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Comparing deliantra/server/server/player.C (file contents):
Revision 1.127 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.192 by root, Wed Apr 30 06:40:28 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
198 183
199 if (ob->map) 184 if (ob->map)
200 maplevel = ob->map->path; 185 maplevel = ob->map->path;
201 186
202 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 189 ob->map = 0;
204 party = 0; 190 party = 0;
205 191
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 193
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
245 231
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 235 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 237 skin = tmp;
255 238
256 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
257 } 240 }
258 241
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 243
261 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
262 304
263 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 306 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 307 switch (op->type)
266 { 308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
267 case WAND: 313 case WAND:
268 case ROD: 314 case ROD:
269 case HORN: 315 case HORN:
270 case BOW: 316 case BOW:
271 case SKILL: 317 ranged_ob = op;
272 case SKILL_TOOL: 318 break;
319
273 case WEAPON: 320 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 321 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 322 break;
277 } 323 }
278 324
279 ob->update_stats (); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update (); 326 ob->deactivate (); // change_Weapon activates, fix this better
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293} 327}
294 328
295void 329void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op) 330player::set_observe (object *op)
320{ 331{
321 ob = op; 332 observe = op ? op : ob;
322 ob->contr = this; /* this aren't yet in archetype */ 333 do_los = 1;
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327} 334}
328 335
329player::player () 336player::player ()
330{ 337{
331 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 349 petmode = pet_normal;
343 listening = 10; 350 listening = 10;
344 usekeys = containers; 351 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
346 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
347} 357}
348 358
349void 359void
350player::do_destroy () 360player::do_destroy ()
351{ 361{
356 if (ob) 366 if (ob)
357 { 367 {
358 ob->destroy_inv (false); 368 ob->destroy_inv (false);
359 ob->destroy (); 369 ob->destroy ();
360 } 370 }
371
372 ob = observe = 0;
361} 373}
362 374
363player::~player () 375player::~player ()
364{ 376{
365 /* Clear item stack */ 377 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
393 */ 405 */
394archetype * 406archetype *
395get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
396{ 408{
397 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
398 416
399 for (;;) 417 for (;;)
400 { 418 {
401 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
402 at = first_archetype; 420 i = archetypes.begin ();
403 else 421 else if (*i == at)
404 at = at->next; 422 cleanup ("not a single player archetype found");
405 423
406 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
407 return at; 425 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 426 }
415} 427}
416 428
417object * 429object *
418get_nearest_player (object *mon) 430get_nearest_player (object *mon)
422 unsigned lastdist; 434 unsigned lastdist;
423 rv_vector rv; 435 rv_vector rv;
424 436
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 438 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 440 continue;
456 441
457 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
458 { 443 {
653 638
654 return firstdir; 639 return firstdir;
655} 640}
656 641
657void 642void
658give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
659{ 644{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 645 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 647
665 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
666 { 649 {
667 next = op->below; 650 next = op->below;
668 651
669 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 659 * by this player due to race restrictions
677 */ 660 */
678 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
679 { 662 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
681 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 670 {
686 op->destroy (); 671 op->destroy ();
687 continue; 672 continue;
688 } 673 }
689 } 674 }
712 if (op->nrof > 1) 697 if (op->nrof > 1)
713 op->nrof = 1; 698 op->nrof = 1;
714 } 699 }
715 700
716 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 703
721 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 706 * merged properly.
724 */ 707 */
725 if (need_identify (op)) 708 if (need_identify (op))
726 { 709 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 713 }
714
731 if (op->type == SPELL) 715 if (op->type == SPELL)
732 { 716 {
733 op->destroy (); 717 op->destroy ();
734 continue; 718 continue;
735 } 719 }
737 { 721 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 723 op->stats.exp = 0;
740 op->level = 1; 724 op->level = 1;
741 } 725 }
742 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
746 729
747 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
748 link_player_skills (pl); 731 link_player_skills (pl);
784} 767}
785 768
786void 769void
787object::roll_stats () 770object::roll_stats ()
788{ 771{
789 int statsort [7]; 772 int statsort [NUM_STATS];
790 773
791 for (;;) 774 for (;;)
792 { 775 {
793 int sum = 0; 776 int sum = 0;
794 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
796 779
797 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
798 break; 781 break;
799 } 782 }
800 783
801 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 786
787 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 789
812 stats.exp = 0; 790 stats.exp = 0;
813 stats.ac = 0; 791 stats.ac = 0;
814 792
815 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
859static void 837static void
860start_info (object *op) 838start_info (object *op)
861{ 839{
862 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
863 841
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 844}
869 845
870/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
875 */ 851 */
876void 852void
877player::chargen_race_done () 853player::chargen_race_done ()
878{ 854{
879 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
881 857
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 859 if (tl)
884 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
885 861
913 if (*first_map_ext_path) 889 if (*first_map_ext_path)
914 { 890 {
915 object *tmp; 891 object *tmp;
916 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
917 893
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
919 tmp = object::create (); 895 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x; 897 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y; 898 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
942 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
943 919
944 ob->remove_statbonus (); 920 ob->remove_statbonus ();
945 ob->remove (); 921 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
948 ob->instantiate (); 924 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
951 ob->x = x; 927 ob->x = x;
952 ob->y = y; 928 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 932 ob->add_statbonus ();
957 } 933 }
958 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
959 935
960 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1035 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1036 return 1; 1012 return 1;
1037 1013
1038 next = op->below; 1014 next = op->below;
1039 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1040 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1041 * destroyed */ 1020 * destroyed */
1042 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1043 { 1022 {
1044 tmp = next; 1023 tmp = next;
1045 next = tmp->below; 1024 next = tmp->below;
1046 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1047 if (op->destroyed ()) 1032 if (op->destroyed ())
1048 return 0; 1033 return 0;
1049 1034
1050 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1051 continue; 1036 continue;
1052 1037
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 { 1039 {
1055 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1057 continue; 1042 continue;
1058 } 1043 }
1059 1044
1060 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1061 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1063 switch (op->contr->mode) 1048 switch (op->contr->mode)
1064 { 1049 {
1065 case 0: 1050 case 0:
1066 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1067 case 1: 1052 case 1:
1068 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1069 return 1; 1054 return 1;
1070 case 2: 1055 case 2:
1071 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1072 return 0; 1057 return 0;
1073 case 3: 1058 case 3:
1074 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1075 case 4: 1060 case 4:
1076 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1077 break; 1062 break;
1078 case 5: 1063 case 5:
1079 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1080 stop = 1; 1065 stop = 1;
1081 break; 1066 break;
1082 case 6: 1067 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1084 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1085 break; 1071 break;
1086 1072
1087 case 7: 1073 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1090 break; 1076 break;
1091 1077
1092 default: 1078 default:
1093 /* use value density */ 1079 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1097 } 1083 }
1098 } 1084 }
1099 else 1085 else
1100 { /* old model */ 1086 { /* old model */
1101 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1105 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else 1094 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111 1097
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 } 1099 }
1114 1100
1115 /* philosophy: 1101 /* philosophy:
1156 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1157 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1158 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1159 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1160 { 1146 {
1161 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1162 continue; 1148 continue;
1163 } 1149 }
1164 1150
1165 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167 { 1153 {
1168 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1169 continue; 1155 continue;
1170 } 1156 }
1171 1157
1172 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1173 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1174 { 1160 {
1175 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1176 continue; 1162 continue;
1177 } 1163 }
1178 1164
1179 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1182 { 1168 {
1183 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1184 continue; 1170 continue;
1185 } 1171 }
1186 1172
1187 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1189 { 1175 {
1190 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1191 continue; 1177 continue;
1192 } 1178 }
1193 1179
1194 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1196 { 1182 {
1197 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1198 continue; 1184 continue;
1199 } 1185 }
1200 1186
1201 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 { 1190 {
1205 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1206 continue; 1192 continue;
1207 } 1193 }
1208 1194
1209 /* pick up all magical items */ 1195 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212 { 1198 {
1213 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1214 continue; 1200 continue;
1215 } 1201 }
1216 1202
1217 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1218 { 1204 {
1219 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1220 { 1206 {
1221 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1222 continue; 1208 continue;
1223 } 1209 }
1224 } 1210 }
1225 1211
1226 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1229 { 1215 {
1230 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1231 continue; 1217 continue;
1232 } 1218 }
1233 1219
1234 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1237 { 1223 {
1238 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1239 continue; 1225 continue;
1240 } 1226 }
1241 1227
1242 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1245 { 1231 {
1246 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1247 continue; 1233 continue;
1248 } 1234 }
1249 1235
1250 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1252 { 1238 {
1253 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1254 continue; 1240 continue;
1255 } 1241 }
1256 1242
1257 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1260 { 1246 {
1261 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1262 continue; 1248 continue;
1263 } 1249 }
1264 1250
1265 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1267 { 1253 {
1268 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1269 continue; 1255 continue;
1270 } 1256 }
1271 1257
1272 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1274 { 1260 {
1275 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1276 continue; 1262 continue;
1277 } 1263 }
1278 1264
1279 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1281 { 1267 {
1282 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1283 continue; 1269 continue;
1284 } 1270 }
1285 1271
1286 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1288 { 1274 {
1289 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1290 continue; 1276 continue;
1291 } 1277 }
1292 1278
1293 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1295 { 1281 {
1296 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1297 continue; 1283 continue;
1298 } 1284 }
1299 1285
1300 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 { 1289 {
1304 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1305 continue; 1291 continue;
1306 } 1292 }
1307 1293
1308 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1310 { 1296 {
1311 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1312 { 1298 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1315 { 1301 {
1316 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1317 continue; 1303 continue;
1318 } 1304 }
1319 } 1305 }
1320 1306
1321 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1322 { 1308 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1310 {
1325 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1326 continue; 1312 continue;
1327 } 1313 }
1328 } 1314 }
1329 } 1315 }
1330 1316
1331 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 { 1320 {
1335 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1336 continue; 1322 continue;
1337 } 1323 }
1338 1324
1339 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */ 1326 * pickups */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 { 1335 {
1350 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1351#if 0 1337#if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1354 { 1340 {
1355 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1356 } 1342 }
1357 else 1343 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361#endif 1347#endif
1362 continue; 1348 continue;
1363 } 1349 }
1374 * found object is returned. 1360 * found object is returned.
1375 */ 1361 */
1376object * 1362object *
1377find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1378{ 1364{
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1385 return op; 1374 return arrow;
1375 }
1386 1376
1387 return tmp; 1377 return 0;
1388} 1378}
1389 1379
1390/* 1380/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1415 } 1405 }
1416 } 1406 }
1417 else if (arrow->type == ARROW && arrow->race == type) 1407 else if (arrow->type == ARROW && arrow->race == type)
1418 { 1408 {
1419 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1421 { 1411 {
1422 if (arrow->attacktype & AT_DEATH) 1412 if (arrow->attacktype & AT_DEATH)
1423 { 1413 {
1424 *better = 100; 1414 *better = 100;
1425 return arrow; 1415 return arrow;
1433 else 1423 else
1434 { 1424 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1426 {
1437 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1430 {
1441 tmp = arrow; 1431 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1433 }
1444 } 1434 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1436 {
1447 tmp = arrow; 1437 tmp = arrow;
1540 */ 1530 */
1541int 1531int
1542fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1543{ 1533{
1544 object *left, *bow; 1534 object *left, *bow;
1545 int bowspeed, mflags; 1535 int mflags;
1546 maptile *m; 1536 maptile *m;
1547 1537
1548 if (!dir) 1538 if (!dir)
1549 { 1539 {
1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1551 return 0; 1541 return 0;
1552 } 1542 }
1553 1543
1554 if (player *pl = op->contr) 1544 if (op->contr)
1555 { 1545 bow = op->current_weapon;
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1560 else 1546 else
1561 { 1547 {
1562 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1563 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1564 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1585 { 1571 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1573 return 0;
1588 } 1574 }
1589 1575
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598
1599 if (arrow == NULL) 1576 if (arrow == NULL)
1600 { 1577 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1579 {
1603 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1626 arrow->destroy (); 1603 arrow->destroy ();
1627 return 0; 1604 return 0;
1628 } 1605 }
1629 1606
1630 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1631 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1632 if (!arrow) 1609 if (!arrow)
1633 { 1610 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1635 return 0; 1612 return 0;
1636 } 1613 }
1644 arrow->stats.grace = arrow->attacktype; 1621 arrow->stats.grace = arrow->attacktype;
1645 1622
1646 if (arrow->slaying) 1623 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying); 1624 arrow->spellarg = strdup (arrow->slaying);
1648 1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1649 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1650 { 1653 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 arrow->stats.dam += op->stats.dam + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1668 if (op->type == PLAYER)
1669 {
1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1655 wc -= dex_bonus[op->stats.Dex];
1672 1656
1673 if (!arrow->slaying) 1657 if (!arrow->slaying)
1674 arrow->slaying = op->slaying; 1658 arrow->slaying = op->slaying;
1675 1659
1676 arrow->attacktype |= op->attacktype; 1660 arrow->attacktype |= op->attacktype;
1684 arrow->slaying = bow->slaying; 1668 arrow->slaying = bow->slaying;
1685 1669
1686 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1687 } 1671 }
1688 1672
1689 arrow->stats.wc -= arrow->level; 1673 wc -= arrow->level;
1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1679
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1696 1682
1697 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1684 move_arrow (arrow);
1699
1700 if (op->type == PLAYER)
1701 {
1702 if (left->destroyed ())
1703 esrv_del_item (op->contr, left->count);
1704 else
1705 esrv_send_item (op, left);
1706 }
1707 1685
1708 return 1; 1686 return 1;
1709} 1687}
1710 1688
1711/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1750 } 1728 }
1751 1729
1752 return ret; 1730 return ret;
1753} 1731}
1754 1732
1755
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1758 */ 1735 */
1759void 1736void
1760fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1778 1755
1779 if (item->type == WAND) 1756 if (item->type == WAND)
1780 { 1757 {
1781 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1782 { 1759 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785 1762
1786 return; 1763 return;
1787 } 1764 }
1788 } 1765 }
1789 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1790 { 1767 {
1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769
1770 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1792 { 1773 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1774 op->contr->play_sound (sound_find ("wand_poof"));
1794 1775
1795 if (item->type == ROD) 1776 if (item->type == ROD)
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1797 else 1778 else
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1811 object *tmp; 1792 object *tmp;
1812 1793
1813 if (item->arch) 1794 if (item->arch)
1814 { 1795 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1797 item->face = item->arch->face;
1817 item->set_speed (0); 1798 item->set_speed (0);
1818 } 1799 }
1819 1800
1820 if ((tmp = item->in_player ())) 1801 if (object *pl = item->visible_to ())
1821 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1803 }
1823 } 1804 }
1824 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge (item); 1806 drain_rod_charge (item);
1826 } 1807 }
1827} 1808}
1828 1809
1829/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
1830 */ 1811 */
1831void 1812bool
1832fire (object *op, int dir) 1813fire (object *op, int dir)
1833{ 1814{
1834 int spellcost = 0; 1815 int spellcost = 0;
1835 1816
1836 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1840 player *pl = op->contr; 1821 player *pl = op->contr;
1841 1822
1842 if (pl->golem) 1823 if (pl->golem)
1843 { 1824 {
1844 control_golem (op->contr->golem, dir); 1825 control_golem (op->contr->golem, dir);
1845 return; 1826 return false;
1846 } 1827 }
1847 1828
1848 object *ob = pl->ranged_ob; 1829 object *ob = pl->ranged_ob;
1849 1830
1850 if (!ob) 1831 if (!ob)
1851 return; 1832 return false;
1833
1834 if (!op->change_weapon (ob))
1835 return false;
1836
1837 if (op->speed_left > 0.f)
1838 --op->speed_left;
1839 else
1840 return false;
1852 1841
1853 switch (ob->type) 1842 switch (ob->type)
1854 { 1843 {
1855 case BOW: 1844 case BOW:
1856 player_fire_bow (op, dir); 1845 player_fire_bow (op, dir);
1863 case BUILDER: 1852 case BUILDER:
1864 apply_map_builder (op, dir); 1853 apply_map_builder (op, dir);
1865 break; 1854 break;
1866 1855
1867 case SKILL: 1856 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0); 1857 do_skill (op, op, ob, dir, 0);
1870 break; 1858 break;
1871 1859
1872 default: 1860 default:
1873 fire_misc_object (op, dir); 1861 fire_misc_object (op, dir);
1874 break; 1862 break;
1875 } 1863 }
1864
1865 return true;
1876} 1866}
1877 1867
1878/* find_key 1868/* find_key
1879 * We try to find a key for the door as passed. If we find a key 1869 * We try to find a key for the door as passed. If we find a key
1880 * and successfully use it, we return the key, otherwise NULL 1870 * and successfully use it, we return the key, otherwise NULL
1967 * 0 otherwise 1957 * 0 otherwise
1968 */ 1958 */
1969static int 1959static int
1970player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
1971{ 1961{
1972 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* If its a door, try to find a key. If we do destroy the door,
1973 * might as well return immediately as there is nothing more to do - 1963 * might as well return immediately as there is nothing more to do -
1974 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1975 */ 1965 */
1976 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
1977 1967
1978 /* IF we found a key, do some extra work */ 1968 /* If we found a key, do some extra work */
1979 if (key) 1969 if (key)
1980 { 1970 {
1981 object *container = key->env; 1971 object *container = key->env;
1982
1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984 1972
1985 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
1986 make_visible (op); 1974 make_visible (op);
1987 1975
1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 1978
1991 if (door->type == DOOR) 1979 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
1994 { 1982 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1983 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1984 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1985 }
1998 1986
1999 /* Do this after we print the message */ 1987 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1988 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item (UPD_WEIGHT, op, container);
2004 1989
2005 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2006 } 1991 }
2007 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2008 { 1993 {
2009 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1996 return 1;
2012 } 1997 }
2013 1998
2014 return 0; 1999 return 0;
2015} 2000}
2018 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
2019 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
2020 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
2021 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2022 */ 2007 */
2023void 2008bool
2024move_player_attack (object *op, int dir) 2009move_player_attack (object *op, int dir)
2025{ 2010{
2026 object *tmp, *mon;
2027 int on_battleground; 2011 int on_battleground;
2028 maptile *m;
2029 2012
2030 sint16 nx = freearr_x[dir] + op->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2032 2015
2033 on_battleground = op_on_battleground (op, 0, 0); 2016 on_battleground = op_on_battleground (op, 0, 0);
2017
2018 if (out_of_map (op->map, nx, ny))
2019 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2034 2026
2035 /* If braced, or can't move to the square, and it is not out of the 2027 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2028 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2029 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2030 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2031 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2032 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2033 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2034 * move_ob uses.
2043 */ 2035 */
2044 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045 {
2046 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2047 {
2048 m = op->map->xy_find (nx, ny); 2036 maptile *m = op->map->xy_find (nx, ny);
2049 if (!m)
2050 return; /* Don't think this should happen */
2051 }
2052 else
2053 m = op->map;
2054 2037
2055 if (!(tmp = m->at (nx, ny).bot))
2056 return;
2057
2058 mon = 0;
2059 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* Go through all the objects, and find ones of interest. Only stop if
2060 * we find a monster - that is something we know we want to attack. 2039 * we find a monster - that is something we know we want to attack.
2061 * if its a door or barrel (can roll) see if there may be monsters 2040 * if its a door or barrel (can roll) see if there may be monsters
2062 * on the space 2041 * on the space
2063 */ 2042 */
2064 while (tmp) 2043 object *mon;
2065 { 2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2066 if (tmp == op) 2045 {
2067 { 2046 if ((mon->flag [FLAG_ALIVE]
2068 tmp = tmp->above; 2047 || mon->type == LOCKED_DOOR
2069 continue; 2048 || mon->flag [FLAG_CAN_ROLL])
2070 }
2071
2072 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2073 {
2074 mon = tmp; 2049 && mon != op)
2075 break; 2050 break;
2076 } 2051 }
2077 2052
2078 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2079 mon = tmp;
2080
2081 tmp = tmp->above;
2082 }
2083
2084 if (!mon) /* This happens anytime the player tries to move */ 2053 if (!mon) /* This happens anytime the player tries to move */
2085 return; /* into a wall */ 2054 return false; /* into a wall */
2086 2055
2087 if (mon->head)
2088 mon = mon->head; 2056 mon = mon->head_ ();
2089 2057
2090 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2058 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059 if (op->contr->weapon_sp_left > 0.f)
2091 if (player_attack_door (op, mon)) 2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2092 return; 2063 return true;
2064 }
2093 2065
2094 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2095 * or frienddly creatures. Basically, all players are considered 2067 * or friendly creatures. Basically, all players are considered
2096 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2097 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2098 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2099 * and thus will not push them. 2071 * and thus will not push them.
2100 */ 2072 */
2101 2073
2102 /* If the creature is a pet, push it even if the player is not 2074 /* If the creature is a pet, push it even if the player is not
2103 * peaceful. Our assumption is the creature is a pet if the 2075 * peaceful. Our assumption is the creature is a pet if the
2104 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2105 */ 2077 */
2106 if ((op->type == PLAYER) 2078 if (op->type == PLAYER
2107#if COZY_SERVER
2108 &&
2109 ((mon->owner && mon->owner->contr 2079 && ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2080 && same_party (mon->owner->contr->party, op->contr->party))
2111#else
2112 && mon->owner == op 2081 || mon->owner == op)
2113#endif
2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2115 { 2083 {
2116 /* If we're braced, we don't want to switch places with it */ 2084 /* If we're braced, we don't want to switch places with it */
2117 if (op->contr->braced) 2085 if (op->contr->braced)
2118 return; 2086 return false;
2119 2087
2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091
2092 op->play_sound (sound_find ("push_player"));
2121 push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2094
2122 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op); 2096 make_visible (op);
2124 2097
2125 return; 2098 return true;
2126 } 2099 }
2100 else
2101 return false;
2102 }
2127 2103
2128 /* in certain circumstances, you shouldn't attack friendly 2104 /* in certain circumstances, you shouldn't attack friendly
2129 * creatures. Note that if you are braced, you can't push 2105 * creatures. Note that if you are braced, you can't push
2130 * someone, but put it inside this loop so that you won't 2106 * someone, but put it inside this loop so that you won't
2131 * attack them either. 2107 * attack them either.
2132 */ 2108 */
2133 if ((mon->type == PLAYER || mon->enemy != op) && 2109 if ((mon->type == PLAYER || mon->enemy != op)
2134 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2135#ifdef PROHIBIT_PLAYERKILL
2136 (op->contr->peaceful 2111 && ((op->contr->peaceful
2137 || (mon->type == PLAYER 2112 || (mon->type == PLAYER && mon->contr->peaceful))
2138 && mon->contr->
2139 peaceful)) &&
2140#else
2141 op->contr->peaceful &&
2142#endif
2143 !on_battleground)) 2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2144 { 2116 {
2117 --op->speed_left;
2118
2145 if (!op->contr->braced) 2119 if (!op->contr->braced)
2146 { 2120 {
2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2148 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2149 } 2123 }
2150 else 2124 else
2151 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2152 2126
2153 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op); 2128 make_visible (op);
2155 }
2156 2129
2130 return true;
2131 }
2132 }
2157 /* If the object is a boulder or other rollable object, then 2133 /* If the object is a boulder or other rollable object, then
2158 * roll it if not braced. You can't roll it if you are braced. 2134 * roll it if not braced. You can't roll it if you are braced.
2159 */ 2135 */
2160 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137 {
2138 if (op->speed_left > 0.f)
2161 { 2139 {
2140 --op->speed_left;
2141
2162 recursive_roll (mon, dir, op); 2142 recursive_roll (mon, dir, op);
2163 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2164 make_visible (op); 2144 make_visible (op);
2165 }
2166 2145
2146 return true;
2147 }
2148 }
2167 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2168 * Way it works is like this: First, it must have some hit points 2150 * Way it works is like this: First, it must have some hit points
2169 * and be living. Then, it must be one of the following: 2151 * and be living. Then, it must be one of the following:
2170 * 1) Not a player, 2) A player, but of a different party. Note 2152 * 1) Not a player, 2) A player, but of a different party. Note
2171 * that party_number -1 is no party, so attacks can still happen. 2153 * that party_number -1 is no party, so attacks can still happen.
2172 */ 2154 */
2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2175 { 2157 {
2176 2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2177 /* If the player hasn't hit something this tick, and does
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit)
2183 { 2159 {
2184 op->speed_left += op->speed / op->contr->weapon_sp; 2160 --op->contr->weapon_sp_left;
2185
2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2187 }
2188 2161
2189 skill_attack (mon, op, 0, 0, 0); 2162 skill_attack (mon, op, 0, 0, 0);
2190
2191 /* If attacking another player, that player gets automatic
2192 * hitback, and doesn't loose luck either.
2193 * Disable hitback on the battleground or if the target is
2194 * the wiz.
2195 */
2196 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2197 {
2198 short luck = mon->stats.luck;
2199
2200 mon->contr->has_hit = 1;
2201 skill_attack (op, mon, 0, 0, 0);
2202 mon->stats.luck = luck;
2203 }
2204 2163
2205 if (action_makes_visible (op)) 2164 if (action_makes_visible (op))
2206 make_visible (op); 2165 make_visible (op);
2207 }
2208 } /* if player should attack something */
2209}
2210 2166
2211int 2167 return true;
2168 }
2169 }
2170
2171 return false;
2172}
2173
2174bool
2212move_player (object *op, int dir) 2175move_player (object *op, int dir)
2213{ 2176{
2214 int pick; 2177 int pick;
2215 2178
2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2217 return 0; 2180 return 0;
2218 2181
2219 /* Sanity check: make sure dir is valid */ 2182 /* Sanity check: make sure dir is valid */
2220 if ((dir < 0) || (dir >= 9)) 2183 if ((dir < 0) || (dir >= 9))
2221 { 2184 {
2230 op->facing = dir; 2193 op->facing = dir;
2231 2194
2232 if (op->hide) 2195 if (op->hide)
2233 do_hidden_move (op); 2196 do_hidden_move (op);
2234 2197
2198 bool retval;
2199
2235 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236 /*nop */ ; 2201 retval = RESULT_INT (0);
2237 else if (op->contr->fire_on) 2202 else if (op->contr->fire_on)
2238 fire (op, dir); 2203 retval = fire (op, dir);
2239 else 2204 else
2240 { 2205 {
2241 move_player_attack (op, dir); 2206 retval = move_player_attack (op, dir);
2242 pick = check_pick (op); 2207 pick = check_pick (op);
2243 } 2208 }
2244 2209
2245 /* Add special check for newcs players and fire on - this way, the 2210 /* Add special check for newcs players and fire on - this way, the
2246 * server can handle repeat firing. 2211 * server can handle repeat firing.
2253 /* Update how the player looks. Use the facing, so direction may 2218 /* Update how the player looks. Use the facing, so direction may
2254 * get reset to zero. This allows for full animation capabilities 2219 * get reset to zero. This allows for full animation capabilities
2255 * for players. 2220 * for players.
2256 */ 2221 */
2257 animate_object (op, op->facing); 2222 animate_object (op, op->facing);
2258 return 0; 2223
2224 return retval;
2259} 2225}
2260 2226
2261/* This is similar to handle_player, below, but is only used by the 2227/* This is similar to handle_player, below, but is only used by the
2262 * new client/server stuff. 2228 * new client/server stuff.
2263 * This is sort of special, in that the new client/server actually uses 2229 * This is sort of special, in that the new client/server actually uses
2264 * the new speed values for commands. 2230 * the new speed values for commands.
2265 * 2231 *
2266 * Returns true if there are more actions we can do. 2232 * Returns true if there are more actions we can do. Should not do
2233 * many actions in a row, as that would be too unfair to other
2234 * players.
2267 */ 2235 */
2268int 2236bool
2269handle_newcs_player (object *op) 2237handle_newcs_player (object *op)
2270{ 2238{
2271 if (QUERY_FLAG (op, FLAG_SCARED)) 2239 if (QUERY_FLAG (op, FLAG_SCARED))
2272 { 2240 {
2273 flee_player (op); 2241 if (op->speed_left > 0.f)
2274 /* If player is still scared, that is his action for this tick */
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2242 {
2277 op->speed_left--; 2243 --op->speed_left;
2244 flee_player (op);
2245
2278 return 0; 2246 return true;
2279 } 2247 }
2248 else
2249 return false;
2280 } 2250 }
2281 2251
2282 /* call this here - we also will call this in do_ericserver, but 2252 /* call this here - we also will call this in do_ericserver, but
2283 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2284 * called, so we recheck it here. 2254 * called, so we recheck it here.
2285 */ 2255 */
2286 if (op->contr->ns->handle_command ()) 2256 if (op->contr->ns->handle_command ())
2287 return 1; 2257 return true;
2288 2258
2289 if (op->speed_left > 0)
2290 {
2291 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2259 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292 {
2293 /* All move commands take 1 tick, at least for now */
2294 op->speed_left--;
2295
2296 /* Instead of all the stuff below, let move_player take care
2297 * of it. Also, some of the skill stuff is only put in
2298 * there, as well as the confusion stuff.
2299 */
2300 move_player (op, op->direction); 2260 return move_player (op, op->direction);
2301 2261
2302 return op->speed_left > 0;
2303 }
2304 }
2305
2306 return 0; 2262 return false;
2307} 2263}
2308 2264
2309int 2265int
2310save_life (object *op) 2266save_life (object *op)
2311{ 2267{
2313 return 0; 2269 return 0;
2314 2270
2315 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2317 { 2273 {
2318 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 op->play_sound (sound_find ("ob_evaporate"));
2319 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2320
2321 if (op->contr)
2322 esrv_del_item (op->contr, tmp->count);
2323 2276
2324 tmp->destroy (); 2277 tmp->destroy ();
2325 CLEAR_FLAG (op, FLAG_LIFESAVE); 2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2326 2279
2327 if (op->stats.hp < 0) 2280 if (op->stats.hp < 0)
2340 return 0; 2293 return 0;
2341} 2294}
2342 2295
2343/* This goes throws the inventory and removes unpaid objects, and puts them 2296/* This goes throws the inventory and removes unpaid objects, and puts them
2344 * back in the map (location and map determined by values of env). This 2297 * back in the map (location and map determined by values of env). This
2345 * function will descend into containers. op is the object to start the search 2298 * function will descend into containers. op is the object to start the search
2346 * from. 2299 * from.
2347 */ 2300 */
2301static void
2302drop_unpaid_items (object *op, object *env)
2303{
2304 while (op)
2305 {
2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2307
2308 if (QUERY_FLAG (op, FLAG_UNPAID))
2309 op->insert_at (env);
2310 else if (op->inv)
2311 drop_unpaid_items (op->inv, env);
2312
2313 op = next;
2314 }
2315}
2316
2348void 2317void
2349remove_unpaid_objects (object *op, object *env) 2318object::drop_unpaid_items ()
2350{ 2319{
2351 while (op) 2320 if (!flag [FLAG_REMOVED])
2352 { 2321 ::drop_unpaid_items (inv, this);
2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2354
2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2356 {
2357 if (env->type == PLAYER)
2358 esrv_del_item (env->contr, op->count);
2359
2360 op->insert_at (env);
2361 }
2362 else if (op->inv)
2363 remove_unpaid_objects (op->inv, env);
2364
2365 op = next;
2366 }
2367} 2322}
2368 2323
2369/* 2324/*
2370 * Returns pointer a static string containing gravestone text 2325 * Returns pointer a static string containing gravestone text
2371 * Moved from apply.c to player.c - player.c is what 2326 * Moved from apply.c to player.c - player.c is what
2372 * actually uses this function. player.c may not be quite the 2327 * actually uses this function. player.c may not be quite the
2373 * best, a misc file for object actions is probably better, 2328 * best, a misc file for object actions is probably better,
2374 * but there isn't one in the server directory. 2329 * but there isn't one in the server directory.
2375 */ 2330 */
2376char * 2331const char *
2377gravestone_text (object *op) 2332gravestone_text (object *op)
2378{ 2333{
2379 static char buf2[MAX_BUF]; 2334 static dynbuf_text buf;
2380 char buf[MAX_BUF];
2381 time_t now = time (NULL);
2382 2335
2383 strcpy (buf2, " R.I.P.\n\n"); 2336 buf << "---- R.I.P. ----\n\n";
2337 op->name;
2338
2384 if (op->type == PLAYER) 2339 if (op->type == PLAYER)
2385 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2340 buf << " the " << op->contr->title;
2386 else
2387 sprintf (buf, "%s\n", &op->name);
2388 2341
2389 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 buf << "\n\n";
2390 strcat (buf2, buf); 2343
2344 buf << "who was level ";
2345 buf << (sint32)op->level << "\n\n" // OO breakdown
2346 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2347
2391 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2392 sprintf (buf, "who was in level %d when killed\n", op->level); 2349 buf << "by " << op->contr->killer_name () << ".\n\n";
2393 else
2394 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2395 2350
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 if (op->type == PLAYER)
2399 { 2351 {
2400 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 static char buf2[128];
2401 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 time_t now = time (NULL);
2402 strcat (buf2, buf);
2403 }
2404
2405 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2354 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2355 buf << buf2;
2407 strcat (buf2, buf); 2356 }
2408 2357
2409 return buf2; 2358 return buf;
2410} 2359}
2411 2360
2412void 2361void
2413do_some_living (object *op) 2362do_some_living (object *op)
2414{ 2363{
2466 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2415 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2467 else 2416 else
2468 { 2417 {
2469 gen_grace = op->stats.maxgrace; 2418 gen_grace = op->stats.maxgrace;
2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2419 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2471 }
2472
2473 /* Regenerate Spell Points */
2474 if (!op->contr->golem && --op->last_sp < 0)
2475 {
2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp++;
2480 /* dms do not consume food */
2481 if (!QUERY_FLAG (op, FLAG_WIZ))
2482 {
2483 op->stats.food--;
2484 if (op->contr->digestion < 0)
2485 op->stats.food += op->contr->digestion;
2486 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2487 op->stats.food = last_food;
2488 }
2489 }
2490
2491 if (max_sp > 1)
2492 {
2493 over_sp = (gen_sp + 10) / rate_sp;
2494 if (over_sp > 0)
2495 {
2496 if (op->stats.sp < op->stats.maxsp)
2497 {
2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2501 op->stats.sp--;
2502
2503 if (op->stats.sp > op->stats.maxsp)
2504 op->stats.sp = op->stats.maxsp;
2505 }
2506 op->last_sp = 0;
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 } 2420 }
2514 2421
2515 /* Regenerate Grace */ 2422 /* Regenerate Grace */
2516 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2423 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2517 if (--op->last_grace < 0) 2424 if (--op->last_grace < 0)
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2445 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 } 2446 }
2540 /* wearing stuff doesn't detract from grace generation. */ 2447 /* wearing stuff doesn't detract from grace generation. */
2541 } 2448 }
2542 2449
2450 if (op->stats.food > 0)
2451 {
2543 /* Regenerate Hit Points */ 2452 /* Regenerate Spell Points */
2544 if (--op->last_heal < 0) 2453 if (!op->contr->golem && --op->last_sp < 0)
2545 {
2546 if (op->stats.hp < op->stats.maxhp)
2547 { 2454 {
2548 op->stats.hp++; 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2549 /* dms do not consume food */ 2456
2550 if (!QUERY_FLAG (op, FLAG_WIZ)) 2457 if (op->stats.sp < op->stats.maxsp)
2551 { 2458 {
2459 op->stats.sp++;
2460
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2552 op->stats.food--; 2464 op->stats.food--;
2465
2553 if (op->contr->digestion < 0) 2466 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion; 2467 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2468 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food; 2469 op->stats.food = last_food;
2470 }
2557 } 2471 }
2558 }
2559 2472
2560 if (max_hp > 1) 2473 if (max_sp > 1)
2561 {
2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2563 if (over_hp > 0)
2564 { 2474 {
2565 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2475 over_sp = (gen_sp + 10) / rate_sp;
2476 if (over_sp > 0)
2477 {
2478 if (op->stats.sp < op->stats.maxsp)
2479 {
2480 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2481
2482 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2483 op->stats.sp--;
2484
2485 if (op->stats.sp > op->stats.maxsp)
2486 op->stats.sp = op->stats.maxsp;
2487 }
2488
2566 op->last_heal = 0; 2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 } 2493 }
2568 else 2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497
2498 /* Regenerate Hit Points */
2499 if (--op->last_heal < 0)
2500 {
2501 if (op->stats.hp < op->stats.maxhp)
2569 { 2502 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2503 op->stats.hp++;
2504
2505 /* dms do not consume food */
2506 if (!QUERY_FLAG (op, FLAG_WIZ))
2507 {
2508 op->stats.food--;
2509
2510 if (op->contr->digestion < 0)
2511 op->stats.food += op->contr->digestion;
2512 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2513 op->stats.food = last_food;
2514 }
2571 } 2515 }
2516
2517 if (max_hp > 1)
2518 {
2519 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2520
2521 if (over_hp > 0)
2522 {
2523 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2524 op->last_heal = 0;
2525 }
2526 else
2527 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2572 } 2528 }
2573 else 2529 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 } 2531 }
2577 } 2532 }
2578 2533
2579 /* Digestion */ 2534 /* Digestion */
2580 if (--op->last_eat < 0) 2535 if (--op->last_eat < 0)
2581 { 2536 {
2582#ifdef COZY_SERVER 2537 int bonus = max (0, op->contr->digestion),
2583 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2538 penalty = max (0, -op->contr->digestion);
2584 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2585#else
2586 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2587#endif
2588 2539
2589 if (op->contr->gen_hp > 0)
2590 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2540 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2591 else
2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593 2541
2594 /* dms do not consume food */ 2542 /* dms do not consume food */
2595 if (!QUERY_FLAG (op, FLAG_WIZ)) 2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2596 op->stats.food--; 2544 op->stats.food--;
2597 } 2545 }
2624 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2625 manual_apply (op, flesh, 0); 2573 manual_apply (op, flesh, 0);
2626 } 2574 }
2627 } 2575 }
2628 2576
2629 while (op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0)
2630 op->stats.food++, op->stats.hp--; 2578 {
2579 op->stats.hp += op->stats.food;
2580 op->stats.food = 0;
2581 }
2631 2582
2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2583 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2633 kill_player (op); 2584 kill_player (op);
2634 } 2585 }
2635} 2586}
2640 * file. 2591 * file.
2641 */ 2592 */
2642void 2593void
2643kill_player (object *op) 2594kill_player (object *op)
2644{ 2595{
2596 int x, y;
2645 char buf[MAX_BUF]; 2597 char buf[MAX_BUF];
2646 int x, y;
2647
2648 //int i;
2649 maptile *map; /* this is for resurrection */ 2598 maptile *map; /* this is for resurrection */
2650
2651 /* int z;
2652 int num_stats_lose;
2653 int lost_a_stat;
2654 int lose_this_stat;
2655 int this_stat; */
2656 int will_kill_again; 2599 int will_kill_again;
2657 archetype *at; 2600 archetype *at;
2658 object *tmp; 2601 object *tmp;
2659 2602
2660 if (save_life (op)) 2603 if (save_life (op))
2661 return; 2604 return;
2662
2663 2605
2664 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2606 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2665 * in cities ONLY!!! It is very important that this doesn't get abused. 2607 * in cities ONLY!!! It is very important that this doesn't get abused.
2666 * Look at op_on_battleground() for more info --AndreasV 2608 * Look at op_on_battleground() for more info --AndreasV
2667 */ 2609 */
2683 { 2625 {
2684 tmp->destroy (); 2626 tmp->destroy ();
2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2627 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2686 } 2628 }
2687 2629
2688 cure_disease (op, 0); /* remove any disease */ 2630 cure_disease (op, 0, 0); /* remove any disease */
2689 op->stats.hp = op->stats.maxhp; 2631 op->stats.hp = op->stats.maxhp;
2690 if (op->stats.food <= 0) 2632 if (op->stats.food <= 0)
2691 op->stats.food = 999; 2633 op->stats.food = 999;
2692 2634
2693 /* create a bodypart-trophy to make the winner happy */ 2635 /* create a bodypart-trophy to make the winner happy */
2694 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2636 if (object *tmp = arch_to_object (archetype::find ("finger")))
2695 { 2637 {
2696 sprintf (buf, "%s's finger", &op->name); 2638 tmp->name = format ("%s's finger" , &op->name);
2697 tmp->name = buf; 2639 tmp->name_pl = format ("%s's fingers", &op->name);
2698 sprintf (buf, " This finger has been cut off %s\n"
2699 " the %s, when he was defeated at\n level %d by %s.\n",
2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2701 tmp->msg = buf; 2640 tmp->msg = format (
2641 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2642 &op->name, op->contr->title,
2643 (int)op->level,
2644 op->contr->killer_name ()
2645 );
2702 tmp->value = 0, tmp->type = 0; 2646 tmp->value = 0, tmp->type = 0;
2703 tmp->materialname = "organics"; 2647 tmp->materialname = "organics";
2704 tmp->insert_at (op, tmp); 2648 tmp->insert_at (op, tmp);
2705 } 2649 }
2706 2650
2714 2658
2715 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2716 2660
2717 if (op->stats.food < 0) 2661 if (op->stats.food < 0)
2718 { 2662 {
2719 sprintf (buf, "%s starved to death.", &op->name); 2663 op->contr->killer = archetype::get ("killer_starvation");
2720 strcpy (op->contr->killer, "starvation"); 2664 op->contr->killer->destroy ();
2721 } 2665 }
2722 else
2723 sprintf (buf, "%s died.", &op->name);
2724 2666
2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2667 op->contr->play_sound (sound_find ("player_dies"));
2726 2668
2727 /* save the map location for corpse, gravestone */ 2669 /* save the map location for corpse, gravestone */
2728 x = op->x; 2670 x = op->x;
2729 y = op->y; 2671 y = op->y;
2730 map = op->map; 2672 map = op->map;
2861 tmp = arch_to_object (archetype::find ("gravestone")); 2803 tmp = arch_to_object (archetype::find ("gravestone"));
2862 sprintf (buf, "%s's gravestone", &op->name); 2804 sprintf (buf, "%s's gravestone", &op->name);
2863 tmp->name = buf; 2805 tmp->name = buf;
2864 sprintf (buf, "%s's gravestones", &op->name); 2806 sprintf (buf, "%s's gravestones", &op->name);
2865 tmp->name_pl = buf; 2807 tmp->name_pl = buf;
2866 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2808 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2867 tmp->msg = buf; 2809 tmp->msg = buf;
2868 tmp->x = op->x, tmp->y = op->y; 2810 tmp->x = op->x, tmp->y = op->y;
2869 insert_ob_in_map (tmp, op->map, NULL, 0); 2811 insert_ob_in_map (tmp, op->map, NULL, 0);
2870 2812
2871 /**************************************/ 2813 /**************************************/
2893 { 2835 {
2894 tmp->destroy (); 2836 tmp->destroy ();
2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2837 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2896 } 2838 }
2897 2839
2898 cure_disease (op, 0); /* remove any disease */ 2840 cure_disease (op, 0, 0); /* remove any disease */
2899 2841
2900 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2901 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2902 if (op->stats.food < 100) 2844 if (op->stats.food < 100)
2903 op->stats.food = 900; 2845 op->stats.food = 900;
2907 2849
2908 /* 2850 /*
2909 * Check to see if the player has any unpaid items. If so, remove them 2851 * Check to see if the player has any unpaid items. If so, remove them
2910 * and put them back in the map. 2852 * and put them back in the map.
2911 */ 2853 */
2912 remove_unpaid_objects (op->inv, op); 2854 op->drop_unpaid_items ();
2913 2855
2914 /****************************************/ 2856 /****************************************/
2915 /* */ 2857 /* */
2916 /* Move player to his current respawn- */ 2858 /* Move player to his current respawn- */
2917 /* position (usually last savebed) */ 2859 /* position (usually last savebed) */
2937 object *force; 2879 object *force;
2938 int at; 2880 int at;
2939 2881
2940 force = get_archetype (FORCE_NAME); 2882 force = get_archetype (FORCE_NAME);
2941 /* 50 ticks should be enough time for the spell to abate */ 2883 /* 50 ticks should be enough time for the spell to abate */
2942 force->speed = 0.1; 2884 force->speed = 0.1f;
2943 force->speed_left = -5.0; 2885 force->speed_left = -5.f;
2944 SET_FLAG (force, FLAG_APPLIED); 2886 SET_FLAG (force, FLAG_APPLIED);
2945 for (at = 0; at < NROFATTACKS; at++) 2887 for (at = 0; at < NROFATTACKS; at++)
2946 if (will_kill_again & (1 << at)) 2888 if (will_kill_again & (1 << at))
2947 force->resist[at] = 100; 2889 force->resist[at] = 100;
2948 2890
2976 2918
2977 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2919 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2978 { 2920 {
2979 if (tmp->nrof > 1) 2921 if (tmp->nrof > 1)
2980 { 2922 {
2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2923 tmp->decrease (rndm (1, tmp->nrof - 1));
2982 tmp2->destroy ();
2983 insert_ob_in_map (tmp, op->map, NULL, 0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
2984 } 2925 }
2985 else 2926 else
2986 tmp->destroy (); 2927 tmp->destroy ();
2987 } 2928 }
2998void 2939void
2999fix_weight (void) 2940fix_weight (void)
3000{ 2941{
3001 for_all_players (pl) 2942 for_all_players (pl)
3002 { 2943 {
3003 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 sint32 old = pl->ob->carrying;
3004 2945
3005 if (old == sum) 2946 pl->ob->update_weight ();
3006 continue; 2947
2948 if (old != pl->ob->carrying)
2949 {
3007 pl->ob->update_stats (); 2950 pl->ob->update_stats ();
3008 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2951 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2952 }
3009 } 2953 }
3010} 2954}
3011 2955
3012void 2956void
3013fix_luck (void) 2957fix_luck (void)
3057void 3001void
3058make_visible (object *op) 3002make_visible (object *op)
3059{ 3003{
3060 op->hide = 0; 3004 op->hide = 0;
3061 op->invisible = 0; 3005 op->invisible = 0;
3006
3062 if (op->type == PLAYER) 3007 if (op->type == PLAYER)
3063 { 3008 {
3064 op->contr->tmp_invis = 0; 3009 op->contr->tmp_invis = 0;
3065 op->contr->invis_race = 0; 3010 op->contr->invis_race = 0;
3066 } 3011 }
3069} 3014}
3070 3015
3071int 3016int
3072is_true_undead (object *op) 3017is_true_undead (object *op)
3073{ 3018{
3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3019 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3075 return 1; 3020 return 1;
3076 3021
3077 return 0; 3022 return 0;
3078} 3023}
3079 3024
3080/* look at the surrounding terrain to determine 3025/* look at the surrounding terrain to determine
3081 * the hideability of this object. Positive levels 3026 * the hideability of this object. Positive levels
3082 * indicate greater hideability. 3027 * indicate greater hideability.
3083 */ 3028 */
3084
3085int 3029int
3086hideability (object *ob) 3030hideability (object *ob)
3087{ 3031{
3088 int i, level = 0, mflag; 3032 int i, level = 0, mflag;
3089 sint16 x, y; 3033 sint16 x, y;
3099 * as bad as carrying a light on a pitch dark map */ 3043 * as bad as carrying a light on a pitch dark map */
3100 if (has_carried_lights (ob)) 3044 if (has_carried_lights (ob))
3101 level = -(10 + (2 * ob->map->darkness)); 3045 level = -(10 + (2 * ob->map->darkness));
3102 3046
3103 /* scan through all nearby squares for terrain to hide in */ 3047 /* scan through all nearby squares for terrain to hide in */
3104 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3048 for (i = 0, x = ob->x, y = ob->y;
3049 i <= SIZEOFFREE1;
3050 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3105 { 3051 {
3106 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3052 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3107 if (mflag & P_OUT_OF_MAP) 3053 if (mflag & P_OUT_OF_MAP)
3108 {
3109 continue; 3054 continue;
3110 } 3055
3111 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3056 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3112 level += 2; 3057 level += 2;
3113 else /* open terrain! */ 3058 else /* open terrain! */
3114 level -= 1; 3059 level -= 1;
3115 } 3060 }
3123/* For Hidden creatures - a chance of becoming 'unhidden' 3068/* For Hidden creatures - a chance of becoming 'unhidden'
3124 * every time they move - as we subtract off 'invisibility' 3069 * every time they move - as we subtract off 'invisibility'
3125 * AND, for players, if they move into a ridiculously unhideable 3070 * AND, for players, if they move into a ridiculously unhideable
3126 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3127 */ 3072 */
3128
3129void 3073void
3130do_hidden_move (object *op) 3074do_hidden_move (object *op)
3131{ 3075{
3132 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3133 object *skop; 3077 object *skop;
3215 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3216 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3217 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3218 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3219 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3220 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3221 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3222 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3223 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3224 * -b.t. 3168 * -b.t.
3225 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3226 */ 3170 */
3227
3228int 3171int
3229player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3230{ 3173{
3231 rv_vector rv; 3174 rv_vector rv;
3232 int dx, dy; 3175 int dx, dy;
3244 3187
3245 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3246 3189
3247 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3248 * through the object and find if it has any 3191 * through the object and find if it has any
3249 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3250 * a blocked los square. 3193 * a blocked los square.
3251 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3252 */ 3195 */
3253 while (op) 3196 while (op)
3254 { 3197 {
3255 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3256 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3257 3200
3258 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3259 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3260 * for any meaningful values. 3203 * for any meaningful values.
3261 */ 3204 */
3262 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3263 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3264 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3265 return 1; 3208 return 1;
3209
3266 op = op->more; 3210 op = op->more;
3267 } 3211 }
3212
3268 return 0; 3213 return 0;
3269} 3214}
3270 3215
3271/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3272 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3275 * return 0. 3220 * return 0.
3276 */ 3221 */
3277int 3222int
3278action_makes_visible (object *op) 3223action_makes_visible (object *op)
3279{ 3224{
3280
3281 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3282 { 3226 {
3283 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3284 return 0; 3228 return 0;
3285 3229
3291 { 3235 {
3292 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3293 return 1; 3237 return 1;
3294 } 3238 }
3295 } 3239 }
3240
3296 return 0; 3241 return 0;
3297} 3242}
3298 3243
3299/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3300 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3305 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3306 */ 3251 */
3307int 3252int
3308op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3309{ 3254{
3310 object *tmp;
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3319 { 3262 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3321 { 3264 {
3322 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3323 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3324 { 3269 {
3325 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3326 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3327 { 3272 {
3328 object *invtmp;
3329
3330 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3331 { 3274 {
3332 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3333 { 3276 {
3334 if (x != NULL && y != NULL) 3277 if (x && y)
3335 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3336 return 1; 3280 return 1;
3337 } 3281 }
3338 } 3282 }
3339 } 3283 }
3284
3340 if (x != NULL && y != NULL) 3285 if (x && y)
3341 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3342 return 1; 3288 return 1;
3343 } 3289 }
3344 } 3290 }
3345 } 3291 }
3292
3346 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3347 return 0; 3294 return 0;
3348} 3295}
3349 3296
3350/* 3297/*
3366 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3367 int i = 0, j = 0; 3314 int i = 0, j = 0;
3368 3315
3369 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3370 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3371 trlist = treasurelist::find ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3372 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3373 trlist = treasurelist::find ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3374 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3375 trlist = treasurelist::find ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3376 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3377 trlist = treasurelist::find ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3378 3325
3379 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3380 return; 3327 return;
3381 3328
3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3386 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3387 return; 3334 return;
3388 } 3335 }
3389 3336
3390 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3391 item = &(tr->item->clone); 3338 item = tr->item;
3392 3339
3393 if (item->type == SPELL) 3340 if (item->type == SPELL)
3394 { 3341 {
3395 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3396 return; 3343 return;
3455 { 3402 {
3456 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3457 object *skin; 3404 object *skin;
3458 3405
3459 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3460 shstr_cmp dragon_skin_force ("dragon_skin_force");
3461 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3462 ; 3408 ;
3463 3409
3464 if (!skin) 3410 if (!skin)
3465 return; 3411 return;
3466 3412
3501 else 3447 else
3502 { 3448 {
3503 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3504 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3505 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3506 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3507 if (who->type == PLAYER)
3508 esrv_send_item (who, tmp);
3509 } 3453 }
3510} 3454}
3511 3455
3512/** 3456/**
3513 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3543 return 0; 3487 return 0;
3544 3488
3545 return 100 - blocked_los [x][y]; 3489 return 100 - blocked_los [x][y];
3546} 3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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