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Comparing deliantra/server/server/player.C (file contents):
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.180 by root, Tue Apr 15 14:06:36 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 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->carrying = sum_weight (ob);
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, ob->weight + ob->carrying);
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 = 0.5f;
325 ob->speed = 1.0f;
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 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
398 410
399 for (;;) 411 for (;;)
400 { 412 {
401 if (at == NULL || at->next == NULL) 413 if (++i == archetypes.end ())
402 at = first_archetype; 414 i = archetypes.begin ();
403 else 415 else if (*i == at)
404 at = at->next; 416 cleanup ("not a single player archetype found");
405 417
406 if (at->clone.type == PLAYER) 418 if ((*i)->type == PLAYER)
407 return at; 419 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 420 }
415} 421}
416 422
417object * 423object *
418get_nearest_player (object *mon) 424get_nearest_player (object *mon)
422 unsigned lastdist; 428 unsigned lastdist;
423 rv_vector rv; 429 rv_vector rv;
424 430
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 432 {
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)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 434 continue;
456 435
457 if (lastdist > rv.distance) 436 if (lastdist > rv.distance)
458 { 437 {
655} 634}
656 635
657void 636void
658give_initial_items (object *pl, treasurelist * items) 637give_initial_items (object *pl, treasurelist * items)
659{ 638{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 639 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 641
665 for (op = pl->inv; op; op = next) 642 for (object *next, *op = pl->inv; op; op = next)
666 { 643 {
667 next = op->below; 644 next = op->below;
668 645
669 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
712 if (op->nrof > 1) 689 if (op->nrof > 1)
713 op->nrof = 1; 690 op->nrof = 1;
714 } 691 }
715 692
716 if (op->type == SPELLBOOK && op->inv) 693 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 695
721 /* Give starting characters identified, uncursed, and undamned 696 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 697 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 698 * merged properly.
724 */ 699 */
854static void 829static void
855start_info (object *op) 830start_info (object *op)
856{ 831{
857 char buf[MAX_BUF]; 832 char buf[MAX_BUF];
858 833
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 834 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 835 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 836}
864 837
865/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
908 if (*first_map_ext_path) 881 if (*first_map_ext_path)
909 { 882 {
910 object *tmp; 883 object *tmp;
911 char mapname[MAX_BUF]; 884 char mapname[MAX_BUF];
912 885
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 886 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create (); 887 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 888 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x; 889 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y; 890 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded; 891 ob->enter_exit (tmp); /* we don't really care if it succeeded;
937 int x = ob->x, y = ob->y; 910 int x = ob->x, y = ob->y;
938 911
939 ob->remove_statbonus (); 912 ob->remove_statbonus ();
940 ob->remove (); 913 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 914 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 915 ob->arch->copy_to (ob);
943 ob->instantiate (); 916 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 917 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 918 ob->name = ob->name_pl = name;
946 ob->x = x; 919 ob->x = x;
947 ob->y = y; 920 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 921 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 922 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 923 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 924 ob->add_statbonus ();
952 } 925 }
953 while (!allowed_class (ob)); 926 while (!allowed_class (ob));
954 927
955 update_object (ob, UP_OBJ_FACE); 928 update_object (ob, UP_OBJ_FACE);
1030 if (op->move_type & MOVE_FLYING) 1003 if (op->move_type & MOVE_FLYING)
1031 return 1; 1004 return 1;
1032 1005
1033 next = op->below; 1006 next = op->below;
1034 1007
1008 int cnt = MAX_ITEM_PER_DROP;
1009#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1010
1035 /* loop while there are items on the floor that are not marked as 1011 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 1012 * destroyed */
1037 while (next && !next->destroyed ()) 1013 while (next && !next->destroyed ())
1038 { 1014 {
1039 tmp = next; 1015 tmp = next;
1040 next = tmp->below; 1016 next = tmp->below;
1041 1017
1018 if (cnt <= 0)
1019 {
1020 op->failmsg ("Couldn't pickup all items at once.");
1021 return 0;
1022 }
1023
1042 if (op->destroyed ()) 1024 if (op->destroyed ())
1043 return 0; 1025 return 0;
1044 1026
1045 if (!can_pick (op, tmp)) 1027 if (!can_pick (op, tmp))
1046 continue; 1028 continue;
1047 1029
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1030 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1031 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1032 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1052 continue; 1034 continue;
1053 } 1035 }
1054 1036
1055 /* high not bit set? We're using the old autopickup model */ 1037 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1038 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1040 switch (op->contr->mode)
1059 { 1041 {
1060 case 0: 1042 case 0:
1061 return 1; /* don't pick up */ 1043 return 1; /* don't pick up */
1062 case 1: 1044 case 1:
1063 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1064 return 1; 1046 return 1;
1065 case 2: 1047 case 2:
1066 pick_up (op, tmp); 1048 CHK_PICK_PICKUP;
1067 return 0; 1049 return 0;
1068 case 3: 1050 case 3:
1069 return 0; /* stop before pickup */ 1051 return 0; /* stop before pickup */
1070 case 4: 1052 case 4:
1071 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1072 break; 1054 break;
1073 case 5: 1055 case 5:
1074 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1075 stop = 1; 1057 stop = 1;
1076 break; 1058 break;
1077 case 6: 1059 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1060 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1061 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1062 CHK_PICK_PICKUP;
1080 break; 1063 break;
1081 1064
1082 case 7: 1065 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1066 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1067 CHK_PICK_PICKUP;
1085 break; 1068 break;
1086 1069
1087 default: 1070 default:
1088 /* use value density */ 1071 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1072 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1073 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp); 1074 CHK_PICK_PICKUP;
1092 } 1075 }
1093 } 1076 }
1094 else 1077 else
1095 { /* old model */ 1078 { /* old model */
1096 /* NEW pickup handling */ 1079 /* NEW pickup handling */
1100 if (tmp->name != NULL) 1083 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1084 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1085 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else 1086 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1087 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1088 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1089
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1090 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1091 }
1109 1092
1110 /* philosophy: 1093 /* philosophy:
1151 /* all food and drink if desired */ 1134 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1135 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1136 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1137 if (tmp->type == FOOD)
1155 { 1138 {
1156 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1157 continue; 1140 continue;
1158 } 1141 }
1159 1142
1160 if (op->contr->mode & PU_DRINK) 1143 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1144 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 { 1145 {
1163 pick_up (op, tmp); 1146 CHK_PICK_PICKUP;
1164 continue; 1147 continue;
1165 } 1148 }
1166 1149
1167 if (op->contr->mode & PU_POTION) 1150 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1151 if (tmp->type == POTION)
1169 { 1152 {
1170 pick_up (op, tmp); 1153 CHK_PICK_PICKUP;
1171 continue; 1154 continue;
1172 } 1155 }
1173 1156
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1157 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1158 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1159 if (tmp->type == SPELLBOOK)
1177 { 1160 {
1178 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1179 continue; 1162 continue;
1180 } 1163 }
1181 1164
1182 if (op->contr->mode & PU_SKILLSCROLL) 1165 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1166 if (tmp->type == SKILLSCROLL)
1184 { 1167 {
1185 pick_up (op, tmp); 1168 CHK_PICK_PICKUP;
1186 continue; 1169 continue;
1187 } 1170 }
1188 1171
1189 if (op->contr->mode & PU_READABLES) 1172 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1173 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1174 {
1192 pick_up (op, tmp); 1175 CHK_PICK_PICKUP;
1193 continue; 1176 continue;
1194 } 1177 }
1195 1178
1196 /* wands/staves/rods/horns */ 1179 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1180 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1181 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1182 {
1200 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1201 continue; 1184 continue;
1202 } 1185 }
1203 1186
1204 /* pick up all magical items */ 1187 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1188 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1189 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 { 1190 {
1208 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1209 continue; 1192 continue;
1210 } 1193 }
1211 1194
1212 if (op->contr->mode & PU_VALUABLES) 1195 if (op->contr->mode & PU_VALUABLES)
1213 { 1196 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1197 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1198 {
1216 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1217 continue; 1200 continue;
1218 } 1201 }
1219 } 1202 }
1220 1203
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1204 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1205 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1206 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1207 {
1225 pick_up (op, tmp); 1208 CHK_PICK_PICKUP;
1226 continue; 1209 continue;
1227 } 1210 }
1228 1211
1229 /* we don't forget dragon food */ 1212 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1213 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1214 if (tmp->type == FLESH)
1232 { 1215 {
1233 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1234 continue; 1217 continue;
1235 } 1218 }
1236 1219
1237 /* bows and arrows. Bows are good for selling! */ 1220 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1221 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1222 if (tmp->type == BOW)
1240 { 1223 {
1241 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1242 continue; 1225 continue;
1243 } 1226 }
1244 1227
1245 if (op->contr->mode & PU_ARROW) 1228 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1229 if (tmp->type == ARROW)
1247 { 1230 {
1248 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1249 continue; 1232 continue;
1250 } 1233 }
1251 1234
1252 /* all kinds of armor etc. */ 1235 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1236 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1237 if (tmp->type == ARMOUR)
1255 { 1238 {
1256 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1257 continue; 1240 continue;
1258 } 1241 }
1259 1242
1260 if (op->contr->mode & PU_HELMET) 1243 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1244 if (tmp->type == HELMET)
1262 { 1245 {
1263 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1264 continue; 1247 continue;
1265 } 1248 }
1266 1249
1267 if (op->contr->mode & PU_SHIELD) 1250 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1251 if (tmp->type == SHIELD)
1269 { 1252 {
1270 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1271 continue; 1254 continue;
1272 } 1255 }
1273 1256
1274 if (op->contr->mode & PU_BOOTS) 1257 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1258 if (tmp->type == BOOTS)
1276 { 1259 {
1277 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1278 continue; 1261 continue;
1279 } 1262 }
1280 1263
1281 if (op->contr->mode & PU_GLOVES) 1264 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1265 if (tmp->type == GLOVES)
1283 { 1266 {
1284 pick_up (op, tmp); 1267 CHK_PICK_PICKUP;
1285 continue; 1268 continue;
1286 } 1269 }
1287 1270
1288 if (op->contr->mode & PU_CLOAK) 1271 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1272 if (tmp->type == CLOAK)
1290 { 1273 {
1291 pick_up (op, tmp); 1274 CHK_PICK_PICKUP;
1292 continue; 1275 continue;
1293 } 1276 }
1294 1277
1295 /* hoping to catch throwing daggers here */ 1278 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1279 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1280 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1281 {
1299 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1300 continue; 1283 continue;
1301 } 1284 }
1302 1285
1303 /* careful: chairs and tables are weapons! */ 1286 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1287 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1288 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1289 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1290 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1291 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1292 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1293 {
1311 pick_up (op, tmp); 1294 CHK_PICK_PICKUP;
1312 continue; 1295 continue;
1313 } 1296 }
1314 } 1297 }
1315 1298
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1299 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1300 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1301 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1302 {
1320 pick_up (op, tmp); 1303 CHK_PICK_PICKUP;
1321 continue; 1304 continue;
1322 } 1305 }
1323 } 1306 }
1324 } 1307 }
1325 1308
1326 /* misc stuff that's useful */ 1309 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1310 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1311 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1312 {
1330 pick_up (op, tmp); 1313 CHK_PICK_PICKUP;
1331 continue; 1314 continue;
1332 } 1315 }
1333 1316
1334 /* any of the last 4 bits set means we use the ratio for value 1317 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */ 1318 * pickups */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits 1323 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */ 1324 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1325 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1326 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 { 1327 {
1345 pick_up (op, tmp); 1328 CHK_PICK_PICKUP;
1346#if 0 1329#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1330 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1331 if (tmp->name != NULL)
1349 { 1332 {
1350 fprintf (stderr, "%s", tmp->name); 1333 fprintf (stderr, "%s", tmp->name);
1351 } 1334 }
1352 else 1335 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1336 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1337 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1338 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1339#endif
1357 continue; 1340 continue;
1358 } 1341 }
1369 * found object is returned. 1352 * found object is returned.
1370 */ 1353 */
1371object * 1354object *
1372find_arrow (object *op, const char *type) 1355find_arrow (object *op, const char *type)
1373{ 1356{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1357 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1358 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1359 return splay (tmp);
1360
1361 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1362 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1363 if (object *arrow = find_arrow (tmp, type))
1364 {
1365 splay (tmp);
1380 return op; 1366 return arrow;
1367 }
1381 1368
1382 return tmp; 1369 return 0;
1383} 1370}
1384 1371
1385/* 1372/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1373 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1374 * against the target. A full test is not performed, simply a basic test
1428 else 1415 else
1429 { 1416 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1417 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1418 {
1432 attacktype = 1 << attacknum; 1419 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1420 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1421 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1422 {
1436 tmp = arrow; 1423 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1424 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1425 }
1439 } 1426 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1427 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1428 {
1442 tmp = arrow; 1429 tmp = arrow;
1544 { 1531 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1532 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1533 return 0;
1547 } 1534 }
1548 1535
1549 if (player *pl = op->contr) 1536 if (op->contr)
1550 { 1537 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1538 else
1556 { 1539 {
1557 for (bow = op->inv; bow; bow = bow->below) 1540 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1541 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1542 * don't need to switch back and forth between bows and weapons.
1630 arrow->stats.grace = arrow->attacktype; 1613 arrow->stats.grace = arrow->attacktype;
1631 1614
1632 if (arrow->slaying) 1615 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying); 1616 arrow->spellarg = strdup (arrow->slaying);
1634 1617
1618#if 0
1635 if (player *pl = op->contr) 1619 if (player *pl = op->contr)
1636 { 1620 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1621 float speed = pl->weapon_sp;
1640 1622
1641 /* penalize ROF for bestarrow */ 1623 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1624 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1625 speed *= .9f;
1644 else 1626 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1627 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1628
1647 op->speed_left += speed - op->speed; 1629 op->speed_left += speed - op->speed;
1630 }
1648#endif 1631#endif
1649 }
1650 1632
1651 SET_ANIMATION (arrow, arrow->direction); 1633 SET_ANIMATION (arrow, arrow->direction);
1652 1634
1653 /* update the speed */ 1635 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1636 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.0; 1637 + bow->stats.dam / 7.f;
1656 1638
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1639 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1640 arrow->speed_left = 0;
1659 1641
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1642 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1643
1662 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1685 1667
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1668 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1669 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1670 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1671
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1672 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1673 m->insert (arrow, sx, sy, op);
1692 1674
1693 if (!arrow->destroyed ()) 1675 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1676 move_arrow (arrow);
1695 1677
1746 } 1728 }
1747 1729
1748 return ret; 1730 return ret;
1749} 1731}
1750 1732
1751
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
1754 */ 1735 */
1755void 1736void
1756fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
1774 1755
1775 if (item->type == WAND) 1756 if (item->type == WAND)
1776 { 1757 {
1777 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1778 { 1759 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1780 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));
1781 1762
1782 return; 1763 return;
1783 } 1764 }
1784 } 1765 }
1785 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1786 { 1767 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 { 1769 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1790 1771
1791 if (item->type == ROD) 1772 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1774 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 object *tmp; 1788 object *tmp;
1808 1789
1809 if (item->arch) 1790 if (item->arch)
1810 { 1791 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1813 item->set_speed (0); 1794 item->set_speed (0);
1814 } 1795 }
1815 1796
1816 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1817 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1803 }
1823} 1804}
1824 1805
1825/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1826 */ 1807 */
1827void 1808bool
1828fire (object *op, int dir) 1809fire (object *op, int dir)
1829{ 1810{
1830 int spellcost = 0; 1811 int spellcost = 0;
1831 1812
1832 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1836 player *pl = op->contr; 1817 player *pl = op->contr;
1837 1818
1838 if (pl->golem) 1819 if (pl->golem)
1839 { 1820 {
1840 control_golem (op->contr->golem, dir); 1821 control_golem (op->contr->golem, dir);
1841 return; 1822 return false;
1842 } 1823 }
1843 1824
1844 object *ob = pl->ranged_ob; 1825 object *ob = pl->ranged_ob;
1845 1826
1846 if (!ob) 1827 if (!ob)
1847 return; 1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1848 1837
1849 switch (ob->type) 1838 switch (ob->type)
1850 { 1839 {
1851 case BOW: 1840 case BOW:
1852 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1859 case BUILDER: 1848 case BUILDER:
1860 apply_map_builder (op, dir); 1849 apply_map_builder (op, dir);
1861 break; 1850 break;
1862 1851
1863 case SKILL: 1852 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1853 do_skill (op, op, ob, dir, 0);
1866 break; 1854 break;
1867 1855
1868 default: 1856 default:
1869 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1870 break; 1858 break;
1871 } 1859 }
1860
1861 return true;
1872} 1862}
1873 1863
1874/* find_key 1864/* find_key
1875 * We try to find a key for the door as passed. If we find a key 1865 * We try to find a key for the door as passed. If we find a key
1876 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1963 * 0 otherwise 1953 * 0 otherwise
1964 */ 1954 */
1965static int 1955static int
1966player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1967{ 1957{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1959 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1971 */ 1961 */
1972 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1973 1963
1974 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1975 if (key) 1965 if (key)
1976 { 1966 {
1977 object *container = key->env; 1967 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 1968
1981 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1982 make_visible (op); 1970 make_visible (op);
1983 1971
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 1974
1987 if (door->type == DOOR) 1975 if (door->type == DOOR)
1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1990 { 1978 {
1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1992 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1993 } 1981 }
1994 1982
1995 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1984 decrease_ob (key); /* Use up one of the keys */
2001 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2002 } 1990 }
2003 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2004 { 1992 {
2005 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1995 return 1;
2008 } 1996 }
2009 1997
2010 return 0; 1998 return 0;
2011} 1999}
2014 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2018 */ 2006 */
2019void 2007bool
2020move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2021{ 2009{
2022 object *tmp, *mon;
2023 int on_battleground; 2010 int on_battleground;
2024 maptile *m;
2025 2011
2026 sint16 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2028 2014
2029 on_battleground = op_on_battleground (op, 0, 0); 2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2030 2025
2031 /* If braced, or can't move to the square, and it is not out of the 2026 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2027 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2028 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2030 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2031 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2032 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2033 * move_ob uses.
2039 */ 2034 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 {
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043 {
2044 m = op->map->xy_find (nx, ny); 2035 maptile *m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050 2036
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return;
2053
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if 2037 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 2038 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 2039 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 2040 * on the space
2059 */ 2041 */
2060 while (tmp) 2042 object *mon;
2061 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 if (tmp == op) 2044 {
2063 { 2045 if ((mon->flag [FLAG_ALIVE]
2064 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2065 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp; 2048 && mon != op)
2071 break; 2049 break;
2072 } 2050 }
2073 2051
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */ 2053 return false; /* into a wall */
2082 2054
2083 if (mon->head)
2084 mon = mon->head; 2055 mon = mon->head_ ();
2085 2056
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2087 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2088 return; 2062 return true;
2063 }
2089 2064
2090 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them. 2070 * and thus will not push them.
2096 */ 2071 */
2097 2072
2098 /* If the creature is a pet, push it even if the player is not 2073 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2101 */ 2076 */
2102 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2080 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2082 {
2112 /* If we're braced, we don't want to switch places with it */ 2083 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced) 2084 if (op->contr->braced)
2114 return; 2085 return false;
2115 2086
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2117 push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2118 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op); 2095 make_visible (op);
2120 2096
2121 return; 2097 return true;
2122 } 2098 }
2099 else
2100 return false;
2101 }
2123 2102
2124 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2105 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2106 * attack them either.
2128 */ 2107 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2110 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2140 { 2115 {
2116 --op->speed_left;
2117
2141 if (!op->contr->braced) 2118 if (!op->contr->braced)
2142 { 2119 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2145 } 2122 }
2146 else 2123 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2148 2125
2149 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op); 2127 make_visible (op);
2151 }
2152 2128
2129 return true;
2130 }
2131 }
2153 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 2133 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2134 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2157 { 2138 {
2139 --op->speed_left;
2140
2158 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2160 make_visible (op); 2143 make_visible (op);
2161 }
2162 2144
2145 return true;
2146 }
2147 }
2163 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2153 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 {
2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 2158 {
2172 op->contr->has_hit = 1; 2159 --op->contr->weapon_sp_left;
2173 2160
2174 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2162
2190 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2191 make_visible (op); 2164 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2165
2196int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2197move_player (object *op, int dir) 2174move_player (object *op, int dir)
2198{ 2175{
2199 int pick; 2176 int pick;
2200 2177
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2215 op->facing = dir; 2192 op->facing = dir;
2216 2193
2217 if (op->hide) 2194 if (op->hide)
2218 do_hidden_move (op); 2195 do_hidden_move (op);
2219 2196
2197 bool retval;
2198
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2200 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2223 fire (op, dir); 2202 retval = fire (op, dir);
2224 else 2203 else
2225 { 2204 {
2226 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2206 pick = check_pick (op);
2228 } 2207 }
2229 2208
2230 /* Add special check for newcs players and fire on - this way, the 2209 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2210 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2219 * for players.
2241 */ 2220 */
2242 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2243 return 0; 2222
2223 return retval;
2244} 2224}
2245 2225
2246/* This is similar to handle_player, below, but is only used by the 2226/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2227 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2228 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2229 * the new speed values for commands.
2250 * 2230 *
2251 * Returns true if there are more actions we can do. 2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2252 */ 2234 */
2253int 2235bool
2254handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2255{ 2237{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2239 {
2258 flee_player (op); 2240 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2241 {
2263 --op->speed_left; 2242 --op->speed_left;
2243 flee_player (op);
2244
2264 return 0; 2245 return true;
2265 } 2246 }
2247 else
2248 return false;
2266 } 2249 }
2267 2250
2268 /* call this here - we also will call this in do_ericserver, but 2251 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2253 * called, so we recheck it here.
2271 */ 2254 */
2272 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2273 return 1; 2256 return true;
2274 2257
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2287 2260
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2261 return false;
2293} 2262}
2294 2263
2295int 2264int
2296save_life (object *op) 2265save_life (object *op)
2297{ 2266{
2299 return 0; 2268 return 0;
2300 2269
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2272 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306 2275
2307 if (op->contr) 2276 if (op->contr)
2308 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2309 2278
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2298/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2299 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2300 * function will descend into containers. op is the object to start the search
2332 * from. 2301 * from.
2333 */ 2302 */
2334void 2303static void
2335remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2336{ 2305{
2337 while (op) 2306 while (op)
2338 { 2307 {
2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 2309
2344 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2345 2314
2346 op->insert_at (env); 2315 op->insert_at (env);
2347 } 2316 }
2348 else if (op->inv) 2317 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2350 2319
2351 op = next; 2320 op = next;
2352 } 2321 }
2322}
2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2353} 2329}
2354 2330
2355/* 2331/*
2356 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2429 else
2454 { 2430 {
2455 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457 }
2458
2459 /* Regenerate Spell Points */
2460 if (!op->contr->golem && --op->last_sp < 0)
2461 {
2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2468 {
2469 op->stats.food--;
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 } 2433 }
2500 2434
2501 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2436 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2458 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2459 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2527 } 2461 }
2528 2462
2463 if (op->stats.food > 0)
2464 {
2529 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2467 {
2534 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2469
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2537 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2538 op->stats.food--; 2477 op->stats.food--;
2478
2539 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2543 } 2484 }
2544 }
2545 2485
2546 if (max_hp > 1) 2486 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2487 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501
2552 op->last_heal = 0; 2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2506 }
2554 else 2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Hit Points */
2512 if (--op->last_heal < 0)
2513 {
2514 if (op->stats.hp < op->stats.maxhp)
2555 { 2515 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2516 op->stats.hp++;
2517
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2557 } 2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533
2534 if (over_hp > 0)
2535 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0;
2538 }
2539 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2541 }
2559 else 2542 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2544 }
2563 } 2545 }
2564 2546
2565 /* Digestion */ 2547 /* Digestion */
2566 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2567 { 2549 {
2568#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2570 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2571#else
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2573#endif
2574 2552
2575 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2553 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2577 else
2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579 2554
2580 /* dms do not consume food */ 2555 /* dms do not consume food */
2581 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2582 op->stats.food--; 2557 op->stats.food--;
2583 } 2558 }
2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2611 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2612 } 2587 }
2613 } 2588 }
2614 2589
2615 while (op->stats.food < 0 && op->stats.hp >= 0) 2590 if (op->stats.food < 0)
2616 op->stats.food++, op->stats.hp--; 2591 {
2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2617 2595
2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619 kill_player (op); 2597 kill_player (op);
2620 } 2598 }
2621} 2599}
2626 * file. 2604 * file.
2627 */ 2605 */
2628void 2606void
2629kill_player (object *op) 2607kill_player (object *op)
2630{ 2608{
2609 int x, y;
2631 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2632 int x, y;
2633
2634 //int i;
2635 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2636
2637 /* int z;
2638 int num_stats_lose;
2639 int lost_a_stat;
2640 int lose_this_stat;
2641 int this_stat; */
2642 int will_kill_again; 2612 int will_kill_again;
2643 archetype *at; 2613 archetype *at;
2644 object *tmp; 2614 object *tmp;
2645 2615
2646 if (save_life (op)) 2616 if (save_life (op))
2647 return; 2617 return;
2648
2649 2618
2650 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2619 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2651 * in cities ONLY!!! It is very important that this doesn't get abused. 2620 * in cities ONLY!!! It is very important that this doesn't get abused.
2652 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2653 */ 2622 */
2669 { 2638 {
2670 tmp->destroy (); 2639 tmp->destroy ();
2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2672 } 2641 }
2673 2642
2674 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2675 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2676 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2677 op->stats.food = 999; 2646 op->stats.food = 999;
2678 2647
2679 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2680 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2681 { 2650 {
2682 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2683 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2684 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2685 " the %s, when he was defeated at\n level %d by %s.\n", 2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2687 tmp->msg = buf; 2656 );
2688 tmp->value = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2689 tmp->materialname = "organics"; 2658 tmp->materialname = "organics";
2690 tmp->insert_at (op, tmp); 2659 tmp->insert_at (op, tmp);
2691 } 2660 }
2692 2661
2699 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2700 2669
2701 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2702 2671
2703 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2704 {
2705 sprintf (buf, "%s starved to death.", &op->name);
2706 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2707 }
2708 else
2709 sprintf (buf, "%s died.", &op->name);
2710 2674
2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2675 op->contr->play_sound (sound_find ("player_dies"));
2712 2676
2713 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2714 x = op->x; 2678 x = op->x;
2715 y = op->y; 2679 y = op->y;
2716 map = op->map; 2680 map = op->map;
2879 { 2843 {
2880 tmp->destroy (); 2844 tmp->destroy ();
2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2882 } 2846 }
2883 2847
2884 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2885 2849
2886 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2887 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2888 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2889 op->stats.food = 900; 2853 op->stats.food = 900;
2893 2857
2894 /* 2858 /*
2895 * Check to see if the player has any unpaid items. If so, remove them 2859 * Check to see if the player has any unpaid items. If so, remove them
2896 * and put them back in the map. 2860 * and put them back in the map.
2897 */ 2861 */
2898 remove_unpaid_objects (op->inv, op); 2862 op->drop_unpaid_items ();
2899 2863
2900 /****************************************/ 2864 /****************************************/
2901 /* */ 2865 /* */
2902 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
2903 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
3043void 3007void
3044make_visible (object *op) 3008make_visible (object *op)
3045{ 3009{
3046 op->hide = 0; 3010 op->hide = 0;
3047 op->invisible = 0; 3011 op->invisible = 0;
3012
3048 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3049 { 3014 {
3050 op->contr->tmp_invis = 0; 3015 op->contr->tmp_invis = 0;
3051 op->contr->invis_race = 0; 3016 op->contr->invis_race = 0;
3052 } 3017 }
3055} 3020}
3056 3021
3057int 3022int
3058is_true_undead (object *op) 3023is_true_undead (object *op)
3059{ 3024{
3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3025 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3061 return 1; 3026 return 1;
3062 3027
3063 return 0; 3028 return 0;
3064} 3029}
3065 3030
3066/* look at the surrounding terrain to determine 3031/* look at the surrounding terrain to determine
3067 * the hideability of this object. Positive levels 3032 * the hideability of this object. Positive levels
3068 * indicate greater hideability. 3033 * indicate greater hideability.
3069 */ 3034 */
3070
3071int 3035int
3072hideability (object *ob) 3036hideability (object *ob)
3073{ 3037{
3074 int i, level = 0, mflag; 3038 int i, level = 0, mflag;
3075 sint16 x, y; 3039 sint16 x, y;
3109/* For Hidden creatures - a chance of becoming 'unhidden' 3073/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 3074 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 3075 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 3076 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 3077 */
3114
3115void 3078void
3116do_hidden_move (object *op) 3079do_hidden_move (object *op)
3117{ 3080{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3081 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3119 object *skop; 3082 object *skop;
3201 * object op. This function works fine for monsters, 3164 * object op. This function works fine for monsters,
3202 * but we dont worry if the object isnt the top one in 3165 * but we dont worry if the object isnt the top one in
3203 * a pile (say a coin under a table would return "viewable" 3166 * a pile (say a coin under a table would return "viewable"
3204 * by this routine). Another question, should we be 3167 * by this routine). Another question, should we be
3205 * concerned with the direction the player is looking 3168 * concerned with the direction the player is looking
3206 * in? Realistically, most of use cant see stuff behind 3169 * in? Realistically, most of us can't see stuff behind
3207 * our backs...on the other hand, does the "facing" direction 3170 * our backs...on the other hand, does the "facing" direction
3208 * imply the way your head, or body is facing? Its possible 3171 * imply the way your head, or body is facing? It's possible
3209 * for them to differ. Sigh, this fctn could get a bit more complex. 3172 * for them to differ. Sigh, this fctn could get a bit more complex.
3210 * -b.t. 3173 * -b.t.
3211 * This function is now map tiling safe. 3174 * This function is now map tiling safe.
3212 */ 3175 */
3213
3214int 3176int
3215player_can_view (object *pl, object *op) 3177player_can_view (object *pl, object *op)
3216{ 3178{
3217 rv_vector rv; 3179 rv_vector rv;
3218 int dx, dy; 3180 int dx, dy;
3230 3192
3231 get_rangevector (pl, op, &rv, 0x1); 3193 get_rangevector (pl, op, &rv, 0x1);
3232 3194
3233 /* starting with the 'head' part, lets loop 3195 /* starting with the 'head' part, lets loop
3234 * through the object and find if it has any 3196 * through the object and find if it has any
3235 * part that is in the los array but isnt on 3197 * part that is in the los array but isn't on
3236 * a blocked los square. 3198 * a blocked los square.
3237 * we use the archetype to figure out offsets. 3199 * we use the archetype to figure out offsets.
3238 */ 3200 */
3239 while (op) 3201 while (op)
3240 { 3202 {
3241 dx = rv.distance_x + op->arch->clone.x; 3203 dx = rv.distance_x + op->arch->x;
3242 dy = rv.distance_y + op->arch->clone.y; 3204 dy = rv.distance_y + op->arch->y;
3243 3205
3244 /* only the viewable area the player sees is updated by LOS 3206 /* only the viewable area the player sees is updated by LOS
3245 * code, so we need to restrict ourselves to that range of values 3207 * code, so we need to restrict ourselves to that range of values
3246 * for any meaningful values. 3208 * for any meaningful values.
3247 */ 3209 */
3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3210 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3249 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3211 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3212 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3251 return 1; 3213 return 1;
3214
3252 op = op->more; 3215 op = op->more;
3253 } 3216 }
3217
3254 return 0; 3218 return 0;
3255} 3219}
3256 3220
3257/* routine for both players and monsters. We call this when 3221/* routine for both players and monsters. We call this when
3258 * there is a possibility for our action distrubing our hiding 3222 * there is a possibility for our action distrubing our hiding
3261 * return 0. 3225 * return 0.
3262 */ 3226 */
3263int 3227int
3264action_makes_visible (object *op) 3228action_makes_visible (object *op)
3265{ 3229{
3266
3267 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3230 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3268 { 3231 {
3269 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3232 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3270 return 0; 3233 return 0;
3271 3234
3277 { 3240 {
3278 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3241 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3279 return 1; 3242 return 1;
3280 } 3243 }
3281 } 3244 }
3245
3282 return 0; 3246 return 0;
3283} 3247}
3284 3248
3285/* op_on_battleground - checks if the given object op (usually 3249/* op_on_battleground - checks if the given object op (usually
3286 * a player) is standing on a valid battleground-tile, 3250 * a player) is standing on a valid battleground-tile,
3291 * Default is to do the same as before, so only people wanting to have different points need worry about this 3255 * Default is to do the same as before, so only people wanting to have different points need worry about this
3292 */ 3256 */
3293int 3257int
3294op_on_battleground (object *op, int *x, int *y) 3258op_on_battleground (object *op, int *x, int *y)
3295{ 3259{
3296 object *tmp;
3297
3298 /* A battleground-tile needs the following attributes to be valid: 3260 /* A battleground-tile needs the following attributes to be valid:
3299 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3261 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3262 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301 * and the exit-coordinates sp/hp must both be > 0. 3263 * and the exit-coordinates sp/hp must both be > 0.
3302 * => The intention here is to prevent abuse of the battleground- 3264 * => The intention here is to prevent abuse of the battleground-
3303 * feature (like pickable or hidden battleground tiles). */ 3265 * feature (like pickable or hidden battleground tiles). */
3304 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3266 for (object *tmp = op->below; tmp; tmp = tmp->below)
3305 { 3267 {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3268 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307 { 3269 {
3308 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3270 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3309 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3271 && tmp->type == BATTLEGROUND
3272 && tmp->name == shstr_battleground
3273 && EXIT_X (tmp) && EXIT_Y (tmp))
3310 { 3274 {
3311 /*before we assign the exit, check if this is a teambattle */ 3275 /* before we assign the exit, check if this is a teambattle */
3312 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3276 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3313 { 3277 {
3314 object *invtmp;
3315
3316 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3278 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 { 3279 {
3318 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3280 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 { 3281 {
3320 if (x != NULL && y != NULL) 3282 if (x && y)
3321 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3283 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3284
3322 return 1; 3285 return 1;
3323 } 3286 }
3324 } 3287 }
3325 } 3288 }
3289
3326 if (x != NULL && y != NULL) 3290 if (x && y)
3327 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3291 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292
3328 return 1; 3293 return 1;
3329 } 3294 }
3330 } 3295 }
3331 } 3296 }
3297
3332 /* If we got here, did not find a battleground */ 3298 /* If we got here, did not find a battleground */
3333 return 0; 3299 return 0;
3334} 3300}
3335 3301
3336/* 3302/*
3352 char buf[MAX_BUF]; /* tmp. string buffer */ 3318 char buf[MAX_BUF]; /* tmp. string buffer */
3353 int i = 0, j = 0; 3319 int i = 0, j = 0;
3354 3320
3355 /* get the appropriate treasurelist */ 3321 /* get the appropriate treasurelist */
3356 if (atnr == ATNR_FIRE) 3322 if (atnr == ATNR_FIRE)
3357 trlist = treasurelist::find ("dragon_ability_fire"); 3323 trlist = treasurelist::find (shstr_dragon_ability_fire);
3358 else if (atnr == ATNR_COLD) 3324 else if (atnr == ATNR_COLD)
3359 trlist = treasurelist::find ("dragon_ability_cold"); 3325 trlist = treasurelist::find (shstr_dragon_ability_cold);
3360 else if (atnr == ATNR_ELECTRICITY) 3326 else if (atnr == ATNR_ELECTRICITY)
3361 trlist = treasurelist::find ("dragon_ability_elec"); 3327 trlist = treasurelist::find (shstr_dragon_ability_elec);
3362 else if (atnr == ATNR_POISON) 3328 else if (atnr == ATNR_POISON)
3363 trlist = treasurelist::find ("dragon_ability_poison"); 3329 trlist = treasurelist::find (shstr_dragon_ability_poison);
3364 3330
3365 if (trlist == NULL || who->type != PLAYER) 3331 if (trlist == NULL || who->type != PLAYER)
3366 return; 3332 return;
3367 3333
3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3334 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3338 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373 return; 3339 return;
3374 } 3340 }
3375 3341
3376 /* everything seems okay - now bring on the gift: */ 3342 /* everything seems okay - now bring on the gift: */
3377 item = &(tr->item->clone); 3343 item = tr->item;
3378 3344
3379 if (item->type == SPELL) 3345 if (item->type == SPELL)
3380 { 3346 {
3381 if (check_spell_known (who, item->name)) 3347 if (check_spell_known (who, item->name))
3382 return; 3348 return;
3441 { 3407 {
3442 /* forces in the treasurelist can alter the player's stats */ 3408 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3409 object *skin;
3444 3410
3445 /* first get the dragon skin force */ 3411 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3412 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3448 ; 3413 ;
3449 3414
3450 if (!skin) 3415 if (!skin)
3451 return; 3416 return;
3452 3417
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3493 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0; 3494 return 0;
3530 3495
3531 return 100 - blocked_los [x][y]; 3496 return 100 - blocked_los [x][y];
3532} 3497}
3498
3499void
3500player::infobox (const char *title, const char *msg, int color)
3501{
3502 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3503}
3504
3505void
3506player::statusmsg (const char *msg, int color)
3507{
3508 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3509}
3510
3511void
3512player::failmsg (const char *msg, int color)
3513{
3514 play_sound (sound_find ("generic_failure"));
3515 statusmsg (msg, color);
3516}
3517

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