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Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.182 by root, Thu Apr 17 14:06:03 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
150} 149}
151 150
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
159static void 152static void
160set_first_map (object *op) 153set_first_map (object *op)
161{ 154{
162 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
163 op->x = -1; 156 op->x = -1;
164 op->y = -1; 157 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 158}
179 159
180void 160void
181player::activate () 161player::activate ()
182{ 162{
187 ob->remove (); 167 ob->remove ();
188 ob->map = 0; 168 ob->map = 0;
189 ob->activate_recursive (); 169 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 171 add_friendly_object (ob);
192 enter_map ();
193} 172}
194 173
195void 174void
196player::deactivate () 175player::deactivate ()
197{ 176{
204 183
205 if (ob->map) 184 if (ob->map)
206 maplevel = ob->map->path; 185 maplevel = ob->map->path;
207 186
208 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 189 ob->map = 0;
210 party = 0; 190 party = 0;
211 191
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 193
227 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
228 208
229 ns->update_look = 0; 209 ns->update_look = 0;
230 ns->look_position = 0; 210 ns->look_position = 0;
231 211
232 clear_los (ob); 212 clear_los (this);
233 213
234 ns->reset_stats (); 214 ns->reset_stats ();
235 215
236 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
239 219
240 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
241 link_player_skills (ob); 221 link_player_skills (ob);
242 222
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 224
245 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
246 226
247 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
249 { 229 {
250 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
251 231
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 235 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 237 skin = tmp;
261 238
262 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
263 } 240 }
264 241
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 243
267 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
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 (); 326 ob->deactivate (); // change_Weapon activates, fix this better
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} 327}
308 328
309void 329void
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) 330player::set_observe (object *op)
334{ 331{
335 ob = op; 332 observe = op ? op : ob;
336 ob->contr = this; /* this aren't yet in archetype */ 333 do_los = 1;
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341} 334}
342 335
343player::player () 336player::player ()
344{ 337{
345 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
356 petmode = pet_normal; 349 petmode = pet_normal;
357 listening = 10; 350 listening = 10;
358 usekeys = containers; 351 usekeys = containers;
359 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
360 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
361} 357}
362 358
363void 359void
364player::do_destroy () 360player::do_destroy ()
365{ 361{
370 if (ob) 366 if (ob)
371 { 367 {
372 ob->destroy_inv (false); 368 ob->destroy_inv (false);
373 ob->destroy (); 369 ob->destroy ();
374 } 370 }
371
372 ob = observe = 0;
375} 373}
376 374
377player::~player () 375player::~player ()
378{ 376{
379 /* Clear item stack */ 377 /* Clear item stack */
406 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
407 */ 405 */
408archetype * 406archetype *
409get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
410{ 408{
411 archetype *start = at; 409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
412 410
413 for (;;) 411 for (;;)
414 { 412 {
415 if (at == NULL || at->next == NULL) 413 if (++i == archetypes.end ())
416 at = first_archetype; 414 i = archetypes.begin ();
417 else 415 else if (*i == at)
418 at = at->next; 416 cleanup ("not a single player archetype found");
419 417
420 if (at->clone.type == PLAYER) 418 if ((*i)->type == PLAYER)
421 return at; 419 return *i;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 } 420 }
429} 421}
430 422
431object * 423object *
432get_nearest_player (object *mon) 424get_nearest_player (object *mon)
436 unsigned lastdist; 428 unsigned lastdist;
437 rv_vector rv; 429 rv_vector rv;
438 430
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 { 432 {
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)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue; 434 continue;
470 435
471 if (lastdist > rv.distance) 436 if (lastdist > rv.distance)
472 { 437 {
667 632
668 return firstdir; 633 return firstdir;
669} 634}
670 635
671void 636void
672give_initial_items (object *pl, treasurelist * items) 637give_initial_items (object *pl, treasurelist *items)
673{ 638{
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL) 639 if (pl->randomitems)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678 641
679 for (op = pl->inv; op; op = next) 642 for (object *next, *op = pl->inv; op; op = next)
680 { 643 {
681 next = op->below; 644 next = op->below;
682 645
683 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
684 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
689 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
690 * by this player due to race restrictions 653 * by this player due to race restrictions
691 */ 654 */
692 if (pl->type == PLAYER) 655 if (pl->type == PLAYER)
693 { 656 {
694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658 &&
695 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS
696 op->type == CLOAK || op->type == HELMET || 660 || op->type == CLOAK || op->type == HELMET
697 op->type == SHIELD || op->type == GLOVES || 661 || op->type == SHIELD || op->type == GLOVES
662 || op->type == BRACERS || op->type == GIRDLE))
698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 663 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
699 { 664 {
700 op->destroy (); 665 op->destroy ();
701 continue; 666 continue;
702 } 667 }
703 } 668 }
726 if (op->nrof > 1) 691 if (op->nrof > 1)
727 op->nrof = 1; 692 op->nrof = 1;
728 } 693 }
729 694
730 if (op->type == SPELLBOOK && op->inv) 695 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734 697
735 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
736 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
737 * merged properly. 700 * merged properly.
738 */ 701 */
739 if (need_identify (op)) 702 if (need_identify (op))
740 { 703 {
741 SET_FLAG (op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
742 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
743 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
744 } 707 }
708
745 if (op->type == SPELL) 709 if (op->type == SPELL)
746 { 710 {
747 op->destroy (); 711 op->destroy ();
748 continue; 712 continue;
749 } 713 }
751 { 715 {
752 SET_FLAG (op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
753 op->stats.exp = 0; 717 op->stats.exp = 0;
754 op->level = 1; 718 op->level = 1;
755 } 719 }
756 /* lock all 'normal items by default */ 720 else /* lock all 'normal items by default */
757 else
758 SET_FLAG (op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
759 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
760 723
761 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
762 link_player_skills (pl); 725 link_player_skills (pl);
868static void 831static void
869start_info (object *op) 832start_info (object *op)
870{ 833{
871 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
872 835
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 836 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 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} 838}
878 839
879/* This function takes the key that is passed, and does the 840/* This function takes the key that is passed, and does the
880 * appropriate action with it (change race, or other things). 841 * appropriate action with it (change race, or other things).
881 * The function name is for historical reasons - now we have 842 * The function name is for historical reasons - now we have
922 if (*first_map_ext_path) 883 if (*first_map_ext_path)
923 { 884 {
924 object *tmp; 885 object *tmp;
925 char mapname[MAX_BUF]; 886 char mapname[MAX_BUF];
926 887
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 888 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
928 tmp = object::create (); 889 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname; 890 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x; 891 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y; 892 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded; 893 ob->enter_exit (tmp); /* we don't really care if it succeeded;
951 int x = ob->x, y = ob->y; 912 int x = ob->x, y = ob->y;
952 913
953 ob->remove_statbonus (); 914 ob->remove_statbonus ();
954 ob->remove (); 915 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch); 916 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob); 917 ob->arch->copy_to (ob);
957 ob->instantiate (); 918 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats; 919 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name; 920 ob->name = ob->name_pl = name;
960 ob->x = x; 921 ob->x = x;
961 ob->y = y; 922 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */ 923 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0); 924 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name); 925 assign (ob->contr->title, ob->arch->object::name);
965 ob->add_statbonus (); 926 ob->add_statbonus ();
966 } 927 }
967 while (!allowed_class (ob)); 928 while (!allowed_class (ob));
968 929
969 update_object (ob, UP_OBJ_FACE); 930 update_object (ob, UP_OBJ_FACE);
1044 if (op->move_type & MOVE_FLYING) 1005 if (op->move_type & MOVE_FLYING)
1045 return 1; 1006 return 1;
1046 1007
1047 next = op->below; 1008 next = op->below;
1048 1009
1010 int cnt = MAX_ITEM_PER_DROP;
1011#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012
1049 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1050 * destroyed */ 1014 * destroyed */
1051 while (next && !next->destroyed ()) 1015 while (next && !next->destroyed ())
1052 { 1016 {
1053 tmp = next; 1017 tmp = next;
1054 next = tmp->below; 1018 next = tmp->below;
1055 1019
1020 if (cnt <= 0)
1021 {
1022 op->failmsg ("Couldn't pickup all items at once.");
1023 return 0;
1024 }
1025
1056 if (op->destroyed ()) 1026 if (op->destroyed ())
1057 return 0; 1027 return 0;
1058 1028
1059 if (!can_pick (op, tmp)) 1029 if (!can_pick (op, tmp))
1060 continue; 1030 continue;
1061 1031
1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1063 { 1033 {
1064 if (item_matched_string (op, tmp, op->contr->search_str)) 1034 if (item_matched_string (op, tmp, op->contr->search_str))
1065 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1066 continue; 1036 continue;
1067 } 1037 }
1068 1038
1069 /* high not bit set? We're using the old autopickup model */ 1039 /* high not bit set? We're using the old autopickup model */
1070 if (!(op->contr->mode & PU_NEWMODE)) 1040 if (!(op->contr->mode & PU_NEWMODE))
1072 switch (op->contr->mode) 1042 switch (op->contr->mode)
1073 { 1043 {
1074 case 0: 1044 case 0:
1075 return 1; /* don't pick up */ 1045 return 1; /* don't pick up */
1076 case 1: 1046 case 1:
1077 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1078 return 1; 1048 return 1;
1079 case 2: 1049 case 2:
1080 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1081 return 0; 1051 return 0;
1082 case 3: 1052 case 3:
1083 return 0; /* stop before pickup */ 1053 return 0; /* stop before pickup */
1084 case 4: 1054 case 4:
1085 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1086 break; 1056 break;
1087 case 5: 1057 case 5:
1088 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1089 stop = 1; 1059 stop = 1;
1090 break; 1060 break;
1091 case 6: 1061 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1093 pick_up (op, tmp); 1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064 CHK_PICK_PICKUP;
1094 break; 1065 break;
1095 1066
1096 case 7: 1067 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM) 1068 if (tmp->type == MONEY || tmp->type == GEM)
1098 pick_up (op, tmp); 1069 CHK_PICK_PICKUP;
1099 break; 1070 break;
1100 1071
1101 default: 1072 default:
1102 /* use value density */ 1073 /* use value density */
1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1105 pick_up (op, tmp); 1076 CHK_PICK_PICKUP;
1106 } 1077 }
1107 } 1078 }
1108 else 1079 else
1109 { /* old model */ 1080 { /* old model */
1110 /* NEW pickup handling */ 1081 /* NEW pickup handling */
1114 if (tmp->name != NULL) 1085 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 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)))); 1087 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else 1088 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1089 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)))); 1090 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120 1091
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1092 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 } 1093 }
1123 1094
1124 /* philosophy: 1095 /* philosophy:
1165 /* all food and drink if desired */ 1136 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */ 1137 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD) 1138 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD) 1139 if (tmp->type == FOOD)
1169 { 1140 {
1170 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1171 continue; 1142 continue;
1172 } 1143 }
1173 1144
1174 if (op->contr->mode & PU_DRINK) 1145 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 { 1147 {
1177 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1178 continue; 1149 continue;
1179 } 1150 }
1180 1151
1181 if (op->contr->mode & PU_POTION) 1152 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION) 1153 if (tmp->type == POTION)
1183 { 1154 {
1184 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1185 continue; 1156 continue;
1186 } 1157 }
1187 1158
1188 /* spellbooks, skillscrolls and normal books/scrolls */ 1159 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK) 1160 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK) 1161 if (tmp->type == SPELLBOOK)
1191 { 1162 {
1192 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1193 continue; 1164 continue;
1194 } 1165 }
1195 1166
1196 if (op->contr->mode & PU_SKILLSCROLL) 1167 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL) 1168 if (tmp->type == SKILLSCROLL)
1198 { 1169 {
1199 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1200 continue; 1171 continue;
1201 } 1172 }
1202 1173
1203 if (op->contr->mode & PU_READABLES) 1174 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL) 1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1205 { 1176 {
1206 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1207 continue; 1178 continue;
1208 } 1179 }
1209 1180
1210 /* wands/staves/rods/horns */ 1181 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE) 1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 { 1184 {
1214 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1215 continue; 1186 continue;
1216 } 1187 }
1217 1188
1218 /* pick up all magical items */ 1189 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL) 1190 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 { 1192 {
1222 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1223 continue; 1194 continue;
1224 } 1195 }
1225 1196
1226 if (op->contr->mode & PU_VALUABLES) 1197 if (op->contr->mode & PU_VALUABLES)
1227 { 1198 {
1228 if (tmp->type == MONEY || tmp->type == GEM) 1199 if (tmp->type == MONEY || tmp->type == GEM)
1229 { 1200 {
1230 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1231 continue; 1202 continue;
1232 } 1203 }
1233 } 1204 }
1234 1205
1235 /* rings & amulets - talismans seems to be typed AMULET */ 1206 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS) 1207 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET) 1208 if (tmp->type == RING || tmp->type == AMULET)
1238 { 1209 {
1239 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1240 continue; 1211 continue;
1241 } 1212 }
1242 1213
1243 /* we don't forget dragon food */ 1214 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH) 1215 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH) 1216 if (tmp->type == FLESH)
1246 { 1217 {
1247 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1248 continue; 1219 continue;
1249 } 1220 }
1250 1221
1251 /* bows and arrows. Bows are good for selling! */ 1222 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW) 1223 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW) 1224 if (tmp->type == BOW)
1254 { 1225 {
1255 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1256 continue; 1227 continue;
1257 } 1228 }
1258 1229
1259 if (op->contr->mode & PU_ARROW) 1230 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW) 1231 if (tmp->type == ARROW)
1261 { 1232 {
1262 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1263 continue; 1234 continue;
1264 } 1235 }
1265 1236
1266 /* all kinds of armor etc. */ 1237 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR) 1238 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR) 1239 if (tmp->type == ARMOUR)
1269 { 1240 {
1270 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1271 continue; 1242 continue;
1272 } 1243 }
1273 1244
1274 if (op->contr->mode & PU_HELMET) 1245 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET) 1246 if (tmp->type == HELMET)
1276 { 1247 {
1277 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1278 continue; 1249 continue;
1279 } 1250 }
1280 1251
1281 if (op->contr->mode & PU_SHIELD) 1252 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD) 1253 if (tmp->type == SHIELD)
1283 { 1254 {
1284 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1285 continue; 1256 continue;
1286 } 1257 }
1287 1258
1288 if (op->contr->mode & PU_BOOTS) 1259 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS) 1260 if (tmp->type == BOOTS)
1290 { 1261 {
1291 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1292 continue; 1263 continue;
1293 } 1264 }
1294 1265
1295 if (op->contr->mode & PU_GLOVES) 1266 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES) 1267 if (tmp->type == GLOVES)
1297 { 1268 {
1298 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1299 continue; 1270 continue;
1300 } 1271 }
1301 1272
1302 if (op->contr->mode & PU_CLOAK) 1273 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK) 1274 if (tmp->type == CLOAK)
1304 { 1275 {
1305 pick_up (op, tmp); 1276 CHK_PICK_PICKUP;
1306 continue; 1277 continue;
1307 } 1278 }
1308 1279
1309 /* hoping to catch throwing daggers here */ 1280 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON) 1281 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 { 1283 {
1313 pick_up (op, tmp); 1284 CHK_PICK_PICKUP;
1314 continue; 1285 continue;
1315 } 1286 }
1316 1287
1317 /* careful: chairs and tables are weapons! */ 1288 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON) 1289 if (op->contr->mode & PU_ALLWEAPON)
1319 { 1290 {
1320 if (tmp->type == WEAPON && tmp->name != NULL) 1291 if (tmp->type == WEAPON && tmp->name != NULL)
1321 { 1292 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1295 {
1325 pick_up (op, tmp); 1296 CHK_PICK_PICKUP;
1326 continue; 1297 continue;
1327 } 1298 }
1328 } 1299 }
1329 1300
1330 if (tmp->type == WEAPON && tmp->name == NULL) 1301 if (tmp->type == WEAPON && tmp->name == NULL)
1331 { 1302 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1333 { 1304 {
1334 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1335 continue; 1306 continue;
1336 } 1307 }
1337 } 1308 }
1338 } 1309 }
1339 1310
1340 /* misc stuff that's useful */ 1311 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY) 1312 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 { 1314 {
1344 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1345 continue; 1316 continue;
1346 } 1317 }
1347 1318
1348 /* any of the last 4 bits set means we use the ratio for value 1319 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */ 1320 * pickups */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits 1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */ 1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5; 1327 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) 1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358 { 1329 {
1359 pick_up (op, tmp); 1330 CHK_PICK_PICKUP;
1360#if 0 1331#if 0
1361 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1362 if (tmp->name != NULL) 1333 if (tmp->name != NULL)
1363 { 1334 {
1364 fprintf (stderr, "%s", tmp->name); 1335 fprintf (stderr, "%s", tmp->name);
1365 } 1336 }
1366 else 1337 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1338 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1339 fprintf (stderr, ",%d] = ", tmp->type);
1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1340 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1370#endif 1341#endif
1371 continue; 1342 continue;
1372 } 1343 }
1383 * found object is returned. 1354 * found object is returned.
1384 */ 1355 */
1385object * 1356object *
1386find_arrow (object *op, const char *type) 1357find_arrow (object *op, const char *type)
1387{ 1358{
1388 object *tmp = 0;
1389
1390 for (op = op->inv; op; op = op->below) 1359 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) 1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 return splay (tmp);
1362
1363 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1364 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1365 if (object *arrow = find_arrow (tmp, type))
1366 {
1367 splay (tmp);
1394 return op; 1368 return arrow;
1369 }
1395 1370
1396 return tmp; 1371 return 0;
1397} 1372}
1398 1373
1399/* 1374/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1375 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1376 * against the target. A full test is not performed, simply a basic test
1442 else 1417 else
1443 { 1418 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1419 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1420 {
1446 attacktype = 1 << attacknum; 1421 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1422 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1423 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1449 { 1424 {
1450 tmp = arrow; 1425 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1426 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1452 } 1427 }
1453 } 1428 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1429 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1430 {
1456 tmp = arrow; 1431 tmp = arrow;
1640 arrow->stats.grace = arrow->attacktype; 1615 arrow->stats.grace = arrow->attacktype;
1641 1616
1642 if (arrow->slaying) 1617 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1618 arrow->spellarg = strdup (arrow->slaying);
1644 1619
1620#if 0
1645 if (player *pl = op->contr) 1621 if (player *pl = op->contr)
1646 { 1622 {
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; 1623 float speed = pl->weapon_sp;
1654 1624
1655 /* penalize ROF for bestarrow */ 1625 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1626 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1627 speed *= .9f;
1658 else 1628 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1629 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1630
1661 op->speed_left += speed - op->speed; 1631 op->speed_left += speed - op->speed;
1632 }
1662#endif 1633#endif
1663 }
1664 1634
1665 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1666 1636
1667 /* update the speed */ 1637 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1638 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1669 + bow->stats.dam / 7.0; 1639 + bow->stats.dam / 7.f;
1670 1640
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1641 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1642 arrow->speed_left = 0;
1673 1643
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1644 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1645
1676 if (op->type == PLAYER) 1646 if (op->type == PLAYER)
1699 1669
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1670 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1671 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1672 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1673
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1674 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1675 m->insert (arrow, sx, sy, op);
1706 1676
1707 if (!arrow->destroyed ()) 1677 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1678 move_arrow (arrow);
1709 1679
1787 1757
1788 if (item->type == WAND) 1758 if (item->type == WAND)
1789 { 1759 {
1790 if (item->stats.food <= 0) 1760 if (item->stats.food <= 0)
1791 { 1761 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1762 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)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 1764
1795 return; 1765 return;
1796 } 1766 }
1797 } 1767 }
1798 else if (item->type == ROD || item->type == HORN) 1768 else if (item->type == ROD || item->type == HORN)
1799 { 1769 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 { 1771 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 op->contr->play_sound (sound_find ("wand_poof"));
1803 1773
1804 if (item->type == ROD) 1774 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)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806 else 1776 else
1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1820 object *tmp; 1790 object *tmp;
1821 1791
1822 if (item->arch) 1792 if (item->arch)
1823 { 1793 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1795 item->face = item->arch->face;
1826 item->set_speed (0); 1796 item->set_speed (0);
1827 } 1797 }
1828 1798
1829 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
1830 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1805 }
1836} 1806}
1837 1807
1838/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1839 */ 1809 */
1840void 1810bool
1841fire (object *op, int dir) 1811fire (object *op, int dir)
1842{ 1812{
1843 int spellcost = 0; 1813 int spellcost = 0;
1844 1814
1845 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1849 player *pl = op->contr; 1819 player *pl = op->contr;
1850 1820
1851 if (pl->golem) 1821 if (pl->golem)
1852 { 1822 {
1853 control_golem (op->contr->golem, dir); 1823 control_golem (op->contr->golem, dir);
1854 return; 1824 return false;
1855 } 1825 }
1856 1826
1857 object *ob = pl->ranged_ob; 1827 object *ob = pl->ranged_ob;
1858 1828
1859 if (!ob) 1829 if (!ob)
1860 return; 1830 return false;
1861 1831
1862 if (!op->change_weapon (ob)) 1832 if (!op->change_weapon (ob))
1863 return; 1833 return false;
1834
1835 if (op->speed_left > 0.f)
1836 --op->speed_left;
1837 else
1838 return false;
1864 1839
1865 switch (ob->type) 1840 switch (ob->type)
1866 { 1841 {
1867 case BOW: 1842 case BOW:
1868 player_fire_bow (op, dir); 1843 player_fire_bow (op, dir);
1882 1857
1883 default: 1858 default:
1884 fire_misc_object (op, dir); 1859 fire_misc_object (op, dir);
1885 break; 1860 break;
1886 } 1861 }
1862
1863 return true;
1887} 1864}
1888 1865
1889/* find_key 1866/* find_key
1890 * We try to find a key for the door as passed. If we find a key 1867 * We try to find a key for the door as passed. If we find a key
1891 * and successfully use it, we return the key, otherwise NULL 1868 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1955 * 0 otherwise
1979 */ 1956 */
1980static int 1957static int
1981player_attack_door (object *op, object *door) 1958player_attack_door (object *op, object *door)
1982{ 1959{
1983 /* If its a door, try to find a use a key. If we do destroy the door, 1960 /* If its a door, try to find a key. If we do destroy the door,
1984 * might as well return immediately as there is nothing more to do - 1961 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code. 1962 * otherwise, we fall through to the rest of the code.
1986 */ 1963 */
1987 object *key = find_key (op, op, door); 1964 object *key = find_key (op, op, door);
1988 1965
1989 /* IF we found a key, do some extra work */ 1966 /* If we found a key, do some extra work */
1990 if (key) 1967 if (key)
1991 { 1968 {
1992 object *container = key->env; 1969 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1970
1996 if (action_makes_visible (op)) 1971 if (action_makes_visible (op))
1997 make_visible (op); 1972 make_visible (op);
1998 1973
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1974 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 1976
2002 if (door->type == DOOR) 1977 if (door->type == DOOR)
2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1978 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2004 else if (door->type == LOCKED_DOOR) 1979 else if (door->type == LOCKED_DOOR)
2005 { 1980 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1981 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1983 }
2009 1984
2010 /* Do this after we print the message */ 1985 /* Do this after we print the message */
2011 decrease_ob (key); /* Use up one of the keys */ 1986 decrease_ob (key); /* Use up one of the keys */
2016 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
2017 } 1992 }
2018 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2019 { 1994 {
2020 /* Might as well return now - no other way to open this */ 1995 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2022 return 1; 1997 return 1;
2023 } 1998 }
2024 1999
2025 return 0; 2000 return 0;
2026} 2001}
2029 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2033 */ 2008 */
2034void 2009bool
2035move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2036{ 2011{
2037 object *tmp, *mon;
2038 int on_battleground; 2012 int on_battleground;
2039 maptile *m;
2040 2013
2041 sint16 nx = freearr_x[dir] + op->x; 2014 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 2015 sint16 ny = freearr_y[dir] + op->y;
2043 2016
2044 on_battleground = op_on_battleground (op, 0, 0); 2017 on_battleground = op_on_battleground (op, 0, 0);
2018
2019 if (out_of_map (op->map, nx, ny))
2020 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2045 2027
2046 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could 2031 * 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 2032 * 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 2033 * 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 2034 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 2035 * move_ob uses.
2054 */ 2036 */
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); 2037 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 2038
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 2039 /* 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. 2040 * 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 2041 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space 2042 * on the space
2074 */ 2043 */
2075 while (tmp) 2044 object *mon;
2076 { 2045 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2077 if (tmp == op) 2046 {
2078 { 2047 if ((mon->flag [FLAG_ALIVE]
2079 tmp = tmp->above; 2048 || mon->type == LOCKED_DOOR
2080 continue; 2049 || mon->flag [FLAG_CAN_ROLL])
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp; 2050 && mon != op)
2086 break; 2051 break;
2087 } 2052 }
2088 2053
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 */ 2054 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */ 2055 return false; /* into a wall */
2097 2056
2098 if (mon->head)
2099 mon = mon->head; 2057 mon = mon->head_ ();
2100 2058
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f)
2102 if (player_attack_door (op, mon)) 2061 if (player_attack_door (op, mon))
2062 {
2063 --op->contr->weapon_sp_left;
2103 return; 2064 return true;
2065 }
2104 2066
2105 /* The following deals with possibly attacking peaceful 2067 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered 2068 * or friendly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the 2069 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that 2070 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently, 2071 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them. 2072 * and thus will not push them.
2111 */ 2073 */
2112 2074
2113 /* If the creature is a pet, push it even if the player is not 2075 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the 2076 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive. 2077 * player owns it and it is either friendly or unagressive.
2116 */ 2078 */
2117 if (op->type == PLAYER 2079 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr 2080 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) 2081 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op) 2082 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2084 {
2123 /* If we're braced, we don't want to switch places with it */ 2085 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced) 2086 if (op->contr->braced)
2125 return; 2087 return false;
2126 2088
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2089 if (op->speed_left > 0.f)
2090 {
2091 --op->speed_left;
2092
2093 op->play_sound (sound_find ("push_player"));
2128 push_ob (mon, dir, op); 2094 push_ob (mon, dir, op);
2095
2129 if (op->contr->tmp_invis || op->hide) 2096 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2097 make_visible (op);
2131 2098
2132 return; 2099 return true;
2133 } 2100 }
2101 else
2102 return false;
2103 }
2134 2104
2135 /* in certain circumstances, you shouldn't attack friendly 2105 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2106 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 2107 * someone, but put it inside this loop so that you won't
2138 * attack them either. 2108 * attack them either.
2139 */ 2109 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2110 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful 2112 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2113 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2114 && !on_battleground))
2115 {
2116 if (op->speed_left > 0.f)
2145 { 2117 {
2118 --op->speed_left;
2119
2146 if (!op->contr->braced) 2120 if (!op->contr->braced)
2147 { 2121 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2150 } 2124 }
2151 else 2125 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2126 op->statusmsg ("You withhold your attack");
2153 2127
2154 if (op->contr->tmp_invis || op->hide) 2128 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2129 make_visible (op);
2156 }
2157 2130
2131 return true;
2132 }
2133 }
2158 /* If the object is a boulder or other rollable object, then 2134 /* 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. 2135 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2136 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138 {
2139 if (op->speed_left > 0.f)
2162 { 2140 {
2141 --op->speed_left;
2142
2163 recursive_roll (mon, dir, op); 2143 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2144 if (action_makes_visible (op))
2165 make_visible (op); 2145 make_visible (op);
2166 }
2167 2146
2147 return true;
2148 }
2149 }
2168 /* Any generic living creature. Including things like doors. 2150 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2151 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following: 2152 * 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 2153 * 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. 2154 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2155 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2156 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))) 2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2158 {
2177 if (!op->contr->has_hit) 2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2160 {
2179 op->contr->has_hit = 1; 2161 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2162
2183 skill_attack (mon, op, 0, 0, 0); 2163 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 2164
2199 if (action_makes_visible (op)) 2165 if (action_makes_visible (op))
2200 make_visible (op); 2166 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2167
2205int 2168 return true;
2169 }
2170 }
2171
2172 return false;
2173}
2174
2175bool
2206move_player (object *op, int dir) 2176move_player (object *op, int dir)
2207{ 2177{
2208 int pick; 2178 int pick;
2209 2179
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 2181 return 0;
2212 2182
2213 /* Sanity check: make sure dir is valid */ 2183 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2184 if ((dir < 0) || (dir >= 9))
2215 { 2185 {
2224 op->facing = dir; 2194 op->facing = dir;
2225 2195
2226 if (op->hide) 2196 if (op->hide)
2227 do_hidden_move (op); 2197 do_hidden_move (op);
2228 2198
2199 bool retval;
2200
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2202 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2203 else if (op->contr->fire_on)
2232 fire (op, dir); 2204 retval = fire (op, dir);
2233 else 2205 else
2234 { 2206 {
2235 move_player_attack (op, dir); 2207 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2208 pick = check_pick (op);
2237 } 2209 }
2238 2210
2239 /* Add special check for newcs players and fire on - this way, the 2211 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2212 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2219 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2220 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2221 * for players.
2250 */ 2222 */
2251 animate_object (op, op->facing); 2223 animate_object (op, op->facing);
2252 return 0; 2224
2225 return retval;
2253} 2226}
2254 2227
2255/* This is similar to handle_player, below, but is only used by the 2228/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2229 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2230 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2231 * the new speed values for commands.
2259 * 2232 *
2260 * Returns true if there are more actions we can do. 2233 * Returns true if there are more actions we can do. Should not do
2234 * many actions in a row, as that would be too unfair to other
2235 * players.
2261 */ 2236 */
2262int 2237bool
2263handle_newcs_player (object *op) 2238handle_newcs_player (object *op)
2264{ 2239{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2240 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2241 {
2267 flee_player (op); 2242 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 { 2243 {
2272 --op->speed_left; 2244 --op->speed_left;
2245 flee_player (op);
2246
2273 return 0; 2247 return true;
2274 } 2248 }
2249 else
2250 return false;
2275 } 2251 }
2276 2252
2277 /* call this here - we also will call this in do_ericserver, but 2253 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2254 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2255 * called, so we recheck it here.
2280 */ 2256 */
2281 if (op->contr->ns->handle_command ()) 2257 if (op->contr->ns->handle_command ())
2282 return 1; 2258 return true;
2283 2259
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2260 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); 2261 return move_player (op, op->direction);
2296 2262
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2263 return false;
2302} 2264}
2303 2265
2304int 2266int
2305save_life (object *op) 2267save_life (object *op)
2306{ 2268{
2308 return 0; 2270 return 0;
2309 2271
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2274 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2275 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)); 2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315 2277
2316 if (op->contr) 2278 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count); 2279 esrv_del_item (op->contr, tmp->count);
2318 2280
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2300/* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This 2301 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search 2302 * function will descend into containers. op is the object to start the search
2341 * from. 2303 * from.
2342 */ 2304 */
2343void 2305static void
2344remove_unpaid_objects (object *op, object *env) 2306drop_unpaid_items (object *op, object *env)
2345{ 2307{
2346 while (op) 2308 while (op)
2347 { 2309 {
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2310 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349 2311
2353 esrv_del_item (env->contr, op->count); 2315 esrv_del_item (env->contr, op->count);
2354 2316
2355 op->insert_at (env); 2317 op->insert_at (env);
2356 } 2318 }
2357 else if (op->inv) 2319 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env); 2320 drop_unpaid_items (op->inv, env);
2359 2321
2360 op = next; 2322 op = next;
2361 } 2323 }
2324}
2325
2326void
2327object::drop_unpaid_items ()
2328{
2329 if (!flag [FLAG_REMOVED])
2330 ::drop_unpaid_items (inv, this);
2362} 2331}
2363 2332
2364/* 2333/*
2365 * Returns pointer a static string containing gravestone text 2334 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2335 * Moved from apply.c to player.c - player.c is what
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2430 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2431 else
2463 { 2432 {
2464 gen_grace = op->stats.maxgrace; 2433 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2434 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 } 2435 }
2509 2436
2510 /* Regenerate Grace */ 2437 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2438 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2439 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2460 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2461 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2462 /* wearing stuff doesn't detract from grace generation. */
2536 } 2463 }
2537 2464
2465 if (op->stats.food > 0)
2466 {
2538 /* Regenerate Hit Points */ 2467 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2469 {
2543 op->stats.hp++; 2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2471
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2472 if (op->stats.sp < op->stats.maxsp)
2546 { 2473 {
2474 op->stats.sp++;
2475
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2547 op->stats.food--; 2479 op->stats.food--;
2480
2548 if (op->contr->digestion < 0) 2481 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2484 op->stats.food = last_food;
2485 }
2552 } 2486 }
2553 }
2554 2487
2555 if (max_hp > 1) 2488 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2489 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503
2561 op->last_heal = 0; 2504 op->last_sp = 0;
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2508 }
2563 else 2509 else
2510 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2564 { 2517 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2518 op->stats.hp++;
2519
2520 /* dms do not consume food */
2521 if (!QUERY_FLAG (op, FLAG_WIZ))
2522 {
2523 op->stats.food--;
2524
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2566 } 2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2543 }
2568 else 2544 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2546 }
2572 } 2547 }
2573 2548
2574 /* Digestion */ 2549 /* Digestion */
2575 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2576 { 2551 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = max (0, op->contr->digestion),
2553 penalty = max (0, -op->contr->digestion);
2578 2554
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2556
2584 /* dms do not consume food */ 2557 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2558 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2559 op->stats.food--;
2587 } 2560 }
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, flesh, 0); 2588 manual_apply (op, flesh, 0);
2616 } 2589 }
2617 } 2590 }
2618 2591
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2592 if (op->stats.food < 0)
2620 op->stats.food++, op->stats.hp--; 2593 {
2594 op->stats.hp += op->stats.food;
2595 op->stats.food = 0;
2596 }
2621 2597
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2598 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2599 kill_player (op);
2624 } 2600 }
2625} 2601}
2630 * file. 2606 * file.
2631 */ 2607 */
2632void 2608void
2633kill_player (object *op) 2609kill_player (object *op)
2634{ 2610{
2611 int x, y;
2635 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2613 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; 2614 int will_kill_again;
2647 archetype *at; 2615 archetype *at;
2648 object *tmp; 2616 object *tmp;
2649 2617
2650 if (save_life (op)) 2618 if (save_life (op))
2651 return; 2619 return;
2652
2653 2620
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655 * in cities ONLY!!! It is very important that this doesn't get abused. 2622 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2623 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2624 */
2673 { 2640 {
2674 tmp->destroy (); 2641 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2642 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 } 2643 }
2677 2644
2678 cure_disease (op, 0); /* remove any disease */ 2645 cure_disease (op, 0, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp; 2646 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0) 2647 if (op->stats.food <= 0)
2681 op->stats.food = 999; 2648 op->stats.food = 999;
2682 2649
2683 /* create a bodypart-trophy to make the winner happy */ 2650 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2651 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 { 2652 {
2686 sprintf (buf, "%s's finger", &op->name); 2653 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2654 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n" 2655 tmp->msg = format (
2689 " the %s, when he was defeated at\n level %d by %s.\n", 2656 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2657 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2691 tmp->msg = buf; 2658 );
2692 tmp->value = 0, tmp->type = 0; 2659 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2660 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp); 2661 tmp->insert_at (op, tmp);
2695 } 2662 }
2696 2663
2703 INVOKE_PLAYER (DEATH, op->contr); 2670 INVOKE_PLAYER (DEATH, op->contr);
2704 2671
2705 command_kill_pets (op, 0); 2672 command_kill_pets (op, 0);
2706 2673
2707 if (op->stats.food < 0) 2674 if (op->stats.food < 0)
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation"); 2675 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714 2676
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2716 2678
2717 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2718 x = op->x; 2680 x = op->x;
2719 y = op->y; 2681 y = op->y;
2720 map = op->map; 2682 map = op->map;
2883 { 2845 {
2884 tmp->destroy (); 2846 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 } 2848 }
2887 2849
2888 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2889 2851
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
2893 op->stats.food = 900; 2855 op->stats.food = 900;
2897 2859
2898 /* 2860 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2861 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2862 * and put them back in the map.
2901 */ 2863 */
2902 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2903 2865
2904 /****************************************/ 2866 /****************************************/
2905 /* */ 2867 /* */
2906 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3047void 3009void
3048make_visible (object *op) 3010make_visible (object *op)
3049{ 3011{
3050 op->hide = 0; 3012 op->hide = 0;
3051 op->invisible = 0; 3013 op->invisible = 0;
3014
3052 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3053 { 3016 {
3054 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3056 } 3019 }
3059} 3022}
3060 3023
3061int 3024int
3062is_true_undead (object *op) 3025is_true_undead (object *op)
3063{ 3026{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3028 return 1;
3066 3029
3067 return 0; 3030 return 0;
3068} 3031}
3069 3032
3070/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 3035 * indicate greater hideability.
3073 */ 3036 */
3074
3075int 3037int
3076hideability (object *ob) 3038hideability (object *ob)
3077{ 3039{
3078 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3079 sint16 x, y; 3041 sint16 x, y;
3089 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3090 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3092 3054
3093 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 { 3059 {
3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue; 3062 continue;
3100 } 3063
3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102 level += 2; 3065 level += 2;
3103 else /* open terrain! */ 3066 else /* open terrain! */
3104 level -= 1; 3067 level -= 1;
3105 } 3068 }
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3080 */
3118
3119void 3081void
3120do_hidden_move (object *op) 3082do_hidden_move (object *op)
3121{ 3083{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop; 3085 object *skop;
3205 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3174 * 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. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3176 * -b.t.
3215 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3216 */ 3178 */
3217
3218int 3179int
3219player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3220{ 3181{
3221 rv_vector rv; 3182 rv_vector rv;
3222 int dx, dy; 3183 int dx, dy;
3234 3195
3235 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3236 3197
3237 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3199 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3240 * a blocked los square. 3201 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3242 */ 3203 */
3243 while (op) 3204 while (op)
3244 { 3205 {
3245 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3247 3208
3248 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values. 3211 * for any meaningful values.
3251 */ 3212 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3216 return 1;
3217
3256 op = op->more; 3218 op = op->more;
3257 } 3219 }
3220
3258 return 0; 3221 return 0;
3259} 3222}
3260 3223
3261/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3265 * return 0. 3228 * return 0.
3266 */ 3229 */
3267int 3230int
3268action_makes_visible (object *op) 3231action_makes_visible (object *op)
3269{ 3232{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3234 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0; 3236 return 0;
3275 3237
3281 { 3243 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1; 3245 return 1;
3284 } 3246 }
3285 } 3247 }
3248
3286 return 0; 3249 return 0;
3287} 3250}
3288 3251
3289/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3253 * 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 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3259 */
3297int 3260int
3298op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3299{ 3262{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3263 /* 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), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3270 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3272 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3277 {
3315 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3280 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3282 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3284 {
3324 if (x != NULL && y != NULL) 3285 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3326 return 1; 3288 return 1;
3327 } 3289 }
3328 } 3290 }
3329 } 3291 }
3292
3330 if (x != NULL && y != NULL) 3293 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3332 return 1; 3296 return 1;
3333 } 3297 }
3334 } 3298 }
3335 } 3299 }
3300
3336 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3337 return 0; 3302 return 0;
3338} 3303}
3339 3304
3340/* 3305/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3322 int i = 0, j = 0;
3358 3323
3359 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3333
3369 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3370 return; 3335 return;
3371 3336
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3342 return;
3378 } 3343 }
3379 3344
3380 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3346 item = tr->item;
3382 3347
3383 if (item->type == SPELL) 3348 if (item->type == SPELL)
3384 { 3349 {
3385 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3386 return; 3351 return;
3445 { 3410 {
3446 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3412 object *skin;
3448 3413
3449 /* first get the dragon skin force */ 3414 /* 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) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3416 ;
3453 3417
3454 if (!skin) 3418 if (!skin)
3455 return; 3419 return;
3456 3420
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0; 3497 return 0;
3534 3498
3535 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3536} 3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

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