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Comparing deliantra/server/server/player.C (file contents):
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.177 by root, Thu Dec 27 15:32:41 2007 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 ();
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} 326}
300 327
301void 328void
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) 329player::set_observe (object *op)
326{ 330{
327 ob = op; 331 observe = op ? op : ob;
328 ob->contr = this; /* this aren't yet in archetype */ 332 do_los = 1;
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333} 333}
334 334
335player::player () 335player::player ()
336{ 336{
337 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
348 petmode = pet_normal; 348 petmode = pet_normal;
349 listening = 10; 349 listening = 10;
350 usekeys = containers; 350 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
352 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
353} 356}
354 357
355void 358void
356player::do_destroy () 359player::do_destroy ()
357{ 360{
362 if (ob) 365 if (ob)
363 { 366 {
364 ob->destroy_inv (false); 367 ob->destroy_inv (false);
365 ob->destroy (); 368 ob->destroy ();
366 } 369 }
370
371 ob = observe = 0;
367} 372}
368 373
369player::~player () 374player::~player ()
370{ 375{
371 /* Clear item stack */ 376 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
399 */ 404 */
400archetype * 405archetype *
401get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
402{ 407{
403 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 409
405 for (;;) 410 for (;;)
406 { 411 {
407 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
408 at = first_archetype; 413 i = archetypes.begin ();
409 else 414 else if (*i == at)
410 at = at->next; 415 cleanup ("not a single player archetype found");
411 416
412 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
413 return at; 418 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 419 }
421} 420}
422 421
423object * 422object *
424get_nearest_player (object *mon) 423get_nearest_player (object *mon)
428 unsigned lastdist; 427 unsigned lastdist;
429 rv_vector rv; 428 rv_vector rv;
430 429
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 433 continue;
462 434
463 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
464 { 436 {
661} 633}
662 634
663void 635void
664give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
665{ 637{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 638 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 640
671 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
672 { 642 {
673 next = op->below; 643 next = op->below;
674 644
675 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
718 if (op->nrof > 1) 688 if (op->nrof > 1)
719 op->nrof = 1; 689 op->nrof = 1;
720 } 690 }
721 691
722 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 694
727 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 696 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 697 * merged properly.
730 */ 698 */
860static void 828static void
861start_info (object *op) 829start_info (object *op)
862{ 830{
863 char buf[MAX_BUF]; 831 char buf[MAX_BUF];
864 832
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 833 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 834 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} 835}
870 836
871/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
914 if (*first_map_ext_path) 880 if (*first_map_ext_path)
915 { 881 {
916 object *tmp; 882 object *tmp;
917 char mapname[MAX_BUF]; 883 char mapname[MAX_BUF];
918 884
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create (); 886 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 887 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 888 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 889 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded; 890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 int x = ob->x, y = ob->y; 909 int x = ob->x, y = ob->y;
944 910
945 ob->remove_statbonus (); 911 ob->remove_statbonus ();
946 ob->remove (); 912 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 913 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 914 ob->arch->copy_to (ob);
949 ob->instantiate (); 915 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 916 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 917 ob->name = ob->name_pl = name;
952 ob->x = x; 918 ob->x = x;
953 ob->y = y; 919 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 920 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 921 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 922 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 923 ob->add_statbonus ();
958 } 924 }
959 while (!allowed_class (ob)); 925 while (!allowed_class (ob));
960 926
961 update_object (ob, UP_OBJ_FACE); 927 update_object (ob, UP_OBJ_FACE);
1036 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1037 return 1; 1003 return 1;
1038 1004
1039 next = op->below; 1005 next = op->below;
1040 1006
1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009
1041 /* loop while there are items on the floor that are not marked as 1010 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1011 * destroyed */
1043 while (next && !next->destroyed ()) 1012 while (next && !next->destroyed ())
1044 { 1013 {
1045 tmp = next; 1014 tmp = next;
1046 next = tmp->below; 1015 next = tmp->below;
1047 1016
1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1048 if (op->destroyed ()) 1023 if (op->destroyed ())
1049 return 0; 1024 return 0;
1050 1025
1051 if (!can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1052 continue; 1027 continue;
1053 1028
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1030 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1058 continue; 1033 continue;
1059 } 1034 }
1060 1035
1061 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1037 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1039 switch (op->contr->mode)
1065 { 1040 {
1066 case 0: 1041 case 0:
1067 return 1; /* don't pick up */ 1042 return 1; /* don't pick up */
1068 case 1: 1043 case 1:
1069 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1070 return 1; 1045 return 1;
1071 case 2: 1046 case 2:
1072 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1073 return 0; 1048 return 0;
1074 case 3: 1049 case 3:
1075 return 0; /* stop before pickup */ 1050 return 0; /* stop before pickup */
1076 case 4: 1051 case 4:
1077 pick_up (op, tmp); 1052 CHK_PICK_PICKUP;
1078 break; 1053 break;
1079 case 5: 1054 case 5:
1080 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1081 stop = 1; 1056 stop = 1;
1082 break; 1057 break;
1083 case 6: 1058 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1086 break; 1062 break;
1087 1063
1088 case 7: 1064 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1066 CHK_PICK_PICKUP;
1091 break; 1067 break;
1092 1068
1093 default: 1069 default:
1094 /* use value density */ 1070 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1073 CHK_PICK_PICKUP;
1098 } 1074 }
1099 } 1075 }
1100 else 1076 else
1101 { /* old model */ 1077 { /* old model */
1102 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1082 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1083 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)))); 1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1085 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 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)))); 1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1088
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1090 }
1115 1091
1116 /* philosophy: 1092 /* philosophy:
1157 /* all food and drink if desired */ 1133 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1134 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1135 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1136 if (tmp->type == FOOD)
1161 { 1137 {
1162 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1163 continue; 1139 continue;
1164 } 1140 }
1165 1141
1166 if (op->contr->mode & PU_DRINK) 1142 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1144 {
1169 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1170 continue; 1146 continue;
1171 } 1147 }
1172 1148
1173 if (op->contr->mode & PU_POTION) 1149 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1150 if (tmp->type == POTION)
1175 { 1151 {
1176 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1177 continue; 1153 continue;
1178 } 1154 }
1179 1155
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1156 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1157 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1158 if (tmp->type == SPELLBOOK)
1183 { 1159 {
1184 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1185 continue; 1161 continue;
1186 } 1162 }
1187 1163
1188 if (op->contr->mode & PU_SKILLSCROLL) 1164 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1165 if (tmp->type == SKILLSCROLL)
1190 { 1166 {
1191 pick_up (op, tmp); 1167 CHK_PICK_PICKUP;
1192 continue; 1168 continue;
1193 } 1169 }
1194 1170
1195 if (op->contr->mode & PU_READABLES) 1171 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1173 {
1198 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1199 continue; 1175 continue;
1200 } 1176 }
1201 1177
1202 /* wands/staves/rods/horns */ 1178 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1181 {
1206 pick_up (op, tmp); 1182 CHK_PICK_PICKUP;
1207 continue; 1183 continue;
1208 } 1184 }
1209 1185
1210 /* pick up all magical items */ 1186 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1187 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1189 {
1214 pick_up (op, tmp); 1190 CHK_PICK_PICKUP;
1215 continue; 1191 continue;
1216 } 1192 }
1217 1193
1218 if (op->contr->mode & PU_VALUABLES) 1194 if (op->contr->mode & PU_VALUABLES)
1219 { 1195 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1196 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1197 {
1222 pick_up (op, tmp); 1198 CHK_PICK_PICKUP;
1223 continue; 1199 continue;
1224 } 1200 }
1225 } 1201 }
1226 1202
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1203 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1204 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1205 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1206 {
1231 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1232 continue; 1208 continue;
1233 } 1209 }
1234 1210
1235 /* we don't forget dragon food */ 1211 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1212 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1213 if (tmp->type == FLESH)
1238 { 1214 {
1239 pick_up (op, tmp); 1215 CHK_PICK_PICKUP;
1240 continue; 1216 continue;
1241 } 1217 }
1242 1218
1243 /* bows and arrows. Bows are good for selling! */ 1219 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1220 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1221 if (tmp->type == BOW)
1246 { 1222 {
1247 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1248 continue; 1224 continue;
1249 } 1225 }
1250 1226
1251 if (op->contr->mode & PU_ARROW) 1227 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1228 if (tmp->type == ARROW)
1253 { 1229 {
1254 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1255 continue; 1231 continue;
1256 } 1232 }
1257 1233
1258 /* all kinds of armor etc. */ 1234 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1235 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1236 if (tmp->type == ARMOUR)
1261 { 1237 {
1262 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1263 continue; 1239 continue;
1264 } 1240 }
1265 1241
1266 if (op->contr->mode & PU_HELMET) 1242 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1243 if (tmp->type == HELMET)
1268 { 1244 {
1269 pick_up (op, tmp); 1245 CHK_PICK_PICKUP;
1270 continue; 1246 continue;
1271 } 1247 }
1272 1248
1273 if (op->contr->mode & PU_SHIELD) 1249 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1250 if (tmp->type == SHIELD)
1275 { 1251 {
1276 pick_up (op, tmp); 1252 CHK_PICK_PICKUP;
1277 continue; 1253 continue;
1278 } 1254 }
1279 1255
1280 if (op->contr->mode & PU_BOOTS) 1256 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1257 if (tmp->type == BOOTS)
1282 { 1258 {
1283 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1284 continue; 1260 continue;
1285 } 1261 }
1286 1262
1287 if (op->contr->mode & PU_GLOVES) 1263 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1264 if (tmp->type == GLOVES)
1289 { 1265 {
1290 pick_up (op, tmp); 1266 CHK_PICK_PICKUP;
1291 continue; 1267 continue;
1292 } 1268 }
1293 1269
1294 if (op->contr->mode & PU_CLOAK) 1270 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1271 if (tmp->type == CLOAK)
1296 { 1272 {
1297 pick_up (op, tmp); 1273 CHK_PICK_PICKUP;
1298 continue; 1274 continue;
1299 } 1275 }
1300 1276
1301 /* hoping to catch throwing daggers here */ 1277 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1278 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1280 {
1305 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1306 continue; 1282 continue;
1307 } 1283 }
1308 1284
1309 /* careful: chairs and tables are weapons! */ 1285 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1286 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1287 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1288 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1289 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1292 {
1317 pick_up (op, tmp); 1293 CHK_PICK_PICKUP;
1318 continue; 1294 continue;
1319 } 1295 }
1320 } 1296 }
1321 1297
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1298 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1299 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1301 {
1326 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1327 continue; 1303 continue;
1328 } 1304 }
1329 } 1305 }
1330 } 1306 }
1331 1307
1332 /* misc stuff that's useful */ 1308 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1309 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1311 {
1336 pick_up (op, tmp); 1312 CHK_PICK_PICKUP;
1337 continue; 1313 continue;
1338 } 1314 }
1339 1315
1340 /* any of the last 4 bits set means we use the ratio for value 1316 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1317 * pickups */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1322 /* >=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 */ 1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1324 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) 1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1326 {
1351 pick_up (op, tmp); 1327 CHK_PICK_PICKUP;
1352#if 0 1328#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1330 if (tmp->name != NULL)
1355 { 1331 {
1356 fprintf (stderr, "%s", tmp->name); 1332 fprintf (stderr, "%s", tmp->name);
1357 } 1333 }
1358 else 1334 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1335 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1336 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1337 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1338#endif
1363 continue; 1339 continue;
1364 } 1340 }
1379{ 1355{
1380 object *tmp = 0; 1356 object *tmp = 0;
1381 1357
1382 for (op = op->inv; op; op = op->below) 1358 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1359 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type); 1360 tmp = find_arrow (splay (op), type);
1385 else if (op->type == ARROW && op->race == type) 1361 else if (op->type == ARROW && op->race == type)
1386 return op; 1362 return splay (op);
1387 1363
1388 return tmp; 1364 return tmp;
1389} 1365}
1390 1366
1391/* 1367/*
1434 else 1410 else
1435 { 1411 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1412 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1413 {
1438 attacktype = 1 << attacknum; 1414 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1415 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1416 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1417 {
1442 tmp = arrow; 1418 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1419 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1420 }
1445 } 1421 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1422 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1423 {
1448 tmp = arrow; 1424 tmp = arrow;
1632 arrow->stats.grace = arrow->attacktype; 1608 arrow->stats.grace = arrow->attacktype;
1633 1609
1634 if (arrow->slaying) 1610 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1611 arrow->spellarg = strdup (arrow->slaying);
1636 1612
1613#if 0
1637 if (player *pl = op->contr) 1614 if (player *pl = op->contr)
1638 { 1615 {
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; 1616 float speed = pl->weapon_sp;
1646 1617
1647 /* penalize ROF for bestarrow */ 1618 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1619 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1620 speed *= .9f;
1650 else 1621 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1622 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1623
1653 op->speed_left += speed - op->speed; 1624 op->speed_left += speed - op->speed;
1625 }
1654#endif 1626#endif
1655 }
1656 1627
1657 SET_ANIMATION (arrow, arrow->direction); 1628 SET_ANIMATION (arrow, arrow->direction);
1658 1629
1659 /* update the speed */ 1630 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1631 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; 1632 + bow->stats.dam / 7.f;
1662 1633
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1634 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1635 arrow->speed_left = 0;
1665 1636
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1637 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1638
1668 if (op->type == PLAYER) 1639 if (op->type == PLAYER)
1691 1662
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1663 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1664 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1665 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1666
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1667 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1668 m->insert (arrow, sx, sy, op);
1698 1669
1699 if (!arrow->destroyed ()) 1670 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1671 move_arrow (arrow);
1701 1672
1779 1750
1780 if (item->type == WAND) 1751 if (item->type == WAND)
1781 { 1752 {
1782 if (item->stats.food <= 0) 1753 if (item->stats.food <= 0)
1783 { 1754 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 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)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1757
1787 return; 1758 return;
1788 } 1759 }
1789 } 1760 }
1790 else if (item->type == ROD || item->type == HORN) 1761 else if (item->type == ROD || item->type == HORN)
1791 { 1762 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1763 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 { 1764 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1765 op->contr->play_sound (sound_find ("wand_poof"));
1795 1766
1796 if (item->type == ROD) 1767 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)); 1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1769 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1812 object *tmp; 1783 object *tmp;
1813 1784
1814 if (item->arch) 1785 if (item->arch)
1815 { 1786 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1787 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1788 item->face = item->arch->face;
1818 item->set_speed (0); 1789 item->set_speed (0);
1819 } 1790 }
1820 1791
1821 if ((tmp = item->in_player ())) 1792 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1793 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1798 }
1828} 1799}
1829 1800
1830/* Received a fire command for the player - go and do it. 1801/* Received a fire command for the player - go and do it.
1831 */ 1802 */
1832void 1803bool
1833fire (object *op, int dir) 1804fire (object *op, int dir)
1834{ 1805{
1835 int spellcost = 0; 1806 int spellcost = 0;
1836 1807
1837 /* check for loss of invisiblity/hide */ 1808 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1812 player *pl = op->contr;
1842 1813
1843 if (pl->golem) 1814 if (pl->golem)
1844 { 1815 {
1845 control_golem (op->contr->golem, dir); 1816 control_golem (op->contr->golem, dir);
1846 return; 1817 return false;
1847 } 1818 }
1848 1819
1849 object *ob = pl->ranged_ob; 1820 object *ob = pl->ranged_ob;
1850 1821
1851 if (!ob) 1822 if (!ob)
1852 return; 1823 return false;
1853 1824
1854 if (!op->change_weapon (ob)) 1825 if (!op->change_weapon (ob))
1855 return; 1826 return false;
1827
1828 if (op->speed_left > 0.f)
1829 --op->speed_left;
1830 else
1831 return false;
1856 1832
1857 switch (ob->type) 1833 switch (ob->type)
1858 { 1834 {
1859 case BOW: 1835 case BOW:
1860 player_fire_bow (op, dir); 1836 player_fire_bow (op, dir);
1874 1850
1875 default: 1851 default:
1876 fire_misc_object (op, dir); 1852 fire_misc_object (op, dir);
1877 break; 1853 break;
1878 } 1854 }
1855
1856 return true;
1879} 1857}
1880 1858
1881/* find_key 1859/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1860 * 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 1861 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1948 * 0 otherwise
1971 */ 1949 */
1972static int 1950static int
1973player_attack_door (object *op, object *door) 1951player_attack_door (object *op, object *door)
1974{ 1952{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1953 /* 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 - 1954 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1955 * otherwise, we fall through to the rest of the code.
1978 */ 1956 */
1979 object *key = find_key (op, op, door); 1957 object *key = find_key (op, op, door);
1980 1958
1981 /* IF we found a key, do some extra work */ 1959 /* If we found a key, do some extra work */
1982 if (key) 1960 if (key)
1983 { 1961 {
1984 object *container = key->env; 1962 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1963
1988 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
1989 make_visible (op); 1965 make_visible (op);
1990 1966
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1967 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1969
1994 if (door->type == DOOR) 1970 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1971 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1972 else if (door->type == LOCKED_DOOR)
1997 { 1973 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1974 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1975 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1976 }
2001 1977
2002 /* Do this after we print the message */ 1978 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1979 decrease_ob (key); /* Use up one of the keys */
2008 return 1; /* Nothing more to do below */ 1984 return 1; /* Nothing more to do below */
2009 } 1985 }
2010 else if (door->type == LOCKED_DOOR) 1986 else if (door->type == LOCKED_DOOR)
2011 { 1987 {
2012 /* Might as well return now - no other way to open this */ 1988 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1989 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1990 return 1;
2015 } 1991 }
2016 1992
2017 return 0; 1993 return 0;
2018} 1994}
2021 * It should keep the code cleaner. 1997 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1998 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1999 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 2000 * going to try and move (not fire weapons).
2025 */ 2001 */
2026void 2002bool
2027move_player_attack (object *op, int dir) 2003move_player_attack (object *op, int dir)
2028{ 2004{
2029 object *tmp, *mon;
2030 int on_battleground; 2005 int on_battleground;
2031 maptile *m;
2032 2006
2033 sint16 nx = freearr_x[dir] + op->x; 2007 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2008 sint16 ny = freearr_y[dir] + op->y;
2035 2009
2036 on_battleground = op_on_battleground (op, 0, 0); 2010 on_battleground = op_on_battleground (op, 0, 0);
2011
2012 if (out_of_map (op->map, nx, ny))
2013 return false;
2014
2015 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2016 {
2017 --op->speed_left;
2018 return true;
2019 }
2037 2020
2038 /* If braced, or can't move to the square, and it is not out of the 2021 /* 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 2022 * 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 2023 * 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 2024 * 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 2025 * 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 2026 * 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 2027 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2028 * move_ob uses.
2046 */ 2029 */
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); 2030 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 2031
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 2032 /* 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. 2033 * 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 2034 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2035 * on the space
2066 */ 2036 */
2067 while (tmp) 2037 object *mon;
2068 { 2038 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2039 {
2070 { 2040 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2041 || mon->type == LOCKED_DOOR
2072 continue; 2042 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2043 && mon != op)
2078 break; 2044 break;
2079 } 2045 }
2080 2046
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 */ 2047 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2048 return false; /* into a wall */
2089 2049
2090 if (mon->head)
2091 mon = mon->head; 2050 mon = mon->head_ ();
2092 2051
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2052 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2053 if (op->contr->weapon_sp_left > 0.f)
2094 if (player_attack_door (op, mon)) 2054 if (player_attack_door (op, mon))
2055 {
2056 --op->contr->weapon_sp_left;
2095 return; 2057 return true;
2058 }
2096 2059
2097 /* The following deals with possibly attacking peaceful 2060 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2061 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2062 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2063 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2064 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2065 * and thus will not push them.
2103 */ 2066 */
2104 2067
2105 /* If the creature is a pet, push it even if the player is not 2068 /* 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 2069 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2070 * player owns it and it is either friendly or unagressive.
2108 */ 2071 */
2109 if (op->type == PLAYER 2072 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr 2073 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party)) 2074 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op) 2075 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2076 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 { 2077 {
2115 /* If we're braced, we don't want to switch places with it */ 2078 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced) 2079 if (op->contr->braced)
2117 return; 2080 return false;
2118 2081
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2082 if (op->speed_left > 0.f)
2083 {
2084 --op->speed_left;
2085
2086 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 2087 push_ob (mon, dir, op);
2088
2121 if (op->contr->tmp_invis || op->hide) 2089 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op); 2090 make_visible (op);
2123 2091
2124 return; 2092 return true;
2125 } 2093 }
2094 else
2095 return false;
2096 }
2126 2097
2127 /* in certain circumstances, you shouldn't attack friendly 2098 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2099 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 2100 * someone, but put it inside this loop so that you won't
2130 * attack them either. 2101 * attack them either.
2131 */ 2102 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 2103 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2104 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful 2105 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 2106 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 2107 && !on_battleground))
2108 {
2109 if (op->speed_left > 0.f)
2137 { 2110 {
2111 --op->speed_left;
2112
2138 if (!op->contr->braced) 2113 if (!op->contr->braced)
2139 { 2114 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2116 push_ob (mon, dir, op);
2142 } 2117 }
2143 else 2118 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2119 op->statusmsg ("You withhold your attack");
2145 2120
2146 if (op->contr->tmp_invis || op->hide) 2121 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2122 make_visible (op);
2148 }
2149 2123
2124 return true;
2125 }
2126 }
2150 /* If the object is a boulder or other rollable object, then 2127 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2128 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2129 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2130 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2131 {
2132 if (op->speed_left > 0.f)
2154 { 2133 {
2134 --op->speed_left;
2135
2155 recursive_roll (mon, dir, op); 2136 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2137 if (action_makes_visible (op))
2157 make_visible (op); 2138 make_visible (op);
2158 }
2159 2139
2140 return true;
2141 }
2142 }
2160 /* Any generic living creature. Including things like doors. 2143 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2144 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2145 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2146 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2147 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2148 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2149 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2150 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2151 {
2169 if (!op->contr->has_hit) 2152 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2153 {
2171 op->contr->has_hit = 1; 2154 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2155
2175 skill_attack (mon, op, 0, 0, 0); 2156 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190 2157
2191 if (action_makes_visible (op)) 2158 if (action_makes_visible (op))
2192 make_visible (op); 2159 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2160
2197int 2161 return true;
2162 }
2163 }
2164
2165 return false;
2166}
2167
2168bool
2198move_player (object *op, int dir) 2169move_player (object *op, int dir)
2199{ 2170{
2200 int pick; 2171 int pick;
2201 2172
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2173 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2216 op->facing = dir; 2187 op->facing = dir;
2217 2188
2218 if (op->hide) 2189 if (op->hide)
2219 do_hidden_move (op); 2190 do_hidden_move (op);
2220 2191
2192 bool retval;
2193
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2195 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2196 else if (op->contr->fire_on)
2224 fire (op, dir); 2197 retval = fire (op, dir);
2225 else 2198 else
2226 { 2199 {
2227 move_player_attack (op, dir); 2200 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2201 pick = check_pick (op);
2229 } 2202 }
2230 2203
2231 /* Add special check for newcs players and fire on - this way, the 2204 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2205 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2212 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2213 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2214 * for players.
2242 */ 2215 */
2243 animate_object (op, op->facing); 2216 animate_object (op, op->facing);
2244 return 0; 2217
2218 return retval;
2245} 2219}
2246 2220
2247/* This is similar to handle_player, below, but is only used by the 2221/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2222 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2223 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2224 * the new speed values for commands.
2251 * 2225 *
2252 * Returns true if there are more actions we can do. 2226 * Returns true if there are more actions we can do. Should not do
2227 * many actions in a row, as that would be too unfair to other
2228 * players.
2253 */ 2229 */
2254int 2230bool
2255handle_newcs_player (object *op) 2231handle_newcs_player (object *op)
2256{ 2232{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2233 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2234 {
2259 flee_player (op); 2235 if (op->speed_left > 0.f)
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED])
2263 { 2236 {
2264 --op->speed_left; 2237 --op->speed_left;
2238 flee_player (op);
2239
2265 return 0; 2240 return true;
2266 } 2241 }
2242 else
2243 return false;
2267 } 2244 }
2268 2245
2269 /* call this here - we also will call this in do_ericserver, but 2246 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2247 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2248 * called, so we recheck it here.
2272 */ 2249 */
2273 if (op->contr->ns->handle_command ()) 2250 if (op->contr->ns->handle_command ())
2274 return 1; 2251 return true;
2275 2252
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2253 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction); 2254 return move_player (op, op->direction);
2288 2255
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2256 return false;
2294} 2257}
2295 2258
2296int 2259int
2297save_life (object *op) 2260save_life (object *op)
2298{ 2261{
2300 return 0; 2263 return 0;
2301 2264
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2266 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2267 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2268 op->play_sound (sound_find ("ob_evaporate"));
2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2269 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307 2270
2308 if (op->contr) 2271 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count); 2272 esrv_del_item (op->contr, tmp->count);
2310 2273
2330/* This goes throws the inventory and removes unpaid objects, and puts them 2293/* This goes throws the inventory and removes unpaid objects, and puts them
2331 * back in the map (location and map determined by values of env). This 2294 * back in the map (location and map determined by values of env). This
2332 * function will descend into containers. op is the object to start the search 2295 * function will descend into containers. op is the object to start the search
2333 * from. 2296 * from.
2334 */ 2297 */
2335void 2298static void
2336remove_unpaid_objects (object *op, object *env) 2299drop_unpaid_items (object *op, object *env)
2337{ 2300{
2338 while (op) 2301 while (op)
2339 { 2302 {
2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2303 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 2304
2345 esrv_del_item (env->contr, op->count); 2308 esrv_del_item (env->contr, op->count);
2346 2309
2347 op->insert_at (env); 2310 op->insert_at (env);
2348 } 2311 }
2349 else if (op->inv) 2312 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env); 2313 drop_unpaid_items (op->inv, env);
2351 2314
2352 op = next; 2315 op = next;
2353 } 2316 }
2317}
2318
2319void
2320object::drop_unpaid_items ()
2321{
2322 if (!flag [FLAG_REMOVED])
2323 ::drop_unpaid_items (inv, this);
2354} 2324}
2355 2325
2356/* 2326/*
2357 * Returns pointer a static string containing gravestone text 2327 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2328 * Moved from apply.c to player.c - player.c is what
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2423 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else 2424 else
2455 { 2425 {
2456 gen_grace = op->stats.maxgrace; 2426 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2427 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 } 2428 }
2501 2429
2502 /* Regenerate Grace */ 2430 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2431 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0) 2432 if (--op->last_grace < 0)
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2453 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 } 2454 }
2527 /* wearing stuff doesn't detract from grace generation. */ 2455 /* wearing stuff doesn't detract from grace generation. */
2528 } 2456 }
2529 2457
2458 if (op->stats.food > 0)
2459 {
2530 /* Regenerate Hit Points */ 2460 /* Regenerate Spell Points */
2531 if (--op->last_heal < 0) 2461 if (!op->contr->golem && --op->last_sp < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 { 2462 {
2535 op->stats.hp++; 2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 /* dms do not consume food */ 2464
2537 if (!QUERY_FLAG (op, FLAG_WIZ)) 2465 if (op->stats.sp < op->stats.maxsp)
2538 { 2466 {
2467 op->stats.sp++;
2468
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 {
2539 op->stats.food--; 2472 op->stats.food--;
2473
2540 if (op->contr->digestion < 0) 2474 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion; 2475 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food; 2477 op->stats.food = last_food;
2478 }
2544 } 2479 }
2545 }
2546 2480
2547 if (max_hp > 1) 2481 if (max_sp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 { 2482 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496
2553 op->last_heal = 0; 2497 op->last_sp = 0;
2498 }
2499 else
2500 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 } 2501 }
2555 else 2502 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 }
2505
2506 /* Regenerate Hit Points */
2507 if (--op->last_heal < 0)
2508 {
2509 if (op->stats.hp < op->stats.maxhp)
2556 { 2510 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->stats.hp++;
2512
2513 /* dms do not consume food */
2514 if (!QUERY_FLAG (op, FLAG_WIZ))
2515 {
2516 op->stats.food--;
2517
2518 if (op->contr->digestion < 0)
2519 op->stats.food += op->contr->digestion;
2520 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2521 op->stats.food = last_food;
2522 }
2558 } 2523 }
2524
2525 if (max_hp > 1)
2526 {
2527 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2528
2529 if (over_hp > 0)
2530 {
2531 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2532 op->last_heal = 0;
2533 }
2534 else
2535 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2536 }
2560 else 2537 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2538 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 } 2539 }
2564 } 2540 }
2565 2541
2566 /* Digestion */ 2542 /* Digestion */
2567 if (--op->last_eat < 0) 2543 if (--op->last_eat < 0)
2568 { 2544 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2545 int bonus = max (0, op->contr->digestion),
2546 penalty = max (0, -op->contr->digestion);
2570 2547
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2548 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 2549
2576 /* dms do not consume food */ 2550 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2552 op->stats.food--;
2579 } 2553 }
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2607 manual_apply (op, flesh, 0); 2581 manual_apply (op, flesh, 0);
2608 } 2582 }
2609 } 2583 }
2610 2584
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2585 if (op->stats.food < 0)
2612 op->stats.food++, op->stats.hp--; 2586 {
2587 op->stats.hp += op->stats.food;
2588 op->stats.food = 0;
2589 }
2613 2590
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2591 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2592 kill_player (op);
2616 } 2593 }
2617} 2594}
2622 * file. 2599 * file.
2623 */ 2600 */
2624void 2601void
2625kill_player (object *op) 2602kill_player (object *op)
2626{ 2603{
2604 int x, y;
2627 char buf[MAX_BUF]; 2605 char buf[MAX_BUF];
2628 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2606 maptile *map; /* this is for resurrection */
2632
2633 /* int z;
2634 int num_stats_lose;
2635 int lost_a_stat;
2636 int lose_this_stat;
2637 int this_stat; */
2638 int will_kill_again; 2607 int will_kill_again;
2639 archetype *at; 2608 archetype *at;
2640 object *tmp; 2609 object *tmp;
2641 2610
2642 if (save_life (op)) 2611 if (save_life (op))
2643 return; 2612 return;
2644
2645 2613
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2614 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2647 * in cities ONLY!!! It is very important that this doesn't get abused. 2615 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2616 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2617 */
2665 { 2633 {
2666 tmp->destroy (); 2634 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2635 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 } 2636 }
2669 2637
2670 cure_disease (op, 0); /* remove any disease */ 2638 cure_disease (op, 0, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp; 2639 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0) 2640 if (op->stats.food <= 0)
2673 op->stats.food = 999; 2641 op->stats.food = 999;
2674 2642
2675 /* create a bodypart-trophy to make the winner happy */ 2643 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2644 if (object *tmp = arch_to_object (archetype::find ("finger")))
2677 { 2645 {
2678 sprintf (buf, "%s's finger", &op->name); 2646 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2647 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n" 2648 tmp->msg = format (
2681 " the %s, when he was defeated at\n level %d by %s.\n", 2649 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2650 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2683 tmp->msg = buf; 2651 );
2684 tmp->value = 0, tmp->type = 0; 2652 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2653 tmp->materialname = "organics";
2686 tmp->insert_at (op, tmp); 2654 tmp->insert_at (op, tmp);
2687 } 2655 }
2688 2656
2695 INVOKE_PLAYER (DEATH, op->contr); 2663 INVOKE_PLAYER (DEATH, op->contr);
2696 2664
2697 command_kill_pets (op, 0); 2665 command_kill_pets (op, 0);
2698 2666
2699 if (op->stats.food < 0) 2667 if (op->stats.food < 0)
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation"); 2668 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706 2669
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2670 op->contr->play_sound (sound_find ("player_dies"));
2708 2671
2709 /* save the map location for corpse, gravestone */ 2672 /* save the map location for corpse, gravestone */
2710 x = op->x; 2673 x = op->x;
2711 y = op->y; 2674 y = op->y;
2712 map = op->map; 2675 map = op->map;
2875 { 2838 {
2876 tmp->destroy (); 2839 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2840 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 } 2841 }
2879 2842
2880 cure_disease (op, 0); /* remove any disease */ 2843 cure_disease (op, 0, 0); /* remove any disease */
2881 2844
2882 /*add_exp(op, (op->stats.exp * -0.20)); */ 2845 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2846 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100) 2847 if (op->stats.food < 100)
2885 op->stats.food = 900; 2848 op->stats.food = 900;
2889 2852
2890 /* 2853 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2854 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2855 * and put them back in the map.
2893 */ 2856 */
2894 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2895 2858
2896 /****************************************/ 2859 /****************************************/
2897 /* */ 2860 /* */
2898 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
3039void 3002void
3040make_visible (object *op) 3003make_visible (object *op)
3041{ 3004{
3042 op->hide = 0; 3005 op->hide = 0;
3043 op->invisible = 0; 3006 op->invisible = 0;
3007
3044 if (op->type == PLAYER) 3008 if (op->type == PLAYER)
3045 { 3009 {
3046 op->contr->tmp_invis = 0; 3010 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 3011 op->contr->invis_race = 0;
3048 } 3012 }
3051} 3015}
3052 3016
3053int 3017int
3054is_true_undead (object *op) 3018is_true_undead (object *op)
3055{ 3019{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 3021 return 1;
3058 3022
3059 return 0; 3023 return 0;
3060} 3024}
3061 3025
3062/* look at the surrounding terrain to determine 3026/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 3027 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 3028 * indicate greater hideability.
3065 */ 3029 */
3066
3067int 3030int
3068hideability (object *ob) 3031hideability (object *ob)
3069{ 3032{
3070 int i, level = 0, mflag; 3033 int i, level = 0, mflag;
3071 sint16 x, y; 3034 sint16 x, y;
3105/* For Hidden creatures - a chance of becoming 'unhidden' 3068/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 3069 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 3070 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 3072 */
3110
3111void 3073void
3112do_hidden_move (object *op) 3074do_hidden_move (object *op)
3113{ 3075{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3077 object *skop;
3197 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3198 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3199 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3205 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t. 3168 * -b.t.
3207 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3208 */ 3170 */
3209
3210int 3171int
3211player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3212{ 3173{
3213 rv_vector rv; 3174 rv_vector rv;
3214 int dx, dy; 3175 int dx, dy;
3226 3187
3227 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3228 3189
3229 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 3191 * through the object and find if it has any
3231 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3232 * a blocked los square. 3193 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3234 */ 3195 */
3235 while (op) 3196 while (op)
3236 { 3197 {
3237 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3239 3200
3240 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values. 3203 * for any meaningful values.
3243 */ 3204 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1; 3208 return 1;
3209
3248 op = op->more; 3210 op = op->more;
3249 } 3211 }
3212
3250 return 0; 3213 return 0;
3251} 3214}
3252 3215
3253/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3257 * return 0. 3220 * return 0.
3258 */ 3221 */
3259int 3222int
3260action_makes_visible (object *op) 3223action_makes_visible (object *op)
3261{ 3224{
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 { 3226 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3266 return 0; 3228 return 0;
3267 3229
3273 { 3235 {
3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3275 return 1; 3237 return 1;
3276 } 3238 }
3277 } 3239 }
3240
3278 return 0; 3241 return 0;
3279} 3242}
3280 3243
3281/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3287 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */ 3251 */
3289int 3252int
3290op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3291{ 3254{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3262 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 { 3264 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3306 { 3269 {
3307 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 { 3272 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3313 { 3274 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3315 { 3276 {
3316 if (x != NULL && y != NULL) 3277 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3318 return 1; 3280 return 1;
3319 } 3281 }
3320 } 3282 }
3321 } 3283 }
3284
3322 if (x != NULL && y != NULL) 3285 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3324 return 1; 3288 return 1;
3325 } 3289 }
3326 } 3290 }
3327 } 3291 }
3292
3328 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3329 return 0; 3294 return 0;
3330} 3295}
3331 3296
3332/* 3297/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3314 int i = 0, j = 0;
3350 3315
3351 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3325
3361 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3362 return; 3327 return;
3363 3328
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3334 return;
3370 } 3335 }
3371 3336
3372 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3338 item = tr->item;
3374 3339
3375 if (item->type == SPELL) 3340 if (item->type == SPELL)
3376 { 3341 {
3377 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3378 return; 3343 return;
3437 { 3402 {
3438 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3404 object *skin;
3440 3405
3441 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3408 ;
3445 3409
3446 if (!skin) 3410 if (!skin)
3447 return; 3411 return;
3448 3412
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0; 3489 return 0;
3526 3490
3527 return 100 - blocked_los [x][y]; 3491 return 100 - blocked_los [x][y];
3528} 3492}
3493
3494void
3495player::infobox (const char *title, const char *msg, int color)
3496{
3497 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498}
3499
3500void
3501player::statusmsg (const char *msg, int color)
3502{
3503 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504}
3505
3506void
3507player::failmsg (const char *msg, int color)
3508{
3509 play_sound (sound_find ("generic_failure"));
3510 statusmsg (msg, color);
3511}
3512

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