ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.182 by root, Thu Apr 17 14:06:03 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>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
150} 149}
151 150
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
159static void 152static void
160set_first_map (object *op) 153set_first_map (object *op)
161{ 154{
162 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
163 op->x = -1; 156 op->x = -1;
164 op->y = -1; 157 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 158}
179 159
180void 160void
181player::activate () 161player::activate ()
182{ 162{
187 ob->remove (); 167 ob->remove ();
188 ob->map = 0; 168 ob->map = 0;
189 ob->activate_recursive (); 169 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 171 add_friendly_object (ob);
192 enter_map ();
193} 172}
194 173
195void 174void
196player::deactivate () 175player::deactivate ()
197{ 176{
204 183
205 if (ob->map) 184 if (ob->map)
206 maplevel = ob->map->path; 185 maplevel = ob->map->path;
207 186
208 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 189 ob->map = 0;
210 party = 0; 190 party = 0;
211 191
212 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
213 193
227 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
228 208
229 ns->update_look = 0; 209 ns->update_look = 0;
230 ns->look_position = 0; 210 ns->look_position = 0;
231 211
232 clear_los (ob); 212 clear_los (this);
233 213
234 ns->reset_stats (); 214 ns->reset_stats ();
235 215
236 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
239 219
240 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 221 link_player_skills (ob);
242 222
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 224
245 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
246 226
247 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
249 { 229 {
250 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
251 231
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 235 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 237 skin = tmp;
261 238
262 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
263 } 240 }
264 241
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 243
267 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;
268 304
269 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 306 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 307 switch (op->type)
272 { 308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
273 case WAND: 313 case WAND:
274 case ROD: 314 case ROD:
275 case HORN: 315 case HORN:
276 case BOW: 316 case BOW:
277 case SKILL: 317 ranged_ob = op;
278 case SKILL_TOOL: 318 break;
319
279 case WEAPON: 320 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 321 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 322 break;
283 } 323 }
284 324
285 ob->update_stats (); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
286 ns->floorbox_update (); 326 ob->deactivate (); // change_Weapon activates, fix this better
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299} 327}
300 328
301void 329void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op) 330player::set_observe (object *op)
326{ 331{
327 ob = op; 332 observe = op ? op : ob;
328 ob->contr = this; /* this aren't yet in archetype */ 333 do_los = 1;
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333} 334}
334 335
335player::player () 336player::player ()
336{ 337{
337 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
348 petmode = pet_normal; 349 petmode = pet_normal;
349 listening = 10; 350 listening = 10;
350 usekeys = containers; 351 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
352 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
353} 357}
354 358
355void 359void
356player::do_destroy () 360player::do_destroy ()
357{ 361{
362 if (ob) 366 if (ob)
363 { 367 {
364 ob->destroy_inv (false); 368 ob->destroy_inv (false);
365 ob->destroy (); 369 ob->destroy ();
366 } 370 }
371
372 ob = observe = 0;
367} 373}
368 374
369player::~player () 375player::~player ()
370{ 376{
371 /* Clear item stack */ 377 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
399 */ 405 */
400archetype * 406archetype *
401get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
402{ 408{
403 archetype *start = at; 409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 410
405 for (;;) 411 for (;;)
406 { 412 {
407 if (at == NULL || at->next == NULL) 413 if (++i == archetypes.end ())
408 at = first_archetype; 414 i = archetypes.begin ();
409 else 415 else if (*i == at)
410 at = at->next; 416 cleanup ("not a single player archetype found");
411 417
412 if (at->clone.type == PLAYER) 418 if ((*i)->type == PLAYER)
413 return at; 419 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 420 }
421} 421}
422 422
423object * 423object *
424get_nearest_player (object *mon) 424get_nearest_player (object *mon)
428 unsigned lastdist; 428 unsigned lastdist;
429 rv_vector rv; 429 rv_vector rv;
430 430
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 432 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 434 continue;
462 435
463 if (lastdist > rv.distance) 436 if (lastdist > rv.distance)
464 { 437 {
659 632
660 return firstdir; 633 return firstdir;
661} 634}
662 635
663void 636void
664give_initial_items (object *pl, treasurelist * items) 637give_initial_items (object *pl, treasurelist *items)
665{ 638{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 639 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 641
671 for (op = pl->inv; op; op = next) 642 for (object *next, *op = pl->inv; op; op = next)
672 { 643 {
673 next = op->below; 644 next = op->below;
674 645
675 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
676 * 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
681 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 653 * by this player due to race restrictions
683 */ 654 */
684 if (pl->type == PLAYER) 655 if (pl->type == PLAYER)
685 { 656 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658 &&
687 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 660 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 661 || op->type == SHIELD || op->type == GLOVES
662 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 663 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 664 {
692 op->destroy (); 665 op->destroy ();
693 continue; 666 continue;
694 } 667 }
695 } 668 }
718 if (op->nrof > 1) 691 if (op->nrof > 1)
719 op->nrof = 1; 692 op->nrof = 1;
720 } 693 }
721 694
722 if (op->type == SPELLBOOK && op->inv) 695 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 697
727 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 700 * merged properly.
730 */ 701 */
731 if (need_identify (op)) 702 if (need_identify (op))
732 { 703 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 707 }
708
737 if (op->type == SPELL) 709 if (op->type == SPELL)
738 { 710 {
739 op->destroy (); 711 op->destroy ();
740 continue; 712 continue;
741 } 713 }
743 { 715 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 717 op->stats.exp = 0;
746 op->level = 1; 718 op->level = 1;
747 } 719 }
748 /* lock all 'normal items by default */ 720 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
752 723
753 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
754 link_player_skills (pl); 725 link_player_skills (pl);
860static void 831static void
861start_info (object *op) 832start_info (object *op)
862{ 833{
863 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
864 835
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 836 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 838}
870 839
871/* This function takes the key that is passed, and does the 840/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 841 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 842 * The function name is for historical reasons - now we have
914 if (*first_map_ext_path) 883 if (*first_map_ext_path)
915 { 884 {
916 object *tmp; 885 object *tmp;
917 char mapname[MAX_BUF]; 886 char mapname[MAX_BUF];
918 887
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 888 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create (); 889 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 890 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 891 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 892 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded; 893 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 int x = ob->x, y = ob->y; 912 int x = ob->x, y = ob->y;
944 913
945 ob->remove_statbonus (); 914 ob->remove_statbonus ();
946 ob->remove (); 915 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 916 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 917 ob->arch->copy_to (ob);
949 ob->instantiate (); 918 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 919 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 920 ob->name = ob->name_pl = name;
952 ob->x = x; 921 ob->x = x;
953 ob->y = y; 922 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 923 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 924 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 925 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 926 ob->add_statbonus ();
958 } 927 }
959 while (!allowed_class (ob)); 928 while (!allowed_class (ob));
960 929
961 update_object (ob, UP_OBJ_FACE); 930 update_object (ob, UP_OBJ_FACE);
1036 if (op->move_type & MOVE_FLYING) 1005 if (op->move_type & MOVE_FLYING)
1037 return 1; 1006 return 1;
1038 1007
1039 next = op->below; 1008 next = op->below;
1040 1009
1010 int cnt = MAX_ITEM_PER_DROP;
1011#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012
1041 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1014 * destroyed */
1043 while (next && !next->destroyed ()) 1015 while (next && !next->destroyed ())
1044 { 1016 {
1045 tmp = next; 1017 tmp = next;
1046 next = tmp->below; 1018 next = tmp->below;
1047 1019
1020 if (cnt <= 0)
1021 {
1022 op->failmsg ("Couldn't pickup all items at once.");
1023 return 0;
1024 }
1025
1048 if (op->destroyed ()) 1026 if (op->destroyed ())
1049 return 0; 1027 return 0;
1050 1028
1051 if (!can_pick (op, tmp)) 1029 if (!can_pick (op, tmp))
1052 continue; 1030 continue;
1053 1031
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1033 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1034 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1058 continue; 1036 continue;
1059 } 1037 }
1060 1038
1061 /* high not bit set? We're using the old autopickup model */ 1039 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1040 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1042 switch (op->contr->mode)
1065 { 1043 {
1066 case 0: 1044 case 0:
1067 return 1; /* don't pick up */ 1045 return 1; /* don't pick up */
1068 case 1: 1046 case 1:
1069 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1070 return 1; 1048 return 1;
1071 case 2: 1049 case 2:
1072 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1073 return 0; 1051 return 0;
1074 case 3: 1052 case 3:
1075 return 0; /* stop before pickup */ 1053 return 0; /* stop before pickup */
1076 case 4: 1054 case 4:
1077 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1078 break; 1056 break;
1079 case 5: 1057 case 5:
1080 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1081 stop = 1; 1059 stop = 1;
1082 break; 1060 break;
1083 case 6: 1061 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064 CHK_PICK_PICKUP;
1086 break; 1065 break;
1087 1066
1088 case 7: 1067 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1068 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1069 CHK_PICK_PICKUP;
1091 break; 1070 break;
1092 1071
1093 default: 1072 default:
1094 /* use value density */ 1073 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1076 CHK_PICK_PICKUP;
1098 } 1077 }
1099 } 1078 }
1100 else 1079 else
1101 { /* old model */ 1080 { /* old model */
1102 /* NEW pickup handling */ 1081 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1085 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1087 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1088 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1090 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1091
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1092 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1093 }
1115 1094
1116 /* philosophy: 1095 /* philosophy:
1157 /* all food and drink if desired */ 1136 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1137 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1138 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1139 if (tmp->type == FOOD)
1161 { 1140 {
1162 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1163 continue; 1142 continue;
1164 } 1143 }
1165 1144
1166 if (op->contr->mode & PU_DRINK) 1145 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1147 {
1169 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1170 continue; 1149 continue;
1171 } 1150 }
1172 1151
1173 if (op->contr->mode & PU_POTION) 1152 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1153 if (tmp->type == POTION)
1175 { 1154 {
1176 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1177 continue; 1156 continue;
1178 } 1157 }
1179 1158
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1159 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1160 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1161 if (tmp->type == SPELLBOOK)
1183 { 1162 {
1184 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1185 continue; 1164 continue;
1186 } 1165 }
1187 1166
1188 if (op->contr->mode & PU_SKILLSCROLL) 1167 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1168 if (tmp->type == SKILLSCROLL)
1190 { 1169 {
1191 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1192 continue; 1171 continue;
1193 } 1172 }
1194 1173
1195 if (op->contr->mode & PU_READABLES) 1174 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1176 {
1198 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1199 continue; 1178 continue;
1200 } 1179 }
1201 1180
1202 /* wands/staves/rods/horns */ 1181 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1184 {
1206 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1207 continue; 1186 continue;
1208 } 1187 }
1209 1188
1210 /* pick up all magical items */ 1189 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1190 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1192 {
1214 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1215 continue; 1194 continue;
1216 } 1195 }
1217 1196
1218 if (op->contr->mode & PU_VALUABLES) 1197 if (op->contr->mode & PU_VALUABLES)
1219 { 1198 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1199 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1200 {
1222 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1223 continue; 1202 continue;
1224 } 1203 }
1225 } 1204 }
1226 1205
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1206 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1207 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1208 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1209 {
1231 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1232 continue; 1211 continue;
1233 } 1212 }
1234 1213
1235 /* we don't forget dragon food */ 1214 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1215 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1216 if (tmp->type == FLESH)
1238 { 1217 {
1239 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1240 continue; 1219 continue;
1241 } 1220 }
1242 1221
1243 /* bows and arrows. Bows are good for selling! */ 1222 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1223 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1224 if (tmp->type == BOW)
1246 { 1225 {
1247 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1248 continue; 1227 continue;
1249 } 1228 }
1250 1229
1251 if (op->contr->mode & PU_ARROW) 1230 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1231 if (tmp->type == ARROW)
1253 { 1232 {
1254 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1255 continue; 1234 continue;
1256 } 1235 }
1257 1236
1258 /* all kinds of armor etc. */ 1237 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1238 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1239 if (tmp->type == ARMOUR)
1261 { 1240 {
1262 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1263 continue; 1242 continue;
1264 } 1243 }
1265 1244
1266 if (op->contr->mode & PU_HELMET) 1245 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1246 if (tmp->type == HELMET)
1268 { 1247 {
1269 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1270 continue; 1249 continue;
1271 } 1250 }
1272 1251
1273 if (op->contr->mode & PU_SHIELD) 1252 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1253 if (tmp->type == SHIELD)
1275 { 1254 {
1276 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1277 continue; 1256 continue;
1278 } 1257 }
1279 1258
1280 if (op->contr->mode & PU_BOOTS) 1259 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1260 if (tmp->type == BOOTS)
1282 { 1261 {
1283 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1284 continue; 1263 continue;
1285 } 1264 }
1286 1265
1287 if (op->contr->mode & PU_GLOVES) 1266 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1267 if (tmp->type == GLOVES)
1289 { 1268 {
1290 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1291 continue; 1270 continue;
1292 } 1271 }
1293 1272
1294 if (op->contr->mode & PU_CLOAK) 1273 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1274 if (tmp->type == CLOAK)
1296 { 1275 {
1297 pick_up (op, tmp); 1276 CHK_PICK_PICKUP;
1298 continue; 1277 continue;
1299 } 1278 }
1300 1279
1301 /* hoping to catch throwing daggers here */ 1280 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1281 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1283 {
1305 pick_up (op, tmp); 1284 CHK_PICK_PICKUP;
1306 continue; 1285 continue;
1307 } 1286 }
1308 1287
1309 /* careful: chairs and tables are weapons! */ 1288 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1289 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1290 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1291 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1292 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1295 {
1317 pick_up (op, tmp); 1296 CHK_PICK_PICKUP;
1318 continue; 1297 continue;
1319 } 1298 }
1320 } 1299 }
1321 1300
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1301 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1302 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1304 {
1326 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1327 continue; 1306 continue;
1328 } 1307 }
1329 } 1308 }
1330 } 1309 }
1331 1310
1332 /* misc stuff that's useful */ 1311 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1312 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1314 {
1336 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1337 continue; 1316 continue;
1338 } 1317 }
1339 1318
1340 /* any of the last 4 bits set means we use the ratio for value 1319 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1320 * pickups */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1327 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1329 {
1351 pick_up (op, tmp); 1330 CHK_PICK_PICKUP;
1352#if 0 1331#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1333 if (tmp->name != NULL)
1355 { 1334 {
1356 fprintf (stderr, "%s", tmp->name); 1335 fprintf (stderr, "%s", tmp->name);
1357 } 1336 }
1358 else 1337 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1338 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1339 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1340 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1341#endif
1363 continue; 1342 continue;
1364 } 1343 }
1375 * found object is returned. 1354 * found object is returned.
1376 */ 1355 */
1377object * 1356object *
1378find_arrow (object *op, const char *type) 1357find_arrow (object *op, const char *type)
1379{ 1358{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1359 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 return splay (tmp);
1362
1363 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1364 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1365 if (object *arrow = find_arrow (tmp, type))
1366 {
1367 splay (tmp);
1386 return op; 1368 return arrow;
1369 }
1387 1370
1388 return tmp; 1371 return 0;
1389} 1372}
1390 1373
1391/* 1374/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1375 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1376 * against the target. A full test is not performed, simply a basic test
1434 else 1417 else
1435 { 1418 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1419 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1420 {
1438 attacktype = 1 << attacknum; 1421 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1422 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1423 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1424 {
1442 tmp = arrow; 1425 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1426 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1427 }
1445 } 1428 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1429 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1430 {
1448 tmp = arrow; 1431 tmp = arrow;
1632 arrow->stats.grace = arrow->attacktype; 1615 arrow->stats.grace = arrow->attacktype;
1633 1616
1634 if (arrow->slaying) 1617 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1618 arrow->spellarg = strdup (arrow->slaying);
1636 1619
1620#if 0
1637 if (player *pl = op->contr) 1621 if (player *pl = op->contr)
1638 { 1622 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1623 float speed = pl->weapon_sp;
1646 1624
1647 /* penalize ROF for bestarrow */ 1625 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1626 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1627 speed *= .9f;
1650 else 1628 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1629 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1630
1653 op->speed_left += speed - op->speed; 1631 op->speed_left += speed - op->speed;
1632 }
1654#endif 1633#endif
1655 }
1656 1634
1657 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1658 1636
1659 /* update the speed */ 1637 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1638 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1639 + bow->stats.dam / 7.f;
1662 1640
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1641 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1642 arrow->speed_left = 0;
1665 1643
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1644 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1645
1668 if (op->type == PLAYER) 1646 if (op->type == PLAYER)
1691 1669
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1670 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1671 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1672 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1673
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1674 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1675 m->insert (arrow, sx, sy, op);
1698 1676
1699 if (!arrow->destroyed ()) 1677 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1678 move_arrow (arrow);
1701 1679
1779 1757
1780 if (item->type == WAND) 1758 if (item->type == WAND)
1781 { 1759 {
1782 if (item->stats.food <= 0) 1760 if (item->stats.food <= 0)
1783 { 1761 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1762 op->contr->play_sound (sound_find ("wand_poof"));
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1764
1787 return; 1765 return;
1788 } 1766 }
1789 } 1767 }
1790 else if (item->type == ROD || item->type == HORN) 1768 else if (item->type == ROD || item->type == HORN)
1791 { 1769 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 { 1771 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 op->contr->play_sound (sound_find ("wand_poof"));
1795 1773
1796 if (item->type == ROD) 1774 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1776 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1812 object *tmp; 1790 object *tmp;
1813 1791
1814 if (item->arch) 1792 if (item->arch)
1815 { 1793 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1795 item->face = item->arch->face;
1818 item->set_speed (0); 1796 item->set_speed (0);
1819 } 1797 }
1820 1798
1821 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1805 }
1828} 1806}
1829 1807
1830/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1831 */ 1809 */
1832void 1810bool
1833fire (object *op, int dir) 1811fire (object *op, int dir)
1834{ 1812{
1835 int spellcost = 0; 1813 int spellcost = 0;
1836 1814
1837 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1819 player *pl = op->contr;
1842 1820
1843 if (pl->golem) 1821 if (pl->golem)
1844 { 1822 {
1845 control_golem (op->contr->golem, dir); 1823 control_golem (op->contr->golem, dir);
1846 return; 1824 return false;
1847 } 1825 }
1848 1826
1849 object *ob = pl->ranged_ob; 1827 object *ob = pl->ranged_ob;
1850 1828
1851 if (!ob) 1829 if (!ob)
1852 return; 1830 return false;
1853 1831
1854 if (!op->change_weapon (ob)) 1832 if (!op->change_weapon (ob))
1855 return; 1833 return false;
1834
1835 if (op->speed_left > 0.f)
1836 --op->speed_left;
1837 else
1838 return false;
1856 1839
1857 switch (ob->type) 1840 switch (ob->type)
1858 { 1841 {
1859 case BOW: 1842 case BOW:
1860 player_fire_bow (op, dir); 1843 player_fire_bow (op, dir);
1874 1857
1875 default: 1858 default:
1876 fire_misc_object (op, dir); 1859 fire_misc_object (op, dir);
1877 break; 1860 break;
1878 } 1861 }
1862
1863 return true;
1879} 1864}
1880 1865
1881/* find_key 1866/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1867 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1868 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1955 * 0 otherwise
1971 */ 1956 */
1972static int 1957static int
1973player_attack_door (object *op, object *door) 1958player_attack_door (object *op, object *door)
1974{ 1959{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1960 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1961 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1962 * otherwise, we fall through to the rest of the code.
1978 */ 1963 */
1979 object *key = find_key (op, op, door); 1964 object *key = find_key (op, op, door);
1980 1965
1981 /* IF we found a key, do some extra work */ 1966 /* If we found a key, do some extra work */
1982 if (key) 1967 if (key)
1983 { 1968 {
1984 object *container = key->env; 1969 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1970
1988 if (action_makes_visible (op)) 1971 if (action_makes_visible (op))
1989 make_visible (op); 1972 make_visible (op);
1990 1973
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1974 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1976
1994 if (door->type == DOOR) 1977 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1978 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1979 else if (door->type == LOCKED_DOOR)
1997 { 1980 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1981 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1983 }
2001 1984
2002 /* Do this after we print the message */ 1985 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1986 decrease_ob (key); /* Use up one of the keys */
2008 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
2009 } 1992 }
2010 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2011 { 1994 {
2012 /* Might as well return now - no other way to open this */ 1995 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1997 return 1;
2015 } 1998 }
2016 1999
2017 return 0; 2000 return 0;
2018} 2001}
2021 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2025 */ 2008 */
2026void 2009bool
2027move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2028{ 2011{
2029 object *tmp, *mon;
2030 int on_battleground; 2012 int on_battleground;
2031 maptile *m;
2032 2013
2033 sint16 nx = freearr_x[dir] + op->x; 2014 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2015 sint16 ny = freearr_y[dir] + op->y;
2035 2016
2036 on_battleground = op_on_battleground (op, 0, 0); 2017 on_battleground = op_on_battleground (op, 0, 0);
2018
2019 if (out_of_map (op->map, nx, ny))
2020 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2037 2027
2038 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 2032 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 2033 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 2034 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2035 * move_ob uses.
2046 */ 2036 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 {
2051 m = op->map->xy_find (nx, ny); 2037 maptile *m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057 2038
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if 2039 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack. 2040 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters 2041 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2042 * on the space
2066 */ 2043 */
2067 while (tmp) 2044 object *mon;
2068 { 2045 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2046 {
2070 { 2047 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2048 || mon->type == LOCKED_DOOR
2072 continue; 2049 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2050 && mon != op)
2078 break; 2051 break;
2079 } 2052 }
2080 2053
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */ 2054 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2055 return false; /* into a wall */
2089 2056
2090 if (mon->head)
2091 mon = mon->head; 2057 mon = mon->head_ ();
2092 2058
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f)
2094 if (player_attack_door (op, mon)) 2061 if (player_attack_door (op, mon))
2062 {
2063 --op->contr->weapon_sp_left;
2095 return; 2064 return true;
2065 }
2096 2066
2097 /* The following deals with possibly attacking peaceful 2067 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2068 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2069 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2070 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2071 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2072 * and thus will not push them.
2103 */ 2073 */
2104 2074
2105 /* If the creature is a pet, push it even if the player is not 2075 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the 2076 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2077 * player owns it and it is either friendly or unagressive.
2108 */ 2078 */
2109 if ((op->type == PLAYER) 2079 if (op->type == PLAYER
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr 2080 && ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2081 && same_party (mon->owner->contr->party, op->contr->party))
2114#else
2115 && mon->owner == op 2082 || mon->owner == op)
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 { 2084 {
2119 /* If we're braced, we don't want to switch places with it */ 2085 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced) 2086 if (op->contr->braced)
2121 return; 2087 return false;
2122 2088
2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2089 if (op->speed_left > 0.f)
2090 {
2091 --op->speed_left;
2092
2093 op->play_sound (sound_find ("push_player"));
2124 push_ob (mon, dir, op); 2094 push_ob (mon, dir, op);
2095
2125 if (op->contr->tmp_invis || op->hide) 2096 if (op->contr->tmp_invis || op->hide)
2126 make_visible (op); 2097 make_visible (op);
2127 2098
2128 return; 2099 return true;
2129 } 2100 }
2101 else
2102 return false;
2103 }
2130 2104
2131 /* in certain circumstances, you shouldn't attack friendly 2105 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 2106 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 2107 * someone, but put it inside this loop so that you won't
2134 * attack them either. 2108 * attack them either.
2135 */ 2109 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 2110 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 2112 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 2113 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 2114 && !on_battleground))
2115 {
2116 if (op->speed_left > 0.f)
2147 { 2117 {
2118 --op->speed_left;
2119
2148 if (!op->contr->braced) 2120 if (!op->contr->braced)
2149 { 2121 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2152 } 2124 }
2153 else 2125 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 2126 op->statusmsg ("You withhold your attack");
2155 2127
2156 if (op->contr->tmp_invis || op->hide) 2128 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op); 2129 make_visible (op);
2158 }
2159 2130
2131 return true;
2132 }
2133 }
2160 /* If the object is a boulder or other rollable object, then 2134 /* If the object is a boulder or other rollable object, then
2161 * roll it if not braced. You can't roll it if you are braced. 2135 * roll it if not braced. You can't roll it if you are braced.
2162 */ 2136 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138 {
2139 if (op->speed_left > 0.f)
2164 { 2140 {
2141 --op->speed_left;
2142
2165 recursive_roll (mon, dir, op); 2143 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2144 if (action_makes_visible (op))
2167 make_visible (op); 2145 make_visible (op);
2168 }
2169 2146
2147 return true;
2148 }
2149 }
2170 /* Any generic living creature. Including things like doors. 2150 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2151 * Way it works is like this: First, it must have some hit points
2172 * and be living. Then, it must be one of the following: 2152 * and be living. Then, it must be one of the following:
2173 * 1) Not a player, 2) A player, but of a different party. Note 2153 * 1) Not a player, 2) A player, but of a different party. Note
2174 * that party_number -1 is no party, so attacks can still happen. 2154 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2155 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2158 {
2179 if (!op->contr->has_hit) 2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2160 {
2181 op->contr->has_hit = 1; 2161 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2162
2185 skill_attack (mon, op, 0, 0, 0); 2163 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2164
2201 if (action_makes_visible (op)) 2165 if (action_makes_visible (op))
2202 make_visible (op); 2166 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2167
2207int 2168 return true;
2169 }
2170 }
2171
2172 return false;
2173}
2174
2175bool
2208move_player (object *op, int dir) 2176move_player (object *op, int dir)
2209{ 2177{
2210 int pick; 2178 int pick;
2211 2179
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2181 return 0;
2214 2182
2215 /* Sanity check: make sure dir is valid */ 2183 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2184 if ((dir < 0) || (dir >= 9))
2217 { 2185 {
2226 op->facing = dir; 2194 op->facing = dir;
2227 2195
2228 if (op->hide) 2196 if (op->hide)
2229 do_hidden_move (op); 2197 do_hidden_move (op);
2230 2198
2199 bool retval;
2200
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2202 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2203 else if (op->contr->fire_on)
2234 fire (op, dir); 2204 retval = fire (op, dir);
2235 else 2205 else
2236 { 2206 {
2237 move_player_attack (op, dir); 2207 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2208 pick = check_pick (op);
2239 } 2209 }
2240 2210
2241 /* Add special check for newcs players and fire on - this way, the 2211 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2212 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2219 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2220 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2221 * for players.
2252 */ 2222 */
2253 animate_object (op, op->facing); 2223 animate_object (op, op->facing);
2254 return 0; 2224
2225 return retval;
2255} 2226}
2256 2227
2257/* This is similar to handle_player, below, but is only used by the 2228/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2229 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2230 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2231 * the new speed values for commands.
2261 * 2232 *
2262 * Returns true if there are more actions we can do. 2233 * Returns true if there are more actions we can do. Should not do
2234 * many actions in a row, as that would be too unfair to other
2235 * players.
2263 */ 2236 */
2264int 2237bool
2265handle_newcs_player (object *op) 2238handle_newcs_player (object *op)
2266{ 2239{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2240 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2241 {
2269 flee_player (op); 2242 if (op->speed_left > 0.f)
2270
2271 /* If player is still scared, that is his action for this tick */
2272 if (op->flag [FLAG_SCARED])
2273 { 2243 {
2274 --op->speed_left; 2244 --op->speed_left;
2245 flee_player (op);
2246
2275 return 0; 2247 return true;
2276 } 2248 }
2249 else
2250 return false;
2277 } 2251 }
2278 2252
2279 /* call this here - we also will call this in do_ericserver, but 2253 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2254 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2255 * called, so we recheck it here.
2282 */ 2256 */
2283 if (op->contr->ns->handle_command ()) 2257 if (op->contr->ns->handle_command ())
2284 return 1; 2258 return true;
2285 2259
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2260 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 {
2290 /* All move commands take 1 tick, at least for now */
2291 --op->speed_left;
2292
2293 /* Instead of all the stuff below, let move_player take care
2294 * of it. Also, some of the skill stuff is only put in
2295 * there, as well as the confusion stuff.
2296 */
2297 move_player (op, op->direction); 2261 return move_player (op, op->direction);
2298 2262
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2263 return false;
2304} 2264}
2305 2265
2306int 2266int
2307save_life (object *op) 2267save_life (object *op)
2308{ 2268{
2310 return 0; 2270 return 0;
2311 2271
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2274 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2275 op->play_sound (sound_find ("ob_evaporate"));
2316 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2317 2277
2318 if (op->contr) 2278 if (op->contr)
2319 esrv_del_item (op->contr, tmp->count); 2279 esrv_del_item (op->contr, tmp->count);
2320 2280
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2300/* This goes throws the inventory and removes unpaid objects, and puts them
2341 * back in the map (location and map determined by values of env). This 2301 * back in the map (location and map determined by values of env). This
2342 * function will descend into containers. op is the object to start the search 2302 * function will descend into containers. op is the object to start the search
2343 * from. 2303 * from.
2344 */ 2304 */
2345void 2305static void
2346remove_unpaid_objects (object *op, object *env) 2306drop_unpaid_items (object *op, object *env)
2347{ 2307{
2348 while (op) 2308 while (op)
2349 { 2309 {
2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2310 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2351 2311
2355 esrv_del_item (env->contr, op->count); 2315 esrv_del_item (env->contr, op->count);
2356 2316
2357 op->insert_at (env); 2317 op->insert_at (env);
2358 } 2318 }
2359 else if (op->inv) 2319 else if (op->inv)
2360 remove_unpaid_objects (op->inv, env); 2320 drop_unpaid_items (op->inv, env);
2361 2321
2362 op = next; 2322 op = next;
2363 } 2323 }
2324}
2325
2326void
2327object::drop_unpaid_items ()
2328{
2329 if (!flag [FLAG_REMOVED])
2330 ::drop_unpaid_items (inv, this);
2364} 2331}
2365 2332
2366/* 2333/*
2367 * Returns pointer a static string containing gravestone text 2334 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what 2335 * Moved from apply.c to player.c - player.c is what
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2430 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2431 else
2465 { 2432 {
2466 gen_grace = op->stats.maxgrace; 2433 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2434 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2468 }
2469
2470 /* Regenerate Spell Points */
2471 if (!op->contr->golem && --op->last_sp < 0)
2472 {
2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp++;
2477 /* dms do not consume food */
2478 if (!QUERY_FLAG (op, FLAG_WIZ))
2479 {
2480 op->stats.food--;
2481 if (op->contr->digestion < 0)
2482 op->stats.food += op->contr->digestion;
2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.food = last_food;
2485 }
2486 }
2487
2488 if (max_sp > 1)
2489 {
2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 } 2435 }
2511 2436
2512 /* Regenerate Grace */ 2437 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2438 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2439 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2460 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2461 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2462 /* wearing stuff doesn't detract from grace generation. */
2538 } 2463 }
2539 2464
2465 if (op->stats.food > 0)
2466 {
2540 /* Regenerate Hit Points */ 2467 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2469 {
2545 op->stats.hp++; 2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2471
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2472 if (op->stats.sp < op->stats.maxsp)
2548 { 2473 {
2474 op->stats.sp++;
2475
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2549 op->stats.food--; 2479 op->stats.food--;
2480
2550 if (op->contr->digestion < 0) 2481 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2484 op->stats.food = last_food;
2485 }
2554 } 2486 }
2555 }
2556 2487
2557 if (max_hp > 1) 2488 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2489 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503
2563 op->last_heal = 0; 2504 op->last_sp = 0;
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2508 }
2565 else 2509 else
2510 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2566 { 2517 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2518 op->stats.hp++;
2519
2520 /* dms do not consume food */
2521 if (!QUERY_FLAG (op, FLAG_WIZ))
2522 {
2523 op->stats.food--;
2524
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2568 } 2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2543 }
2570 else 2544 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2546 }
2574 } 2547 }
2575 2548
2576 /* Digestion */ 2549 /* Digestion */
2577 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2578 { 2551 {
2579#ifdef COZY_SERVER 2552 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2553 penalty = max (0, -op->contr->digestion);
2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2582#else
2583 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2584#endif
2585 2554
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2588 else
2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590 2556
2591 /* dms do not consume food */ 2557 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2558 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2559 op->stats.food--;
2594 } 2560 }
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2622 manual_apply (op, flesh, 0); 2588 manual_apply (op, flesh, 0);
2623 } 2589 }
2624 } 2590 }
2625 2591
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2592 if (op->stats.food < 0)
2627 op->stats.food++, op->stats.hp--; 2593 {
2594 op->stats.hp += op->stats.food;
2595 op->stats.food = 0;
2596 }
2628 2597
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2598 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2599 kill_player (op);
2631 } 2600 }
2632} 2601}
2637 * file. 2606 * file.
2638 */ 2607 */
2639void 2608void
2640kill_player (object *op) 2609kill_player (object *op)
2641{ 2610{
2611 int x, y;
2642 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2643 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2647
2648 /* int z;
2649 int num_stats_lose;
2650 int lost_a_stat;
2651 int lose_this_stat;
2652 int this_stat; */
2653 int will_kill_again; 2614 int will_kill_again;
2654 archetype *at; 2615 archetype *at;
2655 object *tmp; 2616 object *tmp;
2656 2617
2657 if (save_life (op)) 2618 if (save_life (op))
2658 return; 2619 return;
2659
2660 2620
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2662 * in cities ONLY!!! It is very important that this doesn't get abused. 2622 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2623 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2624 */
2680 { 2640 {
2681 tmp->destroy (); 2641 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2642 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 } 2643 }
2684 2644
2685 cure_disease (op, 0); /* remove any disease */ 2645 cure_disease (op, 0, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp; 2646 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0) 2647 if (op->stats.food <= 0)
2688 op->stats.food = 999; 2648 op->stats.food = 999;
2689 2649
2690 /* create a bodypart-trophy to make the winner happy */ 2650 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2651 if (object *tmp = arch_to_object (archetype::find ("finger")))
2692 { 2652 {
2693 sprintf (buf, "%s's finger", &op->name); 2653 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2654 tmp->name_pl = format ("%s's fingers", &op->name);
2695 sprintf (buf, " This finger has been cut off %s\n" 2655 tmp->msg = format (
2696 " the %s, when he was defeated at\n level %d by %s.\n", 2656 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2657 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2698 tmp->msg = buf; 2658 );
2699 tmp->value = 0, tmp->type = 0; 2659 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2660 tmp->materialname = "organics";
2701 tmp->insert_at (op, tmp); 2661 tmp->insert_at (op, tmp);
2702 } 2662 }
2703 2663
2710 INVOKE_PLAYER (DEATH, op->contr); 2670 INVOKE_PLAYER (DEATH, op->contr);
2711 2671
2712 command_kill_pets (op, 0); 2672 command_kill_pets (op, 0);
2713 2673
2714 if (op->stats.food < 0) 2674 if (op->stats.food < 0)
2715 {
2716 sprintf (buf, "%s starved to death.", &op->name);
2717 strcpy (op->contr->killer, "starvation"); 2675 strcpy (op->contr->killer, "starvation");
2718 }
2719 else
2720 sprintf (buf, "%s died.", &op->name);
2721 2676
2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2723 2678
2724 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2725 x = op->x; 2680 x = op->x;
2726 y = op->y; 2681 y = op->y;
2727 map = op->map; 2682 map = op->map;
2890 { 2845 {
2891 tmp->destroy (); 2846 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2893 } 2848 }
2894 2849
2895 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2896 2851
2897 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
2899 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
2900 op->stats.food = 900; 2855 op->stats.food = 900;
2904 2859
2905 /* 2860 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2861 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2862 * and put them back in the map.
2908 */ 2863 */
2909 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2910 2865
2911 /****************************************/ 2866 /****************************************/
2912 /* */ 2867 /* */
2913 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3054void 3009void
3055make_visible (object *op) 3010make_visible (object *op)
3056{ 3011{
3057 op->hide = 0; 3012 op->hide = 0;
3058 op->invisible = 0; 3013 op->invisible = 0;
3014
3059 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3060 { 3016 {
3061 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3063 } 3019 }
3066} 3022}
3067 3023
3068int 3024int
3069is_true_undead (object *op) 3025is_true_undead (object *op)
3070{ 3026{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 3028 return 1;
3073 3029
3074 return 0; 3030 return 0;
3075} 3031}
3076 3032
3077/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 3035 * indicate greater hideability.
3080 */ 3036 */
3081
3082int 3037int
3083hideability (object *ob) 3038hideability (object *ob)
3084{ 3039{
3085 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3086 sint16 x, y; 3041 sint16 x, y;
3096 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3098 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3099 3054
3100 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3101 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 3059 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 3062 continue;
3107 } 3063
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 3065 level += 2;
3110 else /* open terrain! */ 3066 else /* open terrain! */
3111 level -= 1; 3067 level -= 1;
3112 } 3068 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 3080 */
3125
3126void 3081void
3127do_hidden_move (object *op) 3082do_hidden_move (object *op)
3128{ 3083{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3085 object *skop;
3212 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3220 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 3176 * -b.t.
3222 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3223 */ 3178 */
3224
3225int 3179int
3226player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3227{ 3181{
3228 rv_vector rv; 3182 rv_vector rv;
3229 int dx, dy; 3183 int dx, dy;
3241 3195
3242 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3243 3197
3244 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 3199 * through the object and find if it has any
3246 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3247 * a blocked los square. 3201 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3249 */ 3203 */
3250 while (op) 3204 while (op)
3251 { 3205 {
3252 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3254 3208
3255 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values. 3211 * for any meaningful values.
3258 */ 3212 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3260 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3262 return 1; 3216 return 1;
3217
3263 op = op->more; 3218 op = op->more;
3264 } 3219 }
3220
3265 return 0; 3221 return 0;
3266} 3222}
3267 3223
3268/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3272 * return 0. 3228 * return 0.
3273 */ 3229 */
3274int 3230int
3275action_makes_visible (object *op) 3231action_makes_visible (object *op)
3276{ 3232{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 { 3234 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3281 return 0; 3236 return 0;
3282 3237
3288 { 3243 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3290 return 1; 3245 return 1;
3291 } 3246 }
3292 } 3247 }
3248
3293 return 0; 3249 return 0;
3294} 3250}
3295 3251
3296/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3302 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3259 */
3304int 3260int
3305op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3306{ 3262{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3310 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3270 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3272 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3277 {
3322 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 { 3280 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 { 3282 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 { 3284 {
3331 if (x != NULL && y != NULL) 3285 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3333 return 1; 3288 return 1;
3334 } 3289 }
3335 } 3290 }
3336 } 3291 }
3292
3337 if (x != NULL && y != NULL) 3293 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3339 return 1; 3296 return 1;
3340 } 3297 }
3341 } 3298 }
3342 } 3299 }
3300
3343 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3344 return 0; 3302 return 0;
3345} 3303}
3346 3304
3347/* 3305/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3322 int i = 0, j = 0;
3365 3323
3366 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3333
3376 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3377 return; 3335 return;
3378 3336
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3342 return;
3385 } 3343 }
3386 3344
3387 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3346 item = tr->item;
3389 3347
3390 if (item->type == SPELL) 3348 if (item->type == SPELL)
3391 { 3349 {
3392 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3393 return; 3351 return;
3452 { 3410 {
3453 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3412 object *skin;
3455 3413
3456 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3416 ;
3460 3417
3461 if (!skin) 3418 if (!skin)
3462 return; 3419 return;
3463 3420
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0; 3497 return 0;
3541 3498
3542 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3543} 3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines