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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.179 by root, Sun Jan 13 13:20:43 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
150} 149}
151 150
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
159static void 152static void
160set_first_map (object *op) 153set_first_map (object *op)
161{ 154{
162 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
163 op->x = -1; 156 op->x = -1;
164 op->y = -1; 157 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 158}
179 159
180void 160void
181player::activate () 161player::activate ()
182{ 162{
187 ob->remove (); 167 ob->remove ();
188 ob->map = 0; 168 ob->map = 0;
189 ob->activate_recursive (); 169 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 171 add_friendly_object (ob);
192 enter_map ();
193} 172}
194 173
195void 174void
196player::deactivate () 175player::deactivate ()
197{ 176{
204 183
205 if (ob->map) 184 if (ob->map)
206 maplevel = ob->map->path; 185 maplevel = ob->map->path;
207 186
208 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 189 ob->map = 0;
210 party = 0; 190 party = 0;
211 191
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 193
227 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
228 208
229 ns->update_look = 0; 209 ns->update_look = 0;
230 ns->look_position = 0; 210 ns->look_position = 0;
231 211
232 clear_los (ob); 212 clear_los (this);
233 213
234 ns->reset_stats (); 214 ns->reset_stats ();
235 215
236 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
239 219
240 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 221 link_player_skills (ob);
242 222
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 224
245 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
246 226
247 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
249 { 229 {
250 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
251 231
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 235 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 237 skin = tmp;
261 238
262 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
263 } 240 }
264 241
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 243
267 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
268 300
269 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
272 304
273 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED]) 306 if (op->flag [FLAG_APPLIED])
275 switch (op->type) 307 switch (op->type)
276 { 308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
277 case WAND: 313 case WAND:
278 case ROD: 314 case ROD:
279 case HORN: 315 case HORN:
280 case BOW: 316 case BOW:
281 case SKILL_TOOL: 317 ranged_ob = op;
318 break;
319
282 case WEAPON: 320 case WEAPON:
283 op->flag [FLAG_APPLIED] = false; 321 combat_ob = op;
284 apply_special (ob, op, AP_APPLY);
285 break; 322 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 } 323 }
291 324
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307} 326}
308 327
309void 328void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op) 329player::set_observe (object *op)
334{ 330{
335 ob = op; 331 observe = op ? op : ob;
336 ob->contr = this; /* this aren't yet in archetype */ 332 do_los = 1;
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341} 333}
342 334
343player::player () 335player::player ()
344{ 336{
345 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
356 petmode = pet_normal; 348 petmode = pet_normal;
357 listening = 10; 349 listening = 10;
358 usekeys = containers; 350 usekeys = containers;
359 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
360 do_los = 1; 352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
361} 356}
362 357
363void 358void
364player::do_destroy () 359player::do_destroy ()
365{ 360{
370 if (ob) 365 if (ob)
371 { 366 {
372 ob->destroy_inv (false); 367 ob->destroy_inv (false);
373 ob->destroy (); 368 ob->destroy ();
374 } 369 }
370
371 ob = observe = 0;
375} 372}
376 373
377player::~player () 374player::~player ()
378{ 375{
379 /* Clear item stack */ 376 /* Clear item stack */
406 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
407 */ 404 */
408archetype * 405archetype *
409get_player_archetype (archetype *at) 406get_player_archetype (archetype *at)
410{ 407{
411 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
412 409
413 for (;;) 410 for (;;)
414 { 411 {
415 if (at == NULL || at->next == NULL) 412 if (++i == archetypes.end ())
416 at = first_archetype; 413 i = archetypes.begin ();
417 else 414 else if (*i == at)
418 at = at->next; 415 cleanup ("not a single player archetype found");
419 416
420 if (at->clone.type == PLAYER) 417 if ((*i)->type == PLAYER)
421 return at; 418 return *i;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 } 419 }
429} 420}
430 421
431object * 422object *
432get_nearest_player (object *mon) 423get_nearest_player (object *mon)
436 unsigned lastdist; 427 unsigned lastdist;
437 rv_vector rv; 428 rv_vector rv;
438 429
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 { 431 {
441 /* We should not find free objects on this friendly list, but it
442 * does periodically happen. Given that, lets deal with it.
443 * While unlikely, it is possible the next object on the friendly
444 * list is also free, so encapsulate this in a while loop.
445 */
446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
448 object *tmp = ol->ob;
449
450 /* Can't do much more other than log the fact, because the object
451 * itself will have been cleared.
452 */
453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
455 ol = ol->next;
456 remove_friendly_object (tmp);
457 if (!ol)
458 return op;
459 }
460
461 /* Remove special check for player from this. First, it looks to cause
462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
463 * complicated method of state checking would be needed in any case -
464 * as it was, a clever player could type quit, and the function would
465 * skip them over while waiting for confirmation. Remove
466 * on_same_map check, as can_detect_enemy also does this
467 */
468 if (!can_detect_enemy (mon, ol->ob, &rv)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue; 433 continue;
470 434
471 if (lastdist > rv.distance) 435 if (lastdist > rv.distance)
472 { 436 {
669} 633}
670 634
671void 635void
672give_initial_items (object *pl, treasurelist * items) 636give_initial_items (object *pl, treasurelist * items)
673{ 637{
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL) 638 if (pl->randomitems)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678 640
679 for (op = pl->inv; op; op = next) 641 for (object *next, *op = pl->inv; op; op = next)
680 { 642 {
681 next = op->below; 643 next = op->below;
682 644
683 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
684 * 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
726 if (op->nrof > 1) 688 if (op->nrof > 1)
727 op->nrof = 1; 689 op->nrof = 1;
728 } 690 }
729 691
730 if (op->type == SPELLBOOK && op->inv) 692 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734 694
735 /* Give starting characters identified, uncursed, and undamned 695 /* Give starting characters identified, uncursed, and undamned
736 * 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
737 * merged properly. 697 * merged properly.
738 */ 698 */
868static void 828static void
869start_info (object *op) 829start_info (object *op)
870{ 830{
871 char buf[MAX_BUF]; 831 char buf[MAX_BUF];
872 832
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 833 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf); 834 new_draw_info (NDI_UNIQUE, 0, op, buf);
875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
877} 835}
878 836
879/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
880 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
881 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
922 if (*first_map_ext_path) 880 if (*first_map_ext_path)
923 { 881 {
924 object *tmp; 882 object *tmp;
925 char mapname[MAX_BUF]; 883 char mapname[MAX_BUF];
926 884
927 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);
928 tmp = object::create (); 886 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname; 887 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x; 888 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y; 889 EXIT_Y (tmp) = ob->y;
932 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;
951 int x = ob->x, y = ob->y; 909 int x = ob->x, y = ob->y;
952 910
953 ob->remove_statbonus (); 911 ob->remove_statbonus ();
954 ob->remove (); 912 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch); 913 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob); 914 ob->arch->copy_to (ob);
957 ob->instantiate (); 915 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats; 916 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name; 917 ob->name = ob->name_pl = name;
960 ob->x = x; 918 ob->x = x;
961 ob->y = y; 919 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */ 920 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0); 921 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name); 922 assign (ob->contr->title, ob->arch->object::name);
965 ob->add_statbonus (); 923 ob->add_statbonus ();
966 } 924 }
967 while (!allowed_class (ob)); 925 while (!allowed_class (ob));
968 926
969 update_object (ob, UP_OBJ_FACE); 927 update_object (ob, UP_OBJ_FACE);
1044 if (op->move_type & MOVE_FLYING) 1002 if (op->move_type & MOVE_FLYING)
1045 return 1; 1003 return 1;
1046 1004
1047 next = op->below; 1005 next = op->below;
1048 1006
1007 int cnt = MAX_ITEM_PER_DROP;
1008#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009
1049 /* 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
1050 * destroyed */ 1011 * destroyed */
1051 while (next && !next->destroyed ()) 1012 while (next && !next->destroyed ())
1052 { 1013 {
1053 tmp = next; 1014 tmp = next;
1054 next = tmp->below; 1015 next = tmp->below;
1055 1016
1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1056 if (op->destroyed ()) 1023 if (op->destroyed ())
1057 return 0; 1024 return 0;
1058 1025
1059 if (!can_pick (op, tmp)) 1026 if (!can_pick (op, tmp))
1060 continue; 1027 continue;
1061 1028
1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1063 { 1030 {
1064 if (item_matched_string (op, tmp, op->contr->search_str)) 1031 if (item_matched_string (op, tmp, op->contr->search_str))
1065 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1066 continue; 1033 continue;
1067 } 1034 }
1068 1035
1069 /* high not bit set? We're using the old autopickup model */ 1036 /* high not bit set? We're using the old autopickup model */
1070 if (!(op->contr->mode & PU_NEWMODE)) 1037 if (!(op->contr->mode & PU_NEWMODE))
1072 switch (op->contr->mode) 1039 switch (op->contr->mode)
1073 { 1040 {
1074 case 0: 1041 case 0:
1075 return 1; /* don't pick up */ 1042 return 1; /* don't pick up */
1076 case 1: 1043 case 1:
1077 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1078 return 1; 1045 return 1;
1079 case 2: 1046 case 2:
1080 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1081 return 0; 1048 return 0;
1082 case 3: 1049 case 3:
1083 return 0; /* stop before pickup */ 1050 return 0; /* stop before pickup */
1084 case 4: 1051 case 4:
1085 pick_up (op, tmp); 1052 CHK_PICK_PICKUP;
1086 break; 1053 break;
1087 case 5: 1054 case 5:
1088 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1089 stop = 1; 1056 stop = 1;
1090 break; 1057 break;
1091 case 6: 1058 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1093 pick_up (op, tmp); 1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1094 break; 1062 break;
1095 1063
1096 case 7: 1064 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM) 1065 if (tmp->type == MONEY || tmp->type == GEM)
1098 pick_up (op, tmp); 1066 CHK_PICK_PICKUP;
1099 break; 1067 break;
1100 1068
1101 default: 1069 default:
1102 /* use value density */ 1070 /* use value density */
1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104 && (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)
1105 pick_up (op, tmp); 1073 CHK_PICK_PICKUP;
1106 } 1074 }
1107 } 1075 }
1108 else 1076 else
1109 { /* old model */ 1077 { /* old model */
1110 /* NEW pickup handling */ 1078 /* NEW pickup handling */
1114 if (tmp->name != NULL) 1082 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &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))));
1117 else 1085 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &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))));
1120 1088
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 } 1090 }
1123 1091
1124 /* philosophy: 1092 /* philosophy:
1165 /* all food and drink if desired */ 1133 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */ 1134 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD) 1135 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD) 1136 if (tmp->type == FOOD)
1169 { 1137 {
1170 pick_up (op, tmp); 1138 CHK_PICK_PICKUP;
1171 continue; 1139 continue;
1172 } 1140 }
1173 1141
1174 if (op->contr->mode & PU_DRINK) 1142 if (op->contr->mode & PU_DRINK)
1175 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)))
1176 { 1144 {
1177 pick_up (op, tmp); 1145 CHK_PICK_PICKUP;
1178 continue; 1146 continue;
1179 } 1147 }
1180 1148
1181 if (op->contr->mode & PU_POTION) 1149 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION) 1150 if (tmp->type == POTION)
1183 { 1151 {
1184 pick_up (op, tmp); 1152 CHK_PICK_PICKUP;
1185 continue; 1153 continue;
1186 } 1154 }
1187 1155
1188 /* spellbooks, skillscrolls and normal books/scrolls */ 1156 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK) 1157 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK) 1158 if (tmp->type == SPELLBOOK)
1191 { 1159 {
1192 pick_up (op, tmp); 1160 CHK_PICK_PICKUP;
1193 continue; 1161 continue;
1194 } 1162 }
1195 1163
1196 if (op->contr->mode & PU_SKILLSCROLL) 1164 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL) 1165 if (tmp->type == SKILLSCROLL)
1198 { 1166 {
1199 pick_up (op, tmp); 1167 CHK_PICK_PICKUP;
1200 continue; 1168 continue;
1201 } 1169 }
1202 1170
1203 if (op->contr->mode & PU_READABLES) 1171 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL) 1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1205 { 1173 {
1206 pick_up (op, tmp); 1174 CHK_PICK_PICKUP;
1207 continue; 1175 continue;
1208 } 1176 }
1209 1177
1210 /* wands/staves/rods/horns */ 1178 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE) 1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 { 1181 {
1214 pick_up (op, tmp); 1182 CHK_PICK_PICKUP;
1215 continue; 1183 continue;
1216 } 1184 }
1217 1185
1218 /* pick up all magical items */ 1186 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL) 1187 if (op->contr->mode & PU_MAGICAL)
1220 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))
1221 { 1189 {
1222 pick_up (op, tmp); 1190 CHK_PICK_PICKUP;
1223 continue; 1191 continue;
1224 } 1192 }
1225 1193
1226 if (op->contr->mode & PU_VALUABLES) 1194 if (op->contr->mode & PU_VALUABLES)
1227 { 1195 {
1228 if (tmp->type == MONEY || tmp->type == GEM) 1196 if (tmp->type == MONEY || tmp->type == GEM)
1229 { 1197 {
1230 pick_up (op, tmp); 1198 CHK_PICK_PICKUP;
1231 continue; 1199 continue;
1232 } 1200 }
1233 } 1201 }
1234 1202
1235 /* rings & amulets - talismans seems to be typed AMULET */ 1203 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS) 1204 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET) 1205 if (tmp->type == RING || tmp->type == AMULET)
1238 { 1206 {
1239 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1240 continue; 1208 continue;
1241 } 1209 }
1242 1210
1243 /* we don't forget dragon food */ 1211 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH) 1212 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH) 1213 if (tmp->type == FLESH)
1246 { 1214 {
1247 pick_up (op, tmp); 1215 CHK_PICK_PICKUP;
1248 continue; 1216 continue;
1249 } 1217 }
1250 1218
1251 /* bows and arrows. Bows are good for selling! */ 1219 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW) 1220 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW) 1221 if (tmp->type == BOW)
1254 { 1222 {
1255 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1256 continue; 1224 continue;
1257 } 1225 }
1258 1226
1259 if (op->contr->mode & PU_ARROW) 1227 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW) 1228 if (tmp->type == ARROW)
1261 { 1229 {
1262 pick_up (op, tmp); 1230 CHK_PICK_PICKUP;
1263 continue; 1231 continue;
1264 } 1232 }
1265 1233
1266 /* all kinds of armor etc. */ 1234 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR) 1235 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR) 1236 if (tmp->type == ARMOUR)
1269 { 1237 {
1270 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1271 continue; 1239 continue;
1272 } 1240 }
1273 1241
1274 if (op->contr->mode & PU_HELMET) 1242 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET) 1243 if (tmp->type == HELMET)
1276 { 1244 {
1277 pick_up (op, tmp); 1245 CHK_PICK_PICKUP;
1278 continue; 1246 continue;
1279 } 1247 }
1280 1248
1281 if (op->contr->mode & PU_SHIELD) 1249 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD) 1250 if (tmp->type == SHIELD)
1283 { 1251 {
1284 pick_up (op, tmp); 1252 CHK_PICK_PICKUP;
1285 continue; 1253 continue;
1286 } 1254 }
1287 1255
1288 if (op->contr->mode & PU_BOOTS) 1256 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS) 1257 if (tmp->type == BOOTS)
1290 { 1258 {
1291 pick_up (op, tmp); 1259 CHK_PICK_PICKUP;
1292 continue; 1260 continue;
1293 } 1261 }
1294 1262
1295 if (op->contr->mode & PU_GLOVES) 1263 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES) 1264 if (tmp->type == GLOVES)
1297 { 1265 {
1298 pick_up (op, tmp); 1266 CHK_PICK_PICKUP;
1299 continue; 1267 continue;
1300 } 1268 }
1301 1269
1302 if (op->contr->mode & PU_CLOAK) 1270 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK) 1271 if (tmp->type == CLOAK)
1304 { 1272 {
1305 pick_up (op, tmp); 1273 CHK_PICK_PICKUP;
1306 continue; 1274 continue;
1307 } 1275 }
1308 1276
1309 /* hoping to catch throwing daggers here */ 1277 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON) 1278 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 { 1280 {
1313 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1314 continue; 1282 continue;
1315 } 1283 }
1316 1284
1317 /* careful: chairs and tables are weapons! */ 1285 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON) 1286 if (op->contr->mode & PU_ALLWEAPON)
1319 { 1287 {
1320 if (tmp->type == WEAPON && tmp->name != NULL) 1288 if (tmp->type == WEAPON && tmp->name != NULL)
1321 { 1289 {
1322 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 &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1292 {
1325 pick_up (op, tmp); 1293 CHK_PICK_PICKUP;
1326 continue; 1294 continue;
1327 } 1295 }
1328 } 1296 }
1329 1297
1330 if (tmp->type == WEAPON && tmp->name == NULL) 1298 if (tmp->type == WEAPON && tmp->name == NULL)
1331 { 1299 {
1332 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)
1333 { 1301 {
1334 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1335 continue; 1303 continue;
1336 } 1304 }
1337 } 1305 }
1338 } 1306 }
1339 1307
1340 /* misc stuff that's useful */ 1308 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY) 1309 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 { 1311 {
1344 pick_up (op, tmp); 1312 CHK_PICK_PICKUP;
1345 continue; 1313 continue;
1346 } 1314 }
1347 1315
1348 /* 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
1349 * pickups */ 1317 * pickups */
1354 /* >=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
1355 * and multiply them by 5, giving 0..15*5== 5..75 */ 1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5; 1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1357 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)
1358 { 1326 {
1359 pick_up (op, tmp); 1327 CHK_PICK_PICKUP;
1360#if 0 1328#if 0
1361 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1362 if (tmp->name != NULL) 1330 if (tmp->name != NULL)
1363 { 1331 {
1364 fprintf (stderr, "%s", tmp->name); 1332 fprintf (stderr, "%s", tmp->name);
1365 } 1333 }
1366 else 1334 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1335 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1336 fprintf (stderr, ",%d] = ", tmp->type);
1369 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))));
1370#endif 1338#endif
1371 continue; 1339 continue;
1372 } 1340 }
1383 * found object is returned. 1351 * found object is returned.
1384 */ 1352 */
1385object * 1353object *
1386find_arrow (object *op, const char *type) 1354find_arrow (object *op, const char *type)
1387{ 1355{
1388 object *tmp = 0;
1389
1390 for (op = op->inv; op; op = op->below) 1356 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1392 tmp = find_arrow (op, type);
1393 else if (op->type == ARROW && op->race == type) 1357 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp);
1359
1360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1362 if (object *arrow = find_arrow (tmp, type))
1363 {
1364 splay (tmp);
1394 return op; 1365 return arrow;
1366 }
1395 1367
1396 return tmp; 1368 return 0;
1397} 1369}
1398 1370
1399/* 1371/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1372 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1373 * against the target. A full test is not performed, simply a basic test
1442 else 1414 else
1443 { 1415 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1416 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1417 {
1446 attacktype = 1 << attacknum; 1418 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1419 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1420 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1449 { 1421 {
1450 tmp = arrow; 1422 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1423 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1452 } 1424 }
1453 } 1425 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1427 {
1456 tmp = arrow; 1428 tmp = arrow;
1640 arrow->stats.grace = arrow->attacktype; 1612 arrow->stats.grace = arrow->attacktype;
1641 1613
1642 if (arrow->slaying) 1614 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1615 arrow->spellarg = strdup (arrow->slaying);
1644 1616
1617#if 0
1645 if (player *pl = op->contr) 1618 if (player *pl = op->contr)
1646 { 1619 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp; 1620 float speed = pl->weapon_sp;
1654 1621
1655 /* penalize ROF for bestarrow */ 1622 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1623 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1624 speed *= .9f;
1658 else 1625 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1626 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1627
1661 op->speed_left += speed - op->speed; 1628 op->speed_left += speed - op->speed;
1629 }
1662#endif 1630#endif
1663 }
1664 1631
1665 SET_ANIMATION (arrow, arrow->direction); 1632 SET_ANIMATION (arrow, arrow->direction);
1666 1633
1667 /* update the speed */ 1634 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1635 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1669 + bow->stats.dam / 7.0; 1636 + bow->stats.dam / 7.f;
1670 1637
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1638 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1639 arrow->speed_left = 0;
1673 1640
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1641 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1642
1676 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1699 1666
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1667 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1668 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1669 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1670
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1671 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1672 m->insert (arrow, sx, sy, op);
1706 1673
1707 if (!arrow->destroyed ()) 1674 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1675 move_arrow (arrow);
1709 1676
1787 1754
1788 if (item->type == WAND) 1755 if (item->type == WAND)
1789 { 1756 {
1790 if (item->stats.food <= 0) 1757 if (item->stats.food <= 0)
1791 { 1758 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1759 op->contr->play_sound (sound_find ("wand_poof"));
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 1761
1795 return; 1762 return;
1796 } 1763 }
1797 } 1764 }
1798 else if (item->type == ROD || item->type == HORN) 1765 else if (item->type == ROD || item->type == HORN)
1799 { 1766 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1767 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 { 1768 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1769 op->contr->play_sound (sound_find ("wand_poof"));
1803 1770
1804 if (item->type == ROD) 1771 if (item->type == ROD)
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1772 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806 else 1773 else
1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1820 object *tmp; 1787 object *tmp;
1821 1788
1822 if (item->arch) 1789 if (item->arch)
1823 { 1790 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1791 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1792 item->face = item->arch->face;
1826 item->set_speed (0); 1793 item->set_speed (0);
1827 } 1794 }
1828 1795
1829 if ((tmp = item->in_player ())) 1796 if ((tmp = item->in_player ()))
1830 esrv_update_item (UPD_ANIM, tmp, item); 1797 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1802 }
1836} 1803}
1837 1804
1838/* Received a fire command for the player - go and do it. 1805/* Received a fire command for the player - go and do it.
1839 */ 1806 */
1840void 1807bool
1841fire (object *op, int dir) 1808fire (object *op, int dir)
1842{ 1809{
1843 int spellcost = 0; 1810 int spellcost = 0;
1844 1811
1845 /* check for loss of invisiblity/hide */ 1812 /* check for loss of invisiblity/hide */
1849 player *pl = op->contr; 1816 player *pl = op->contr;
1850 1817
1851 if (pl->golem) 1818 if (pl->golem)
1852 { 1819 {
1853 control_golem (op->contr->golem, dir); 1820 control_golem (op->contr->golem, dir);
1854 return; 1821 return false;
1855 } 1822 }
1856 1823
1857 object *ob = pl->ranged_ob; 1824 object *ob = pl->ranged_ob;
1858 1825
1859 if (!ob) 1826 if (!ob)
1860 return; 1827 return false;
1861 1828
1862 if (!op->change_weapon (ob)) 1829 if (!op->change_weapon (ob))
1863 return; 1830 return false;
1831
1832 if (op->speed_left > 0.f)
1833 --op->speed_left;
1834 else
1835 return false;
1864 1836
1865 switch (ob->type) 1837 switch (ob->type)
1866 { 1838 {
1867 case BOW: 1839 case BOW:
1868 player_fire_bow (op, dir); 1840 player_fire_bow (op, dir);
1882 1854
1883 default: 1855 default:
1884 fire_misc_object (op, dir); 1856 fire_misc_object (op, dir);
1885 break; 1857 break;
1886 } 1858 }
1859
1860 return true;
1887} 1861}
1888 1862
1889/* find_key 1863/* find_key
1890 * We try to find a key for the door as passed. If we find a key 1864 * We try to find a key for the door as passed. If we find a key
1891 * and successfully use it, we return the key, otherwise NULL 1865 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1952 * 0 otherwise
1979 */ 1953 */
1980static int 1954static int
1981player_attack_door (object *op, object *door) 1955player_attack_door (object *op, object *door)
1982{ 1956{
1983 /* If its a door, try to find a use a key. If we do destroy the door, 1957 /* If its a door, try to find a key. If we do destroy the door,
1984 * might as well return immediately as there is nothing more to do - 1958 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code. 1959 * otherwise, we fall through to the rest of the code.
1986 */ 1960 */
1987 object *key = find_key (op, op, door); 1961 object *key = find_key (op, op, door);
1988 1962
1989 /* IF we found a key, do some extra work */ 1963 /* If we found a key, do some extra work */
1990 if (key) 1964 if (key)
1991 { 1965 {
1992 object *container = key->env; 1966 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1967
1996 if (action_makes_visible (op)) 1968 if (action_makes_visible (op))
1997 make_visible (op); 1969 make_visible (op);
1998 1970
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 1973
2002 if (door->type == DOOR) 1974 if (door->type == DOOR)
2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2004 else if (door->type == LOCKED_DOOR) 1976 else if (door->type == LOCKED_DOOR)
2005 { 1977 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1979 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1980 }
2009 1981
2010 /* Do this after we print the message */ 1982 /* Do this after we print the message */
2011 decrease_ob (key); /* Use up one of the keys */ 1983 decrease_ob (key); /* Use up one of the keys */
2016 return 1; /* Nothing more to do below */ 1988 return 1; /* Nothing more to do below */
2017 } 1989 }
2018 else if (door->type == LOCKED_DOOR) 1990 else if (door->type == LOCKED_DOOR)
2019 { 1991 {
2020 /* Might as well return now - no other way to open this */ 1992 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1993 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2022 return 1; 1994 return 1;
2023 } 1995 }
2024 1996
2025 return 0; 1997 return 0;
2026} 1998}
2029 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2033 */ 2005 */
2034void 2006bool
2035move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2036{ 2008{
2037 object *tmp, *mon;
2038 int on_battleground; 2009 int on_battleground;
2039 maptile *m;
2040 2010
2041 sint16 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2043 2013
2044 on_battleground = op_on_battleground (op, 0, 0); 2014 on_battleground = op_on_battleground (op, 0, 0);
2015
2016 if (out_of_map (op->map, nx, ny))
2017 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2045 2024
2046 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should 2029 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through 2030 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what 2031 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 2032 * move_ob uses.
2054 */ 2033 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058 {
2059 m = op->map->xy_find (nx, ny); 2034 maptile *m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065 2035
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return;
2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if 2036 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack. 2037 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters 2038 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space 2039 * on the space
2074 */ 2040 */
2075 while (tmp) 2041 object *mon;
2076 { 2042 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2077 if (tmp == op) 2043 {
2078 { 2044 if ((mon->flag [FLAG_ALIVE]
2079 tmp = tmp->above; 2045 || mon->type == LOCKED_DOOR
2080 continue; 2046 || mon->flag [FLAG_CAN_ROLL])
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp; 2047 && mon != op)
2086 break; 2048 break;
2087 } 2049 }
2088 2050
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */ 2051 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */ 2052 return false; /* into a wall */
2097 2053
2098 if (mon->head)
2099 mon = mon->head; 2054 mon = mon->head_ ();
2100 2055
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2056 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057 if (op->contr->weapon_sp_left > 0.f)
2102 if (player_attack_door (op, mon)) 2058 if (player_attack_door (op, mon))
2059 {
2060 --op->contr->weapon_sp_left;
2103 return; 2061 return true;
2062 }
2104 2063
2105 /* The following deals with possibly attacking peaceful 2064 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered 2065 * or friendly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the 2066 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that 2067 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently, 2068 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them. 2069 * and thus will not push them.
2111 */ 2070 */
2112 2071
2113 /* If the creature is a pet, push it even if the player is not 2072 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the 2073 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive. 2074 * player owns it and it is either friendly or unagressive.
2116 */ 2075 */
2117 if (op->type == PLAYER 2076 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr 2077 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) 2078 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op) 2079 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2080 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2081 {
2123 /* If we're braced, we don't want to switch places with it */ 2082 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced) 2083 if (op->contr->braced)
2125 return; 2084 return false;
2126 2085
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2089
2090 op->play_sound (sound_find ("push_player"));
2128 push_ob (mon, dir, op); 2091 push_ob (mon, dir, op);
2092
2129 if (op->contr->tmp_invis || op->hide) 2093 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2094 make_visible (op);
2131 2095
2132 return; 2096 return true;
2133 } 2097 }
2098 else
2099 return false;
2100 }
2134 2101
2135 /* in certain circumstances, you shouldn't attack friendly 2102 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2103 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 2104 * someone, but put it inside this loop so that you won't
2138 * attack them either. 2105 * attack them either.
2139 */ 2106 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2107 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2108 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful 2109 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2110 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2111 && !on_battleground))
2112 {
2113 if (op->speed_left > 0.f)
2145 { 2114 {
2115 --op->speed_left;
2116
2146 if (!op->contr->braced) 2117 if (!op->contr->braced)
2147 { 2118 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2150 } 2121 }
2151 else 2122 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2123 op->statusmsg ("You withhold your attack");
2153 2124
2154 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2126 make_visible (op);
2156 }
2157 2127
2128 return true;
2129 }
2130 }
2158 /* If the object is a boulder or other rollable object, then 2131 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced. 2132 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2133 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2134 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2135 {
2136 if (op->speed_left > 0.f)
2162 { 2137 {
2138 --op->speed_left;
2139
2163 recursive_roll (mon, dir, op); 2140 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2141 if (action_makes_visible (op))
2165 make_visible (op); 2142 make_visible (op);
2166 }
2167 2143
2144 return true;
2145 }
2146 }
2168 /* Any generic living creature. Including things like doors. 2147 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2148 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following: 2149 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note 2150 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen. 2151 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2152 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2153 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2154 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2155 {
2177 if (!op->contr->has_hit) 2156 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2157 {
2179 op->contr->has_hit = 1; 2158 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2159
2183 skill_attack (mon, op, 0, 0, 0); 2160 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2161
2199 if (action_makes_visible (op)) 2162 if (action_makes_visible (op))
2200 make_visible (op); 2163 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2164
2205int 2165 return true;
2166 }
2167 }
2168
2169 return false;
2170}
2171
2172bool
2206move_player (object *op, int dir) 2173move_player (object *op, int dir)
2207{ 2174{
2208 int pick; 2175 int pick;
2209 2176
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 op->facing = dir; 2191 op->facing = dir;
2225 2192
2226 if (op->hide) 2193 if (op->hide)
2227 do_hidden_move (op); 2194 do_hidden_move (op);
2228 2195
2196 bool retval;
2197
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2199 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2200 else if (op->contr->fire_on)
2232 fire (op, dir); 2201 retval = fire (op, dir);
2233 else 2202 else
2234 { 2203 {
2235 move_player_attack (op, dir); 2204 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2205 pick = check_pick (op);
2237 } 2206 }
2238 2207
2239 /* Add special check for newcs players and fire on - this way, the 2208 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2209 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2216 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2217 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2218 * for players.
2250 */ 2219 */
2251 animate_object (op, op->facing); 2220 animate_object (op, op->facing);
2252 return 0; 2221
2222 return retval;
2253} 2223}
2254 2224
2255/* This is similar to handle_player, below, but is only used by the 2225/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2226 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2227 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2228 * the new speed values for commands.
2259 * 2229 *
2260 * Returns true if there are more actions we can do. 2230 * Returns true if there are more actions we can do. Should not do
2231 * many actions in a row, as that would be too unfair to other
2232 * players.
2261 */ 2233 */
2262int 2234bool
2263handle_newcs_player (object *op) 2235handle_newcs_player (object *op)
2264{ 2236{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2237 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2238 {
2267 flee_player (op); 2239 if (op->speed_left > 0.f)
2268
2269 /* If player is still scared, that is his action for this tick */
2270 if (op->flag [FLAG_SCARED])
2271 { 2240 {
2272 --op->speed_left; 2241 --op->speed_left;
2242 flee_player (op);
2243
2273 return 0; 2244 return true;
2274 } 2245 }
2246 else
2247 return false;
2275 } 2248 }
2276 2249
2277 /* call this here - we also will call this in do_ericserver, but 2250 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2251 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2252 * called, so we recheck it here.
2280 */ 2253 */
2281 if (op->contr->ns->handle_command ()) 2254 if (op->contr->ns->handle_command ())
2282 return 1; 2255 return true;
2283 2256
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2257 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 --op->speed_left;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2258 return move_player (op, op->direction);
2296 2259
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2260 return false;
2302} 2261}
2303 2262
2304int 2263int
2305save_life (object *op) 2264save_life (object *op)
2306{ 2265{
2308 return 0; 2267 return 0;
2309 2268
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2271 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2272 op->play_sound (sound_find ("ob_evaporate"));
2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2273 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315 2274
2316 if (op->contr) 2275 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count); 2276 esrv_del_item (op->contr, tmp->count);
2318 2277
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This 2298 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search 2299 * function will descend into containers. op is the object to start the search
2341 * from. 2300 * from.
2342 */ 2301 */
2343void 2302static void
2344remove_unpaid_objects (object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2345{ 2304{
2346 while (op) 2305 while (op)
2347 { 2306 {
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349 2308
2353 esrv_del_item (env->contr, op->count); 2312 esrv_del_item (env->contr, op->count);
2354 2313
2355 op->insert_at (env); 2314 op->insert_at (env);
2356 } 2315 }
2357 else if (op->inv) 2316 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env); 2317 drop_unpaid_items (op->inv, env);
2359 2318
2360 op = next; 2319 op = next;
2361 } 2320 }
2321}
2322
2323void
2324object::drop_unpaid_items ()
2325{
2326 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this);
2362} 2328}
2363 2329
2364/* 2330/*
2365 * Returns pointer a static string containing gravestone text 2331 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2332 * Moved from apply.c to player.c - player.c is what
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2427 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2428 else
2463 { 2429 {
2464 gen_grace = op->stats.maxgrace; 2430 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2431 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2432 }
2509 2433
2510 /* Regenerate Grace */ 2434 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2435 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2436 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2458 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2459 /* wearing stuff doesn't detract from grace generation. */
2536 } 2460 }
2537 2461
2462 if (op->stats.food > 0)
2463 {
2538 /* Regenerate Hit Points */ 2464 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2465 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2466 {
2543 op->stats.hp++; 2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2468
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2469 if (op->stats.sp < op->stats.maxsp)
2546 { 2470 {
2471 op->stats.sp++;
2472
2473 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ))
2475 {
2547 op->stats.food--; 2476 op->stats.food--;
2477
2548 if (op->contr->digestion < 0) 2478 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2479 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2481 op->stats.food = last_food;
2482 }
2552 } 2483 }
2553 }
2554 2484
2555 if (max_hp > 1) 2485 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2486 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500
2561 op->last_heal = 0; 2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2505 }
2563 else 2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Hit Points */
2511 if (--op->last_heal < 0)
2512 {
2513 if (op->stats.hp < op->stats.maxhp)
2564 { 2514 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2515 op->stats.hp++;
2516
2517 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ))
2519 {
2520 op->stats.food--;
2521
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2566 } 2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2540 }
2568 else 2541 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2543 }
2572 } 2544 }
2573 2545
2574 /* Digestion */ 2546 /* Digestion */
2575 if (--op->last_eat < 0) 2547 if (--op->last_eat < 0)
2576 { 2548 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2549 int bonus = max (0, op->contr->digestion),
2550 penalty = max (0, -op->contr->digestion);
2578 2551
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2552 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2553
2584 /* dms do not consume food */ 2554 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2556 op->stats.food--;
2587 } 2557 }
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2584 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, flesh, 0); 2585 manual_apply (op, flesh, 0);
2616 } 2586 }
2617 } 2587 }
2618 2588
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2589 if (op->stats.food < 0)
2620 op->stats.food++, op->stats.hp--; 2590 {
2591 op->stats.hp += op->stats.food;
2592 op->stats.food = 0;
2593 }
2621 2594
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2596 kill_player (op);
2624 } 2597 }
2625} 2598}
2630 * file. 2603 * file.
2631 */ 2604 */
2632void 2605void
2633kill_player (object *op) 2606kill_player (object *op)
2634{ 2607{
2608 int x, y;
2635 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2610 maptile *map; /* this is for resurrection */
2640
2641 /* int z;
2642 int num_stats_lose;
2643 int lost_a_stat;
2644 int lose_this_stat;
2645 int this_stat; */
2646 int will_kill_again; 2611 int will_kill_again;
2647 archetype *at; 2612 archetype *at;
2648 object *tmp; 2613 object *tmp;
2649 2614
2650 if (save_life (op)) 2615 if (save_life (op))
2651 return; 2616 return;
2652
2653 2617
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2618 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655 * in cities ONLY!!! It is very important that this doesn't get abused. 2619 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2620 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2621 */
2673 { 2637 {
2674 tmp->destroy (); 2638 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 } 2640 }
2677 2641
2678 cure_disease (op, 0); /* remove any disease */ 2642 cure_disease (op, 0, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp; 2643 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0) 2644 if (op->stats.food <= 0)
2681 op->stats.food = 999; 2645 op->stats.food = 999;
2682 2646
2683 /* create a bodypart-trophy to make the winner happy */ 2647 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2648 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 { 2649 {
2686 sprintf (buf, "%s's finger", &op->name); 2650 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2651 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n" 2652 tmp->msg = format (
2689 " the %s, when he was defeated at\n level %d by %s.\n", 2653 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2691 tmp->msg = buf; 2655 );
2692 tmp->value = 0, tmp->type = 0; 2656 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2657 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp); 2658 tmp->insert_at (op, tmp);
2695 } 2659 }
2696 2660
2703 INVOKE_PLAYER (DEATH, op->contr); 2667 INVOKE_PLAYER (DEATH, op->contr);
2704 2668
2705 command_kill_pets (op, 0); 2669 command_kill_pets (op, 0);
2706 2670
2707 if (op->stats.food < 0) 2671 if (op->stats.food < 0)
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation"); 2672 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714 2673
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2674 op->contr->play_sound (sound_find ("player_dies"));
2716 2675
2717 /* save the map location for corpse, gravestone */ 2676 /* save the map location for corpse, gravestone */
2718 x = op->x; 2677 x = op->x;
2719 y = op->y; 2678 y = op->y;
2720 map = op->map; 2679 map = op->map;
2883 { 2842 {
2884 tmp->destroy (); 2843 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 } 2845 }
2887 2846
2888 cure_disease (op, 0); /* remove any disease */ 2847 cure_disease (op, 0, 0); /* remove any disease */
2889 2848
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2849 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2850 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100) 2851 if (op->stats.food < 100)
2893 op->stats.food = 900; 2852 op->stats.food = 900;
2897 2856
2898 /* 2857 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2858 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2859 * and put them back in the map.
2901 */ 2860 */
2902 remove_unpaid_objects (op->inv, op); 2861 op->drop_unpaid_items ();
2903 2862
2904 /****************************************/ 2863 /****************************************/
2905 /* */ 2864 /* */
2906 /* Move player to his current respawn- */ 2865 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2866 /* position (usually last savebed) */
3047void 3006void
3048make_visible (object *op) 3007make_visible (object *op)
3049{ 3008{
3050 op->hide = 0; 3009 op->hide = 0;
3051 op->invisible = 0; 3010 op->invisible = 0;
3011
3052 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3053 { 3013 {
3054 op->contr->tmp_invis = 0; 3014 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3015 op->contr->invis_race = 0;
3056 } 3016 }
3059} 3019}
3060 3020
3061int 3021int
3062is_true_undead (object *op) 3022is_true_undead (object *op)
3063{ 3023{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3025 return 1;
3066 3026
3067 return 0; 3027 return 0;
3068} 3028}
3069 3029
3070/* look at the surrounding terrain to determine 3030/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 3031 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 3032 * indicate greater hideability.
3073 */ 3033 */
3074
3075int 3034int
3076hideability (object *ob) 3035hideability (object *ob)
3077{ 3036{
3078 int i, level = 0, mflag; 3037 int i, level = 0, mflag;
3079 sint16 x, y; 3038 sint16 x, y;
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3072/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3073 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3074 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3075 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3076 */
3118
3119void 3077void
3120do_hidden_move (object *op) 3078do_hidden_move (object *op)
3121{ 3079{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop; 3081 object *skop;
3205 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3172 * -b.t.
3215 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3216 */ 3174 */
3217
3218int 3175int
3219player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3220{ 3177{
3221 rv_vector rv; 3178 rv_vector rv;
3222 int dx, dy; 3179 int dx, dy;
3234 3191
3235 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3236 3193
3237 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3195 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3240 * a blocked los square. 3197 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3242 */ 3199 */
3243 while (op) 3200 while (op)
3244 { 3201 {
3245 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3247 3204
3248 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values. 3207 * for any meaningful values.
3251 */ 3208 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3212 return 1;
3213
3256 op = op->more; 3214 op = op->more;
3257 } 3215 }
3216
3258 return 0; 3217 return 0;
3259} 3218}
3260 3219
3261/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3265 * return 0. 3224 * return 0.
3266 */ 3225 */
3267int 3226int
3268action_makes_visible (object *op) 3227action_makes_visible (object *op)
3269{ 3228{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3230 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0; 3232 return 0;
3275 3233
3281 { 3239 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1; 3241 return 1;
3284 } 3242 }
3285 } 3243 }
3244
3286 return 0; 3245 return 0;
3287} 3246}
3288 3247
3289/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3295 * Default is to do the same as before, so only people wanting to have different points need worry about this 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3255 */
3297int 3256int
3298op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3299{ 3258{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3266 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3268 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3273 {
3315 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3276 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3278 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3280 {
3324 if (x != NULL && y != NULL) 3281 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3326 return 1; 3284 return 1;
3327 } 3285 }
3328 } 3286 }
3329 } 3287 }
3288
3330 if (x != NULL && y != NULL) 3289 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3332 return 1; 3292 return 1;
3333 } 3293 }
3334 } 3294 }
3335 } 3295 }
3296
3336 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3337 return 0; 3298 return 0;
3338} 3299}
3339 3300
3340/* 3301/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3318 int i = 0, j = 0;
3358 3319
3359 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3329
3369 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3370 return; 3331 return;
3371 3332
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3338 return;
3378 } 3339 }
3379 3340
3380 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3342 item = tr->item;
3382 3343
3383 if (item->type == SPELL) 3344 if (item->type == SPELL)
3384 { 3345 {
3385 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3386 return; 3347 return;
3445 { 3406 {
3446 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3408 object *skin;
3448 3409
3449 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3412 ;
3453 3413
3454 if (!skin) 3414 if (!skin)
3455 return; 3415 return;
3456 3416
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0; 3493 return 0;
3534 3494
3535 return 100 - blocked_los [x][y]; 3495 return 100 - blocked_los [x][y];
3536} 3496}
3497
3498void
3499player::infobox (const char *title, const char *msg, int color)
3500{
3501 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3502}
3503
3504void
3505player::statusmsg (const char *msg, int color)
3506{
3507 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3508}
3509
3510void
3511player::failmsg (const char *msg, int color)
3512{
3513 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color);
3515}
3516

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines