tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
586 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
587 { 553 {
588 op->destroy (); 554 op->destroy ();
589 LOG (llevError,
590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
591 break; 555 break;
592 } 556 }
593 557
594 if (op->nrof > 1) 558 if (op->nrof > 1)
595 op->nrof = 1; 559 op->nrof = 1;
596 } 560 }
597 561
598 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
600 564
601 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
602 * 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
603 * merged properly. 567 * merged properly.
604 */ 568 */
605 if (need_identify (op)) 569 if (op->need_identify ())
606 { 570 {
607 SET_FLAG (op, FLAG_IDENTIFIED); 571 op->set_flag (FLAG_IDENTIFIED);
608 CLEAR_FLAG (op, FLAG_CURSED); 572 op->clr_flag (FLAG_CURSED);
609 CLEAR_FLAG (op, FLAG_DAMNED); 573 op->clr_flag (FLAG_DAMNED);
610 } 574 }
611 575
612 if (op->type == SPELL) 576 if (op->type == SPELL)
613 { 577 {
614 op->destroy (); 578 op->destroy ();
615 continue; 579 continue;
616 } 580 }
617 else if (op->type == SKILL) 581 else if (op->type == SKILL)
618 { 582 {
619 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
620 op->stats.exp = 0; 584 op->stats.exp = 0;
621 op->level = 1; 585 op->level = 1;
622 } 586 }
623 else /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
624 SET_FLAG (op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
625 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
626 590
627 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
628 pl->contr->link_skills (); 592 pl->contr->link_skills ();
629} 593}
648roll_stat () 612roll_stat ()
649{ 613{
650 int a[4], i, j, k; 614 int a[4], i, j, k;
651 615
652 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
653 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
654 618
655 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
656 if (a[i] < k) 620 if (a[i] < k)
657 k = a[i], j = i; 621 k = a[i], j = i;
658 622
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl) 720 if (tl)
757 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
758 722
759 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
760 INVOKE_PLAYER (LOGIN, ob->contr);
761 724
762 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
763 726
764 if (ob->msg) 727 if (ob->msg)
765 ob->msg = 0; 728 ob->msg = 0;
766 729
767 start_info (ob); 730 start_info (ob);
768 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
769 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
770 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
771 ob->update_stats (); 734 ob->update_stats ();
772 735
773 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
775 */ 738 */
776 if (*first_map_ext_path) 739 if (*first_map_ext_path)
777 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);
778 else 741 else
779 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;
780} 762}
781 763
782void 764void
783player::chargen_race_next () 765player::chargen_race_next ()
784{ 766{
822 rv_vector rv; 804 rv_vector rv;
823 805
824 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
825 { 807 {
826 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
827 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
828 return; 810 return;
829 } 811 }
830 812
831 if (!op->enemy) 813 if (!op->enemy)
832 { 814 {
833 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
834 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
835 return; 817 return;
836 } 818 }
837 819
838 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))
839 { 821 {
840 op->enemy = NULL; 822 op->enemy = NULL;
841 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
842 return; 824 return;
843 } 825 }
844 826
845 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
846 828
852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
853 return; 835 return;
854 } 836 }
855 837
856 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
857 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
858 op->enemy = NULL; 840 op->enemy = NULL;
859} 841}
860 842
861/* 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.
862 * 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
954 * fighting */ 936 * fighting */
955 if (op->contr->mode & PU_INHIBIT) 937 if (op->contr->mode & PU_INHIBIT)
956 return 1; 938 return 1;
957 939
958 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 941 if (tmp->flag [FLAG_UNPAID])
960 continue; 942 continue;
961 943
962 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
963 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)
964 continue; 946 continue;
965 947
966 /* all food and drink if desired */ 948 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
968 if (op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
971 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
972 continue; 954 continue;
973 } 955 }
974 956
975 if (op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
976 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]))
977 { 959 {
978 CHK_PICK_PICKUP; 960 CHK_PICK_PICKUP;
979 continue; 961 continue;
980 } 962 }
981 963
1019 continue; 1001 continue;
1020 } 1002 }
1021 1003
1022 /* pick up all magical items */ 1004 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1026 { 1008 {
1027 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1028 continue; 1010 continue;
1029 } 1011 }
1030 1012
1114 continue; 1096 continue;
1115 } 1097 }
1116 1098
1117 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1120 { 1102 {
1121 CHK_PICK_PICKUP; 1103 CHK_PICK_PICKUP;
1122 continue; 1104 continue;
1123 } 1105 }
1124 1106
1173} 1155}
1174 1156
1175/* routine for both players and monsters. We call this when 1157/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding 1158 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes 1159 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we 1160 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0. 1161 * return 0.
1180 */ 1162 */
1181static int 1163static int
1182action_makes_visible (object *op) 1164action_makes_visible (object *op)
1183{ 1165{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1166 if (op->invisible && op->flag [FLAG_ALIVE])
1185 { 1167 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1168 if (op->flag [FLAG_MAKE_INVIS])
1187 { 1169 {
1188 // artefact invisibility is permanent, but we still make noise 1170 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance. 1171 // this is important for game-balance.
1190 if (op->contr) 1172 if (op->contr)
1191 op->make_noise (); 1173 op->make_noise ();
1207 return 0; 1189 return 0;
1208} 1190}
1209 1191
1210/* 1192/*
1211 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1212 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1213 * found object is returned. 1195 * found object is returned.
1214 */ 1196 */
1215static object * 1197static object *
1216find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1217{ 1199{
1218 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp); 1202 return splay (tmp);
1221 1203
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 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))
1224 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1225 { 1207 {
1226 splay (tmp); 1208 splay (tmp);
1227 return arrow; 1209 return arrow;
1228 } 1210 }
1245 if (!type) 1227 if (!type)
1246 return NULL; 1228 return NULL;
1247 1229
1248 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1249 { 1231 {
1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1251 { 1233 {
1252 i = 0; 1234 i = 0;
1253 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1254 1236
1255 if (i > betterby) 1237 if (i > betterby)
1336 y = op->y; 1318 y = op->y;
1337 1319
1338 /* find the first target */ 1320 /* find the first target */
1339 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1340 { 1322 {
1341 x += freearr_x[dir]; 1323 x += DIRX (dir);
1342 y += freearr_y[dir]; 1324 y += DIRY (dir);
1343 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344 1326
1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1346 { 1328 {
1347 tmp = 0; 1329 tmp = 0;
1356 break; 1338 break;
1357 } 1339 }
1358 1340
1359 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1360 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)
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1362 break; 1344 break;
1363 } 1345 }
1364 1346
1365 if (!tmp) 1347 if (!tmp)
1366 return find_arrow (op, type); 1348 return find_arrow (op, type);
1370 1352
1371 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1372} 1354}
1373 1355
1374/* 1356/*
1375 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1376 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1377 * op is the object firing the bow. 1359 * op is the object firing the bow.
1378 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1379 * dir is the direction of fire. 1361 * dir is the direction of fire.
1380 * 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)
1427 { 1409 {
1428 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1429 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);
1430 /* 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 */
1431 else 1413 else
1432 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1433 1415
1434 return 0; 1416 return 0;
1435 } 1417 }
1436 } 1418 }
1437 1419
1486#endif 1468#endif
1487 1469
1488 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1489 1471
1490 /* update the speed */ 1472 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493 1473
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 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 ));
1496 1479
1497 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;
1498 1481
1499 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1500 { 1483 {
1521 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);
1522 1505
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1524 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1526 1510
1527 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1528 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1529 1513
1530 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1555 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);
1556 } 1540 }
1557 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1558 { 1542 {
1559 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);
1560 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)));
1561 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)));
1562 } 1546 }
1563 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1564 { 1548 {
1565 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);
1566 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);
1633 1617
1634 if (item->type == WAND) 1618 if (item->type == WAND)
1635 { 1619 {
1636 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1637 { 1621 {
1638 object *tmp;
1639
1640 if (item->arch) 1622 if (item->arch)
1641 { 1623 {
1642 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1643 item->face = item->arch->face; 1625 item->face = item->arch->face;
1644 item->set_speed (0); 1626 item->set_speed (0);
1645 } 1627 }
1646 1628
1647 if (object *pl = item->visible_to ()) 1629 if (object *pl = item->visible_to ())
1728 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1729 { 1711 {
1730 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1731 break; 1713 break;
1732 1714
1733 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1734 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1735 */ 1717 */
1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1737 break; 1719 break;
1738 } 1720 }
1775 * 1757 *
1776 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1777 * all the others. 1759 * all the others.
1778 */ 1760 */
1779 if (pl->contr->usekeys == key_inventory 1761 if (pl->contr->usekeys == key_inventory
1780 || !QUERY_FLAG (container, FLAG_APPLIED) 1762 || !container->flag [FLAG_APPLIED]
1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1782 { 1764 {
1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1784 "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));
1785 return NULL; 1767 return NULL;
1792/* find_key 1774/* find_key
1793 * 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
1794 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1797 * pl is the player, 1779 * pl is the player,
1798 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1801 */ 1783 */
1802object * 1784object *
1803find_key (object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1875 { 1857 {
1876 --op->speed_left; 1858 --op->speed_left;
1877 return true; 1859 return true;
1878 } 1860 }
1879 1861
1880 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
1881 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
1882 1864
1883 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1884 return false; 1866 return false;
1885 1867
1886 /* 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
1907 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op) 1890 && mon != op)
1909 break; 1891 break;
1910 } 1892 }
1911 1893
1912 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
1913 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 }
1914 1920
1915 mon = mon->head_ (); 1921 mon = mon->head_ ();
1916 1922
1917 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))
1918 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
1936 */ 1942 */
1937 if (op->type == PLAYER 1943 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op) 1946 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 { 1948 {
1943 /* 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 */
1944 if (op->contr->braced) 1950 if (op->contr->braced)
1945 return false; 1951 return false;
1946 1952
1966 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
1967 * 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
1968 * attack them either. 1974 * attack them either.
1969 */ 1975 */
1970 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
1971 && (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])
1972 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
1973 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
1974 && !on_battleground)) 1980 && !on_battleground))
1975 { 1981 {
1976 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
1992 } 1998 }
1993 } 1999 }
1994 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
1995 * 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.
1996 */ 2002 */
1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 { 2004 {
1999 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
2000 { 2006 {
2001 --op->speed_left; 2007 --op->speed_left;
2002 2008
2011 * 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
2012 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2013 * 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
2014 * 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.
2015 */ 2021 */
2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2017 ((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)))
2018 { 2024 {
2019 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])
2020 { 2026 {
2021 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
2033} 2039}
2034 2040
2035bool 2041bool
2036move_player (object *op, int dir) 2042move_player (object *op, int dir)
2037{ 2043{
2038 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2039 return 0; 2045 return 0;
2040 2046
2041 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2042 if (dir < 0 || dir >= 9) 2048 if (dir < 0 || dir > 8)
2043 { 2049 {
2044 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2045 return 0; 2051 return 0;
2046 } 2052 }
2047 2053
2048 /* peterm: added following line */ 2054 /* peterm: added following line */
2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2050 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2051 2057
2052 op->facing = dir; 2058 op->facing = dir;
2053 2059
2054 if (op->flag [FLAG_HIDDEN]) 2060 if (op->flag [FLAG_HIDDEN])
2094 * players. 2100 * players.
2095 */ 2101 */
2096bool 2102bool
2097handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2098{ 2104{
2099 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2100 { 2106 {
2101 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2102 { 2108 {
2103 --op->speed_left; 2109 --op->speed_left;
2104 flee_player (op); 2110 flee_player (op);
2123} 2129}
2124 2130
2125static int 2131static int
2126save_life (object *op) 2132save_life (object *op)
2127{ 2133{
2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2129 return 0; 2135 return 0;
2130 2136
2131 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2133 { 2139 {
2134 op->play_sound (sound_find ("ob_evaporate")); 2140 op->play_sound (sound_find ("ob_evaporate"));
2135 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));
2136 2142
2137 tmp->destroy (); 2143 tmp->destroy ();
2138 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2139 2145
2140 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2141 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2142 2148
2143 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2146 op->update_stats (); 2152 op->update_stats ();
2147 return 1; 2153 return 1;
2148 } 2154 }
2149 2155
2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2151 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2152 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2153 return 0; 2159 return 0;
2154} 2160}
2155 2161
2156/* 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
2163{ 2169{
2164 while (op) 2170 while (op)
2165 { 2171 {
2166 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' */
2167 2173
2168 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env); 2175 op->insert_at (env);
2170 else if (op->inv) 2176 else if (op->inv)
2171 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2172 2178
2173 op = next; 2179 op = next;
2184void 2190void
2185do_some_living (object *op) 2191do_some_living (object *op)
2186{ 2192{
2187 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2188 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2189 int over_hp, over_sp, over_grace;
2190 int i;
2191 int rate_hp = 1200; 2195 int rate_hp = 1200;
2192 int rate_sp = 2500; 2196 int rate_sp = 2500;
2193 int rate_grace = 2000; 2197 int rate_grace = 2000;
2194 const int max_hp = 1; 2198 const int max_hp = 1;
2195 const int max_sp = 1; 2199 const int max_sp = 1;
2196 const int max_grace = 1; 2200 const int max_grace = 1;
2197 2201
2202#if 0
2198 if (op->contr->hidden) 2203 if (op->contr->hidden)
2199 { 2204 {
2200 op->invisible = 1000; 2205 op->invisible = 1000;
2201 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2202 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2204 */ 2209 */
2205 if (pticks & 2) 2210 if (server_tick & 2)
2206 op->invisible--; 2211 op->invisible--;
2207 } 2212 }
2213 else
2214#endif
2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2209 { 2216 {
2210 if (!op->invisible--) 2217 if (!op->invisible--)
2211 { 2218 {
2212 make_visible (op); 2219 make_visible (op);
2213 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.");
2247 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2248 { 2255 {
2249 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2250 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2251 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2252 if (max_grace > 1) 2261 if (max_grace > 1)
2253 { 2262 {
2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2255 if (over_grace > 0) 2265 if (over_grace > 0)
2256 { 2266 {
2257 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;
2258 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2259 op->last_grace = 0; 2268 op->last_grace = 0;
2260 } 2269 }
2261 else 2270 else
2262 { 2271 op->last_grace = rate_grace / temp;
2263 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2264 }
2265 } 2272 }
2266 else 2273 else
2267 { 2274 op->last_grace = rate_grace / temp;
2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2269 }
2270 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2271 } 2277 }
2272 2278
2273 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2274 { 2280 {
2280 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2281 { 2287 {
2282 op->stats.sp++; 2288 op->stats.sp++;
2283 2289
2284 /* dms do not consume food */ 2290 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2286 { 2292 {
2287 op->stats.food--; 2293 op->stats.food--;
2288 2294
2289 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2293 } 2299 }
2294 } 2300 }
2295 2301
2296 if (max_sp > 1) 2302 if (max_sp > 1)
2297 { 2303 {
2298 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0) 2305 if (over_sp > 0)
2300 { 2306 {
2301 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2302 { 2308 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2324 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2325 { 2331 {
2326 op->stats.hp++; 2332 op->stats.hp++;
2327 2333
2328 /* dms do not consume food */ 2334 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2330 { 2336 {
2331 op->stats.food--; 2337 op->stats.food--;
2332 2338
2333 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2335 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))
2336 op->stats.food = last_food; 2342 op->stats.food = last_food;
2337 } 2343 }
2338 } 2344 }
2339 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2340 if (max_hp > 1) 2348 if (max_hp > 1)
2341 { 2349 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2343 2351
2344 if (over_hp > 0) 2352 if (over_hp > 0)
2345 { 2353 {
2346 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;
2347 op->last_heal = 0; 2355 op->last_heal = 0;
2348 } 2356 }
2349 else 2357 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2351 } 2359 }
2352 else 2360 else
2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2354 } 2362 }
2355 } 2363 }
2356 2364
2357 /* Digestion */ 2365 /* Digestion */
2358 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2361 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2362 2370
2363 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);
2364 2372
2365 /* dms do not consume food */ 2373 /* dms do not consume food */
2366 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2367 op->stats.food--; 2375 op->stats.food--;
2368 } 2376 }
2369 2377
2370 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2371 { 2379 {
2372 object *flesh = 0; 2380 object *flesh = 0;
2373 2381
2374 for_inv_removable (op, tmp) 2382 for_inv_removable (op, tmp)
2375 { 2383 {
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2377 continue; 2385 continue;
2378 2386
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2380 { 2388 {
2381 op->statusmsg ("You blindly grab for a bite of food. " 2389 op->statusmsg ("You blindly grab for a bite of food. "
2416 op->contr->killer->destroy (); 2424 op->contr->killer->destroy ();
2417 } 2425 }
2418 } 2426 }
2419 2427
2420 /* killer should be set here already */ 2428 /* killer should be set here already */
2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2422 kill_player (op); 2430 kill_player (op);
2423 } 2431 }
2424} 2432}
2425 2433
2426/* 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.
2595 2603
2596 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2597 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2598 { 2606 {
2599 lose_this_stat = 0; 2607 lose_this_stat = 0;
2600 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2601 retain the stat. */ 2609 retain the stat. */
2602 } 2610 }
2603 else 2611 else
2604 { 2612 {
2605 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)
2621 * difference. 2629 * difference.
2622 */ 2630 */
2623 if (this_stat >= -50) 2631 if (this_stat >= -50)
2624 { 2632 {
2625 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2626 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2628 op->update_stats (); 2636 op->update_stats ();
2629 lost_a_stat = 1; 2637 lost_a_stat = 1;
2630 } 2638 }
2631 } 2639 }
2698 if (will_kill_again) 2706 if (will_kill_again)
2699 { 2707 {
2700 object *force; 2708 object *force;
2701 int at; 2709 int at;
2702 2710
2703 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2704 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2705 force->speed = 0.1f;
2706 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2707 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2708 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2709 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2710 force->resist[at] = 100; 2719 force->resist[at] = 100;
2711 2720
2712 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2717} 2726}
2718 2727
2719static void 2728static void
2720loot_object (object *op) 2729loot_object (object *op)
2721{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2722 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2723 2732
2724 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2725 2734
2726 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2727 { 2736 {
2734 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2735 2744
2736 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2737 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2738 2747
2739 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))))
2740 { 2749 {
2741 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2742 { 2751 {
2743 tmp->decrease (rndm (1, tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2744 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2759void 2768void
2760fix_weight () 2769fix_weight ()
2761{ 2770{
2762 for_all_players (pl) 2771 for_all_players (pl)
2763 { 2772 {
2764 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2765 2774
2766 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2767 2776
2768 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2769 { 2778 {
2834} 2843}
2835 2844
2836int 2845int
2837is_true_undead (object *op) 2846is_true_undead (object *op)
2838{ 2847{
2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
2840 return 1; 2849 return 1;
2841 2850
2842 return 0; 2851 return 0;
2843} 2852}
2844 2853
2865 level = -(10 + (2 * ob->map->darklevel ())); 2874 level = -(10 + (2 * ob->map->darklevel ()));
2866 2875
2867 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
2868 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
2870 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))
2871 { 2880 {
2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2873 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
2874 continue; 2883 continue;
2875 2884
2942 2951
2943 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
2944 player = 1; 2953 player = 1;
2945 2954
2946 else 2955 else
2947 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
2948 2957
2949 /* search adjacent squares */ 2958 /* search adjacent squares */
2950 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
2951 { 2960 {
2952 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
2953 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
2954 m = who->map; 2963 m = who->map;
2955 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2956 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
2957 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
2958 */ 2967 */
2961 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)))
2962 continue; 2971 continue;
2963 2972
2964 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)
2965 { 2974 {
2966 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])
2967 return 1; 2976 return 1;
2968 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
2969 {
2970 /*don't let a hidden DM prevent you from hiding */
2971 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2972 return 1; 2978 return 1;
2973 }
2974 } 2979 }
2975 } 2980 }
2976 return 0; 2981 return 0;
2977} 2982}
2978 2983
2979/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
2980 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
2981 * 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
2982 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
2983 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
2984 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
2985 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
2986 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
2987 * 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
2988 * 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.
2989 * -b.t. 2994 * -b.t.
2990 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
2991 */ 2996 */
2992int 2997int
2993player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
2994{ 2999{
3008 3013
3009 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3010 3015
3011 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3012 * through the object and find if it has any 3017 * through the object and find if it has any
3013 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
3014 * a blocked los square. 3019 * a blocked los square.
3015 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3016 */ 3021 */
3017 while (op) 3022 while (op)
3018 { 3023 {
3045 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3046 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3047 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3048 for (object *tmp = op->below; tmp; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3049 { 3054 {
3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3051 { 3056 {
3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3057 if (tmp->flag [FLAG_NO_PICK]
3053 && tmp->type == BATTLEGROUND 3058 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground 3059 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp)) 3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3056 { 3061 {
3057 /* before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3209 else 3214 else
3210 j = 1; 3215 j = 1;
3211 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3212 } 3217 }
3213 } 3218 }
3219
3214 strcat (buf, "."); 3220 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 } 3222 }
3217 3223
3218 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3219 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3220 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3221 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3222 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3224 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3225 3231
3226 /* print message if there is one */ 3232 /* print message if there is one */
3227 if (item->msg != NULL) 3233 if (item->msg != NULL)
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3235 }
3271{ 3277{
3272 play_sound (sound_find ("generic_failure")); 3278 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color); 3279 statusmsg (msg, color);
3274} 3280}
3275 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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