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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 1.188 by root, Tue Apr 22 02:46:18 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
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->update_weight ();
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 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
404 416
405 for (;;) 417 for (;;)
406 { 418 {
407 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
408 at = first_archetype; 420 i = archetypes.begin ();
409 else 421 else if (*i == at)
410 at = at->next; 422 cleanup ("not a single player archetype found");
411 423
412 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
413 return at; 425 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 426 }
421} 427}
422 428
423object * 429object *
424get_nearest_player (object *mon) 430get_nearest_player (object *mon)
428 unsigned lastdist; 434 unsigned lastdist;
429 rv_vector rv; 435 rv_vector rv;
430 436
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 440 continue;
462 441
463 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
464 { 443 {
659 638
660 return firstdir; 639 return firstdir;
661} 640}
662 641
663void 642void
664give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
665{ 644{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 645 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 647
671 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
672 { 649 {
673 next = op->below; 650 next = op->below;
674 651
675 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 659 * by this player due to race restrictions
683 */ 660 */
684 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
685 { 662 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
687 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 670 {
692 op->destroy (); 671 op->destroy ();
693 continue; 672 continue;
694 } 673 }
695 } 674 }
718 if (op->nrof > 1) 697 if (op->nrof > 1)
719 op->nrof = 1; 698 op->nrof = 1;
720 } 699 }
721 700
722 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 703
727 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 706 * merged properly.
730 */ 707 */
731 if (need_identify (op)) 708 if (need_identify (op))
732 { 709 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 713 }
714
737 if (op->type == SPELL) 715 if (op->type == SPELL)
738 { 716 {
739 op->destroy (); 717 op->destroy ();
740 continue; 718 continue;
741 } 719 }
743 { 721 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 723 op->stats.exp = 0;
746 op->level = 1; 724 op->level = 1;
747 } 725 }
748 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
752 729
753 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
754 link_player_skills (pl); 731 link_player_skills (pl);
860static void 837static void
861start_info (object *op) 838start_info (object *op)
862{ 839{
863 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
864 841
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 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} 844}
870 845
871/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
914 if (*first_map_ext_path) 889 if (*first_map_ext_path)
915 { 890 {
916 object *tmp; 891 object *tmp;
917 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
918 893
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create (); 895 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 897 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 898 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
943 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
944 919
945 ob->remove_statbonus (); 920 ob->remove_statbonus ();
946 ob->remove (); 921 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
949 ob->instantiate (); 924 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
952 ob->x = x; 927 ob->x = x;
953 ob->y = y; 928 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 932 ob->add_statbonus ();
958 } 933 }
959 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
960 935
961 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1036 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1037 return 1; 1012 return 1;
1038 1013
1039 next = op->below; 1014 next = op->below;
1040 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1041 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1020 * destroyed */
1043 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1044 { 1022 {
1045 tmp = next; 1023 tmp = next;
1046 next = tmp->below; 1024 next = tmp->below;
1047 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1048 if (op->destroyed ()) 1032 if (op->destroyed ())
1049 return 0; 1033 return 0;
1050 1034
1051 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1052 continue; 1036 continue;
1053 1037
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1039 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1058 continue; 1042 continue;
1059 } 1043 }
1060 1044
1061 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1048 switch (op->contr->mode)
1065 { 1049 {
1066 case 0: 1050 case 0:
1067 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1068 case 1: 1052 case 1:
1069 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1070 return 1; 1054 return 1;
1071 case 2: 1055 case 2:
1072 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1073 return 0; 1057 return 0;
1074 case 3: 1058 case 3:
1075 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1076 case 4: 1060 case 4:
1077 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1078 break; 1062 break;
1079 case 5: 1063 case 5:
1080 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1081 stop = 1; 1065 stop = 1;
1082 break; 1066 break;
1083 case 6: 1067 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1086 break; 1071 break;
1087 1072
1088 case 7: 1073 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1091 break; 1076 break;
1092 1077
1093 default: 1078 default:
1094 /* use value density */ 1079 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1098 } 1083 }
1099 } 1084 }
1100 else 1085 else
1101 { /* old model */ 1086 { /* old model */
1102 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 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)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1094 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 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)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1097
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1099 }
1115 1100
1116 /* philosophy: 1101 /* philosophy:
1157 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1161 { 1146 {
1162 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1163 continue; 1148 continue;
1164 } 1149 }
1165 1150
1166 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1153 {
1169 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1170 continue; 1155 continue;
1171 } 1156 }
1172 1157
1173 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1175 { 1160 {
1176 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1177 continue; 1162 continue;
1178 } 1163 }
1179 1164
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1183 { 1168 {
1184 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1185 continue; 1170 continue;
1186 } 1171 }
1187 1172
1188 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1190 { 1175 {
1191 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1192 continue; 1177 continue;
1193 } 1178 }
1194 1179
1195 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1182 {
1198 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1199 continue; 1184 continue;
1200 } 1185 }
1201 1186
1202 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1190 {
1206 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1207 continue; 1192 continue;
1208 } 1193 }
1209 1194
1210 /* pick up all magical items */ 1195 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1198 {
1214 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1215 continue; 1200 continue;
1216 } 1201 }
1217 1202
1218 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1219 { 1204 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1206 {
1222 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1223 continue; 1208 continue;
1224 } 1209 }
1225 } 1210 }
1226 1211
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1215 {
1231 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1232 continue; 1217 continue;
1233 } 1218 }
1234 1219
1235 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1238 { 1223 {
1239 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1240 continue; 1225 continue;
1241 } 1226 }
1242 1227
1243 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1246 { 1231 {
1247 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1248 continue; 1233 continue;
1249 } 1234 }
1250 1235
1251 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1253 { 1238 {
1254 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1255 continue; 1240 continue;
1256 } 1241 }
1257 1242
1258 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1261 { 1246 {
1262 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1263 continue; 1248 continue;
1264 } 1249 }
1265 1250
1266 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1268 { 1253 {
1269 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1270 continue; 1255 continue;
1271 } 1256 }
1272 1257
1273 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1275 { 1260 {
1276 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1277 continue; 1262 continue;
1278 } 1263 }
1279 1264
1280 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1282 { 1267 {
1283 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1284 continue; 1269 continue;
1285 } 1270 }
1286 1271
1287 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1289 { 1274 {
1290 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1291 continue; 1276 continue;
1292 } 1277 }
1293 1278
1294 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1296 { 1281 {
1297 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1298 continue; 1283 continue;
1299 } 1284 }
1300 1285
1301 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1289 {
1305 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1306 continue; 1291 continue;
1307 } 1292 }
1308 1293
1309 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1296 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1298 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1301 {
1317 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1318 continue; 1303 continue;
1319 } 1304 }
1320 } 1305 }
1321 1306
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1308 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1310 {
1326 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1327 continue; 1312 continue;
1328 } 1313 }
1329 } 1314 }
1330 } 1315 }
1331 1316
1332 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1320 {
1336 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1337 continue; 1322 continue;
1338 } 1323 }
1339 1324
1340 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1326 * pickups */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 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) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1335 {
1351 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1352#if 0 1337#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1355 { 1340 {
1356 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1357 } 1342 }
1358 else 1343 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1347#endif
1363 continue; 1348 continue;
1364 } 1349 }
1375 * found object is returned. 1360 * found object is returned.
1376 */ 1361 */
1377object * 1362object *
1378find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1379{ 1364{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1365 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) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1386 return op; 1374 return arrow;
1375 }
1387 1376
1388 return tmp; 1377 return 0;
1389} 1378}
1390 1379
1391/* 1380/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1434 else 1423 else
1435 { 1424 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1426 {
1438 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1430 {
1442 tmp = arrow; 1431 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1433 }
1445 } 1434 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1436 {
1448 tmp = arrow; 1437 tmp = arrow;
1614 arrow->destroy (); 1603 arrow->destroy ();
1615 return 0; 1604 return 0;
1616 } 1605 }
1617 1606
1618 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1620 if (!arrow) 1609 if (!arrow)
1621 { 1610 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1612 return 0;
1624 } 1613 }
1632 arrow->stats.grace = arrow->attacktype; 1621 arrow->stats.grace = arrow->attacktype;
1633 1622
1634 if (arrow->slaying) 1623 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1624 arrow->spellarg = strdup (arrow->slaying);
1636 1625
1626#if 0
1637 if (player *pl = op->contr) 1627 if (player *pl = op->contr)
1638 { 1628 {
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; 1629 float speed = pl->weapon_sp;
1646 1630
1647 /* penalize ROF for bestarrow */ 1631 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1632 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1633 speed *= .9f;
1650 else 1634 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1636
1653 op->speed_left += speed - op->speed; 1637 op->speed_left += speed - op->speed;
1638 }
1654#endif 1639#endif
1655 }
1656 1640
1657 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1658 1642
1659 /* update the speed */ 1643 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1644 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; 1645 + bow->stats.dam / 7.f;
1662 1646
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1647 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1648 arrow->speed_left = 0;
1665 1649
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1651
1668 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1691 1675
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1679
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1698 1682
1699 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1684 move_arrow (arrow);
1701
1702 if (op->type == PLAYER)
1703 {
1704 if (left->destroyed ())
1705 esrv_del_item (op->contr, left->count);
1706 else
1707 esrv_send_item (op, left);
1708 }
1709 1685
1710 return 1; 1686 return 1;
1711} 1687}
1712 1688
1713/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1779 1755
1780 if (item->type == WAND) 1756 if (item->type == WAND)
1781 { 1757 {
1782 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1783 { 1759 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 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)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1762
1787 return; 1763 return;
1788 } 1764 }
1789 } 1765 }
1790 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1791 { 1767 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 { 1769 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1795 1771
1796 if (item->type == ROD) 1772 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)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1774 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1812 object *tmp; 1788 object *tmp;
1813 1789
1814 if (item->arch) 1790 if (item->arch)
1815 { 1791 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1818 item->set_speed (0); 1794 item->set_speed (0);
1819 } 1795 }
1820 1796
1821 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1827 } 1803 }
1828} 1804}
1829 1805
1830/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1831 */ 1807 */
1832void 1808bool
1833fire (object *op, int dir) 1809fire (object *op, int dir)
1834{ 1810{
1835 int spellcost = 0; 1811 int spellcost = 0;
1836 1812
1837 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1817 player *pl = op->contr;
1842 1818
1843 if (pl->golem) 1819 if (pl->golem)
1844 { 1820 {
1845 control_golem (op->contr->golem, dir); 1821 control_golem (op->contr->golem, dir);
1846 return; 1822 return false;
1847 } 1823 }
1848 1824
1849 object *ob = pl->ranged_ob; 1825 object *ob = pl->ranged_ob;
1850 1826
1851 if (!ob) 1827 if (!ob)
1852 return; 1828 return false;
1853 1829
1854 if (!op->change_weapon (ob)) 1830 if (!op->change_weapon (ob))
1855 return; 1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1856 1837
1857 switch (ob->type) 1838 switch (ob->type)
1858 { 1839 {
1859 case BOW: 1840 case BOW:
1860 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
1874 1855
1875 default: 1856 default:
1876 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
1877 break; 1858 break;
1878 } 1859 }
1860
1861 return true;
1879} 1862}
1880 1863
1881/* find_key 1864/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1865 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1953 * 0 otherwise
1971 */ 1954 */
1972static int 1955static int
1973player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
1974{ 1957{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1959 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
1978 */ 1961 */
1979 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
1980 1963
1981 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1982 if (key) 1965 if (key)
1983 { 1966 {
1984 object *container = key->env; 1967 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1968
1988 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1989 make_visible (op); 1970 make_visible (op);
1990 1971
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1974
1994 if (door->type == DOOR) 1975 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1997 { 1978 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1981 }
2001 1982
2002 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2005 if (container != op) 1986 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
2007 1988
2008 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2009 } 1990 }
2010 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2011 { 1992 {
2012 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1995 return 1;
2015 } 1996 }
2016 1997
2017 return 0; 1998 return 0;
2018} 1999}
2021 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2025 */ 2006 */
2026void 2007bool
2027move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2028{ 2009{
2029 object *tmp, *mon;
2030 int on_battleground; 2010 int on_battleground;
2031 maptile *m;
2032 2011
2033 sint16 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2035 2014
2036 on_battleground = op_on_battleground (op, 0, 0); 2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2037 2025
2038 /* If braced, or can't move to the square, and it is not out of the 2026 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 2027 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 2028 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 2029 * 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 2030 * 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 2031 * 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 2032 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2033 * move_ob uses.
2046 */ 2034 */
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); 2035 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 2036
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 2037 /* 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. 2038 * 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 2039 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2040 * on the space
2066 */ 2041 */
2067 while (tmp) 2042 object *mon;
2068 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2044 {
2070 { 2045 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2072 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2048 && mon != op)
2078 break; 2049 break;
2079 } 2050 }
2080 2051
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 */ 2052 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2053 return false; /* into a wall */
2089 2054
2090 if (mon->head)
2091 mon = mon->head; 2055 mon = mon->head_ ();
2092 2056
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2094 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2095 return; 2062 return true;
2063 }
2096 2064
2097 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2070 * and thus will not push them.
2103 */ 2071 */
2104 2072
2105 /* If the creature is a pet, push it even if the player is not 2073 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2108 */ 2076 */
2109 if (op->type == PLAYER 2077 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party)) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op) 2080 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 { 2082 {
2115 /* If we're braced, we don't want to switch places with it */ 2083 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced) 2084 if (op->contr->braced)
2117 return; 2085 return false;
2118 2086
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2121 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op); 2095 make_visible (op);
2123 2096
2124 return; 2097 return true;
2125 } 2098 }
2099 else
2100 return false;
2101 }
2126 2102
2127 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 2105 * someone, but put it inside this loop so that you won't
2130 * attack them either. 2106 * attack them either.
2131 */ 2107 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 2108 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful 2110 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2137 { 2115 {
2116 --op->speed_left;
2117
2138 if (!op->contr->braced) 2118 if (!op->contr->braced)
2139 { 2119 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2142 } 2122 }
2143 else 2123 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2145 2125
2146 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2127 make_visible (op);
2148 }
2149 2128
2129 return true;
2130 }
2131 }
2150 /* If the object is a boulder or other rollable object, then 2132 /* 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. 2133 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2134 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2154 { 2138 {
2139 --op->speed_left;
2140
2155 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2157 make_visible (op); 2143 make_visible (op);
2158 }
2159 2144
2145 return true;
2146 }
2147 }
2160 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2150 * 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 2151 * 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. 2152 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2153 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 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))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2156 {
2169 if (!op->contr->has_hit) 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2158 {
2171 op->contr->has_hit = 1; 2159 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2160
2175 skill_attack (mon, op, 0, 0, 0); 2161 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 2162
2191 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2192 make_visible (op); 2164 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2165
2197int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2198move_player (object *op, int dir) 2174move_player (object *op, int dir)
2199{ 2175{
2200 int pick; 2176 int pick;
2201 2177
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2203 return 0; 2179 return 0;
2204 2180
2205 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2207 { 2183 {
2216 op->facing = dir; 2192 op->facing = dir;
2217 2193
2218 if (op->hide) 2194 if (op->hide)
2219 do_hidden_move (op); 2195 do_hidden_move (op);
2220 2196
2197 bool retval;
2198
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2200 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2224 fire (op, dir); 2202 retval = fire (op, dir);
2225 else 2203 else
2226 { 2204 {
2227 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2206 pick = check_pick (op);
2229 } 2207 }
2230 2208
2231 /* Add special check for newcs players and fire on - this way, the 2209 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2210 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2219 * for players.
2242 */ 2220 */
2243 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2244 return 0; 2222
2223 return retval;
2245} 2224}
2246 2225
2247/* This is similar to handle_player, below, but is only used by the 2226/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2227 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2228 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2229 * the new speed values for commands.
2251 * 2230 *
2252 * Returns true if there are more actions we can do. 2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2253 */ 2234 */
2254int 2235bool
2255handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2256{ 2237{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2239 {
2259 flee_player (op); 2240 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 { 2241 {
2264 --op->speed_left; 2242 --op->speed_left;
2243 flee_player (op);
2244
2265 return 0; 2245 return true;
2266 } 2246 }
2247 else
2248 return false;
2267 } 2249 }
2268 2250
2269 /* call this here - we also will call this in do_ericserver, but 2251 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2253 * called, so we recheck it here.
2272 */ 2254 */
2273 if (op->contr->ns->handle_command ()) 2255 if (op->contr->ns->handle_command ())
2274 return 1; 2256 return true;
2275 2257
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 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); 2259 return move_player (op, op->direction);
2288 2260
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2261 return false;
2294} 2262}
2295 2263
2296int 2264int
2297save_life (object *op) 2265save_life (object *op)
2298{ 2266{
2300 return 0; 2268 return 0;
2301 2269
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2272 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 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)); 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307
2308 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count);
2310 2275
2311 tmp->destroy (); 2276 tmp->destroy ();
2312 CLEAR_FLAG (op, FLAG_LIFESAVE); 2277 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313 2278
2314 if (op->stats.hp < 0) 2279 if (op->stats.hp < 0)
2330/* This goes throws the inventory and removes unpaid objects, and puts them 2295/* 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 2296 * 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 2297 * function will descend into containers. op is the object to start the search
2333 * from. 2298 * from.
2334 */ 2299 */
2335void 2300static void
2336remove_unpaid_objects (object *op, object *env) 2301drop_unpaid_items (object *op, object *env)
2337{ 2302{
2338 while (op) 2303 while (op)
2339 { 2304 {
2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2305 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 2306
2345 esrv_del_item (env->contr, op->count); 2310 esrv_del_item (env->contr, op->count);
2346 2311
2347 op->insert_at (env); 2312 op->insert_at (env);
2348 } 2313 }
2349 else if (op->inv) 2314 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env); 2315 drop_unpaid_items (op->inv, env);
2351 2316
2352 op = next; 2317 op = next;
2353 } 2318 }
2319}
2320
2321void
2322object::drop_unpaid_items ()
2323{
2324 if (!flag [FLAG_REMOVED])
2325 ::drop_unpaid_items (inv, this);
2354} 2326}
2355 2327
2356/* 2328/*
2357 * Returns pointer a static string containing gravestone text 2329 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2330 * Moved from apply.c to player.c - player.c is what
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2425 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else 2426 else
2455 { 2427 {
2456 gen_grace = op->stats.maxgrace; 2428 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2429 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 } 2430 }
2501 2431
2502 /* Regenerate Grace */ 2432 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2433 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0) 2434 if (--op->last_grace < 0)
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2455 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 } 2456 }
2527 /* wearing stuff doesn't detract from grace generation. */ 2457 /* wearing stuff doesn't detract from grace generation. */
2528 } 2458 }
2529 2459
2460 if (op->stats.food > 0)
2461 {
2530 /* Regenerate Hit Points */ 2462 /* Regenerate Spell Points */
2531 if (--op->last_heal < 0) 2463 if (!op->contr->golem && --op->last_sp < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 { 2464 {
2535 op->stats.hp++; 2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 /* dms do not consume food */ 2466
2537 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (op->stats.sp < op->stats.maxsp)
2538 { 2468 {
2469 op->stats.sp++;
2470
2471 /* dms do not consume food */
2472 if (!QUERY_FLAG (op, FLAG_WIZ))
2473 {
2539 op->stats.food--; 2474 op->stats.food--;
2475
2540 if (op->contr->digestion < 0) 2476 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion; 2477 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2478 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food; 2479 op->stats.food = last_food;
2480 }
2544 } 2481 }
2545 }
2546 2482
2547 if (max_hp > 1) 2483 if (max_sp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 { 2484 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2485 over_sp = (gen_sp + 10) / rate_sp;
2486 if (over_sp > 0)
2487 {
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2491
2492 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2493 op->stats.sp--;
2494
2495 if (op->stats.sp > op->stats.maxsp)
2496 op->stats.sp = op->stats.maxsp;
2497 }
2498
2553 op->last_heal = 0; 2499 op->last_sp = 0;
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 } 2503 }
2555 else 2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507
2508 /* Regenerate Hit Points */
2509 if (--op->last_heal < 0)
2510 {
2511 if (op->stats.hp < op->stats.maxhp)
2556 { 2512 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2513 op->stats.hp++;
2514
2515 /* dms do not consume food */
2516 if (!QUERY_FLAG (op, FLAG_WIZ))
2517 {
2518 op->stats.food--;
2519
2520 if (op->contr->digestion < 0)
2521 op->stats.food += op->contr->digestion;
2522 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2523 op->stats.food = last_food;
2524 }
2558 } 2525 }
2526
2527 if (max_hp > 1)
2528 {
2529 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2530
2531 if (over_hp > 0)
2532 {
2533 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2534 op->last_heal = 0;
2535 }
2536 else
2537 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2538 }
2560 else 2539 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 } 2541 }
2564 } 2542 }
2565 2543
2566 /* Digestion */ 2544 /* Digestion */
2567 if (--op->last_eat < 0) 2545 if (--op->last_eat < 0)
2568 { 2546 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2547 int bonus = max (0, op->contr->digestion),
2548 penalty = max (0, -op->contr->digestion);
2570 2549
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2550 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 2551
2576 /* dms do not consume food */ 2552 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2553 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2554 op->stats.food--;
2579 } 2555 }
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2607 manual_apply (op, flesh, 0); 2583 manual_apply (op, flesh, 0);
2608 } 2584 }
2609 } 2585 }
2610 2586
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2587 if (op->stats.food < 0)
2612 op->stats.food++, op->stats.hp--; 2588 {
2589 op->stats.hp += op->stats.food;
2590 op->stats.food = 0;
2591 }
2613 2592
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2593 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2594 kill_player (op);
2616 } 2595 }
2617} 2596}
2622 * file. 2601 * file.
2623 */ 2602 */
2624void 2603void
2625kill_player (object *op) 2604kill_player (object *op)
2626{ 2605{
2606 int x, y;
2627 char buf[MAX_BUF]; 2607 char buf[MAX_BUF];
2628 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2608 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; 2609 int will_kill_again;
2639 archetype *at; 2610 archetype *at;
2640 object *tmp; 2611 object *tmp;
2641 2612
2642 if (save_life (op)) 2613 if (save_life (op))
2643 return; 2614 return;
2644
2645 2615
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* 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. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2619 */
2665 { 2635 {
2666 tmp->destroy (); 2636 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 } 2638 }
2669 2639
2670 cure_disease (op, 0); /* remove any disease */ 2640 cure_disease (op, 0, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0) 2642 if (op->stats.food <= 0)
2673 op->stats.food = 999; 2643 op->stats.food = 999;
2674 2644
2675 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2677 { 2647 {
2678 sprintf (buf, "%s's finger", &op->name); 2648 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2649 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n" 2650 tmp->msg = format (
2681 " the %s, when he was defeated at\n level %d by %s.\n", 2651 "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); 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2683 tmp->msg = buf; 2653 );
2684 tmp->value = 0, tmp->type = 0; 2654 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2655 tmp->materialname = "organics";
2686 tmp->insert_at (op, tmp); 2656 tmp->insert_at (op, tmp);
2687 } 2657 }
2688 2658
2695 INVOKE_PLAYER (DEATH, op->contr); 2665 INVOKE_PLAYER (DEATH, op->contr);
2696 2666
2697 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2698 2668
2699 if (op->stats.food < 0) 2669 if (op->stats.food < 0)
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation"); 2670 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706 2671
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2672 op->contr->play_sound (sound_find ("player_dies"));
2708 2673
2709 /* save the map location for corpse, gravestone */ 2674 /* save the map location for corpse, gravestone */
2710 x = op->x; 2675 x = op->x;
2711 y = op->y; 2676 y = op->y;
2712 map = op->map; 2677 map = op->map;
2875 { 2840 {
2876 tmp->destroy (); 2841 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2842 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 } 2843 }
2879 2844
2880 cure_disease (op, 0); /* remove any disease */ 2845 cure_disease (op, 0, 0); /* remove any disease */
2881 2846
2882 /*add_exp(op, (op->stats.exp * -0.20)); */ 2847 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2848 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100) 2849 if (op->stats.food < 100)
2885 op->stats.food = 900; 2850 op->stats.food = 900;
2889 2854
2890 /* 2855 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2856 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2857 * and put them back in the map.
2893 */ 2858 */
2894 remove_unpaid_objects (op->inv, op); 2859 op->drop_unpaid_items ();
2895 2860
2896 /****************************************/ 2861 /****************************************/
2897 /* */ 2862 /* */
2898 /* Move player to his current respawn- */ 2863 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2864 /* position (usually last savebed) */
2958 2923
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2924 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 { 2925 {
2961 if (tmp->nrof > 1) 2926 if (tmp->nrof > 1)
2962 { 2927 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2928 tmp->decrease (rndm (1, tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 } 2930 }
2967 else 2931 else
2968 tmp->destroy (); 2932 tmp->destroy ();
2969 } 2933 }
2980void 2944void
2981fix_weight (void) 2945fix_weight (void)
2982{ 2946{
2983 for_all_players (pl) 2947 for_all_players (pl)
2984 { 2948 {
2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2949 sint32 old = pl->ob->carrying;
2986 2950
2987 if (old == sum) 2951 pl->ob->update_weight ();
2988 continue; 2952
2953 if (old != pl->ob->carrying)
2954 {
2989 pl->ob->update_stats (); 2955 pl->ob->update_stats ();
2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2956 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2957 }
2991 } 2958 }
2992} 2959}
2993 2960
2994void 2961void
2995fix_luck (void) 2962fix_luck (void)
3039void 3006void
3040make_visible (object *op) 3007make_visible (object *op)
3041{ 3008{
3042 op->hide = 0; 3009 op->hide = 0;
3043 op->invisible = 0; 3010 op->invisible = 0;
3011
3044 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3045 { 3013 {
3046 op->contr->tmp_invis = 0; 3014 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 3015 op->contr->invis_race = 0;
3048 } 3016 }
3051} 3019}
3052 3020
3053int 3021int
3054is_true_undead (object *op) 3022is_true_undead (object *op)
3055{ 3023{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 3025 return 1;
3058 3026
3059 return 0; 3027 return 0;
3060} 3028}
3061 3029
3062/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 3032 * indicate greater hideability.
3065 */ 3033 */
3066
3067int 3034int
3068hideability (object *ob) 3035hideability (object *ob)
3069{ 3036{
3070 int i, level = 0, mflag; 3037 int i, level = 0, mflag;
3071 sint16 x, y; 3038 sint16 x, y;
3081 * as bad as carrying a light on a pitch dark map */ 3048 * as bad as carrying a light on a pitch dark map */
3082 if (has_carried_lights (ob)) 3049 if (has_carried_lights (ob))
3083 level = -(10 + (2 * ob->map->darkness)); 3050 level = -(10 + (2 * ob->map->darkness));
3084 3051
3085 /* scan through all nearby squares for terrain to hide in */ 3052 /* scan through all nearby squares for terrain to hide in */
3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3053 for (i = 0, x = ob->x, y = ob->y;
3054 i <= SIZEOFFREE1;
3055 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 { 3056 {
3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3057 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3089 if (mflag & P_OUT_OF_MAP) 3058 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue; 3059 continue;
3092 } 3060
3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3061 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3094 level += 2; 3062 level += 2;
3095 else /* open terrain! */ 3063 else /* open terrain! */
3096 level -= 1; 3064 level -= 1;
3097 } 3065 }
3105/* For Hidden creatures - a chance of becoming 'unhidden' 3073/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 3074 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 3075 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 3076 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 3077 */
3110
3111void 3078void
3112do_hidden_move (object *op) 3079do_hidden_move (object *op)
3113{ 3080{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3081 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3082 object *skop;
3197 * object op. This function works fine for monsters, 3164 * object op. This function works fine for monsters,
3198 * but we dont worry if the object isnt the top one in 3165 * but we dont worry if the object isnt the top one in
3199 * a pile (say a coin under a table would return "viewable" 3166 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 3167 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 3168 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 3169 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 3170 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 3171 * 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. 3172 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t. 3173 * -b.t.
3207 * This function is now map tiling safe. 3174 * This function is now map tiling safe.
3208 */ 3175 */
3209
3210int 3176int
3211player_can_view (object *pl, object *op) 3177player_can_view (object *pl, object *op)
3212{ 3178{
3213 rv_vector rv; 3179 rv_vector rv;
3214 int dx, dy; 3180 int dx, dy;
3226 3192
3227 get_rangevector (pl, op, &rv, 0x1); 3193 get_rangevector (pl, op, &rv, 0x1);
3228 3194
3229 /* starting with the 'head' part, lets loop 3195 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 3196 * through the object and find if it has any
3231 * part that is in the los array but isnt on 3197 * part that is in the los array but isn't on
3232 * a blocked los square. 3198 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3199 * we use the archetype to figure out offsets.
3234 */ 3200 */
3235 while (op) 3201 while (op)
3236 { 3202 {
3237 dx = rv.distance_x + op->arch->clone.x; 3203 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3204 dy = rv.distance_y + op->arch->y;
3239 3205
3240 /* only the viewable area the player sees is updated by LOS 3206 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values 3207 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values. 3208 * for any meaningful values.
3243 */ 3209 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3210 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3211 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3212 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1; 3213 return 1;
3214
3248 op = op->more; 3215 op = op->more;
3249 } 3216 }
3217
3250 return 0; 3218 return 0;
3251} 3219}
3252 3220
3253/* routine for both players and monsters. We call this when 3221/* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding 3222 * there is a possibility for our action distrubing our hiding
3257 * return 0. 3225 * return 0.
3258 */ 3226 */
3259int 3227int
3260action_makes_visible (object *op) 3228action_makes_visible (object *op)
3261{ 3229{
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3230 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 { 3231 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3232 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3266 return 0; 3233 return 0;
3267 3234
3273 { 3240 {
3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3241 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3275 return 1; 3242 return 1;
3276 } 3243 }
3277 } 3244 }
3245
3278 return 0; 3246 return 0;
3279} 3247}
3280 3248
3281/* op_on_battleground - checks if the given object op (usually 3249/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 3250 * 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 3255 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */ 3256 */
3289int 3257int
3290op_on_battleground (object *op, int *x, int *y) 3258op_on_battleground (object *op, int *x, int *y)
3291{ 3259{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3260 /* 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), 3261 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3262 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3263 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3264 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3265 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3266 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3267 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3268 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 { 3269 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3270 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3271 && tmp->type == BATTLEGROUND
3272 && tmp->name == shstr_battleground
3273 && EXIT_X (tmp) && EXIT_Y (tmp))
3306 { 3274 {
3307 /*before we assign the exit, check if this is a teambattle */ 3275 /* before we assign the exit, check if this is a teambattle */
3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3276 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 { 3277 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3278 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3313 { 3279 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3280 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3315 { 3281 {
3316 if (x != NULL && y != NULL) 3282 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3283 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3284
3318 return 1; 3285 return 1;
3319 } 3286 }
3320 } 3287 }
3321 } 3288 }
3289
3322 if (x != NULL && y != NULL) 3290 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3291 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292
3324 return 1; 3293 return 1;
3325 } 3294 }
3326 } 3295 }
3327 } 3296 }
3297
3328 /* If we got here, did not find a battleground */ 3298 /* If we got here, did not find a battleground */
3329 return 0; 3299 return 0;
3330} 3300}
3331 3301
3332/* 3302/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3318 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3319 int i = 0, j = 0;
3350 3320
3351 /* get the appropriate treasurelist */ 3321 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3322 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3323 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3324 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3325 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3326 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3327 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3328 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3329 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3330
3361 if (trlist == NULL || who->type != PLAYER) 3331 if (trlist == NULL || who->type != PLAYER)
3362 return; 3332 return;
3363 3333
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3334 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3338 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3339 return;
3370 } 3340 }
3371 3341
3372 /* everything seems okay - now bring on the gift: */ 3342 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3343 item = tr->item;
3374 3344
3375 if (item->type == SPELL) 3345 if (item->type == SPELL)
3376 { 3346 {
3377 if (check_spell_known (who, item->name)) 3347 if (check_spell_known (who, item->name))
3378 return; 3348 return;
3437 { 3407 {
3438 /* forces in the treasurelist can alter the player's stats */ 3408 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3409 object *skin;
3440 3410
3441 /* first get the dragon skin force */ 3411 /* 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) 3412 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3413 ;
3445 3414
3446 if (!skin) 3415 if (!skin)
3447 return; 3416 return;
3448 3417
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3493 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0; 3494 return 0;
3526 3495
3527 return 100 - blocked_los [x][y]; 3496 return 100 - blocked_los [x][y];
3528} 3497}
3498
3499void
3500player::infobox (const char *title, const char *msg, int color)
3501{
3502 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3503}
3504
3505void
3506player::statusmsg (const char *msg, int color)
3507{
3508 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3509}
3510
3511void
3512player::failmsg (const char *msg, int color)
3513{
3514 play_sound (sound_find ("generic_failure"));
3515 statusmsg (msg, color);
3516}
3517

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