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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 1.191 by elmex, Thu Apr 24 10:42:22 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
150} 149}
151 150
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
159static void 152static void
160set_first_map (object *op) 153set_first_map (object *op)
161{ 154{
162 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
163 op->x = -1; 156 op->x = -1;
164 op->y = -1; 157 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 158}
179 159
180void 160void
181player::activate () 161player::activate ()
182{ 162{
187 ob->remove (); 167 ob->remove ();
188 ob->map = 0; 168 ob->map = 0;
189 ob->activate_recursive (); 169 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 171 add_friendly_object (ob);
192 enter_map ();
193} 172}
194 173
195void 174void
196player::deactivate () 175player::deactivate ()
197{ 176{
204 183
205 if (ob->map) 184 if (ob->map)
206 maplevel = ob->map->path; 185 maplevel = ob->map->path;
207 186
208 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 189 ob->map = 0;
210 party = 0; 190 party = 0;
211 191
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 193
227 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
228 208
229 ns->update_look = 0; 209 ns->update_look = 0;
230 ns->look_position = 0; 210 ns->look_position = 0;
231 211
232 clear_los (ob); 212 clear_los (this);
233 213
234 ns->reset_stats (); 214 ns->reset_stats ();
235 215
236 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
239 219
240 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
241 link_player_skills (ob); 221 link_player_skills (ob);
242 222
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 224
245 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
246 226
247 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
249 { 229 {
250 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
251 231
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 235 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 237 skin = tmp;
261 238
262 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
263 } 240 }
264 241
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 243
267 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
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 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
412 416
413 for (;;) 417 for (;;)
414 { 418 {
415 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
416 at = first_archetype; 420 i = archetypes.begin ();
417 else 421 else if (*i == at)
418 at = at->next; 422 cleanup ("not a single player archetype found");
419 423
420 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
421 return at; 425 return *i;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 } 426 }
429} 427}
430 428
431object * 429object *
432get_nearest_player (object *mon) 430get_nearest_player (object *mon)
436 unsigned lastdist; 434 unsigned lastdist;
437 rv_vector rv; 435 rv_vector rv;
438 436
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 { 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue; 440 continue;
470 441
471 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
472 { 443 {
667 638
668 return firstdir; 639 return firstdir;
669} 640}
670 641
671void 642void
672give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
673{ 644{
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL) 645 if (pl->randomitems)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678 647
679 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
680 { 649 {
681 next = op->below; 650 next = op->below;
682 651
683 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
684 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
689 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
690 * by this player due to race restrictions 659 * by this player due to race restrictions
691 */ 660 */
692 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
693 { 662 {
694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
695 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
696 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
697 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
699 { 670 {
700 op->destroy (); 671 op->destroy ();
701 continue; 672 continue;
702 } 673 }
703 } 674 }
726 if (op->nrof > 1) 697 if (op->nrof > 1)
727 op->nrof = 1; 698 op->nrof = 1;
728 } 699 }
729 700
730 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734 703
735 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
736 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
737 * merged properly. 706 * merged properly.
738 */ 707 */
739 if (need_identify (op)) 708 if (need_identify (op))
740 { 709 {
741 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
742 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
743 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
744 } 713 }
714
745 if (op->type == SPELL) 715 if (op->type == SPELL)
746 { 716 {
747 op->destroy (); 717 op->destroy ();
748 continue; 718 continue;
749 } 719 }
751 { 721 {
752 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
753 op->stats.exp = 0; 723 op->stats.exp = 0;
754 op->level = 1; 724 op->level = 1;
755 } 725 }
756 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
757 else
758 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
759 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
760 729
761 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
762 link_player_skills (pl); 731 link_player_skills (pl);
868static void 837static void
869start_info (object *op) 838start_info (object *op)
870{ 839{
871 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
872 841
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 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} 844}
878 845
879/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
880 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
881 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
884 */ 851 */
885void 852void
886player::chargen_race_done () 853player::chargen_race_done ()
887{ 854{
888 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
889 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
890 857
891 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl) 859 if (tl)
893 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
894 861
922 if (*first_map_ext_path) 889 if (*first_map_ext_path)
923 { 890 {
924 object *tmp; 891 object *tmp;
925 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
926 893
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
928 tmp = object::create (); 895 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x; 897 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y; 898 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
951 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
952 919
953 ob->remove_statbonus (); 920 ob->remove_statbonus ();
954 ob->remove (); 921 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
957 ob->instantiate (); 924 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
960 ob->x = x; 927 ob->x = x;
961 ob->y = y; 928 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
965 ob->add_statbonus (); 932 ob->add_statbonus ();
966 } 933 }
967 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
968 935
969 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1044 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1045 return 1; 1012 return 1;
1046 1013
1047 next = op->below; 1014 next = op->below;
1048 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1049 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1050 * destroyed */ 1020 * destroyed */
1051 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1052 { 1022 {
1053 tmp = next; 1023 tmp = next;
1054 next = tmp->below; 1024 next = tmp->below;
1055 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1056 if (op->destroyed ()) 1032 if (op->destroyed ())
1057 return 0; 1033 return 0;
1058 1034
1059 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1060 continue; 1036 continue;
1061 1037
1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1063 { 1039 {
1064 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1065 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1066 continue; 1042 continue;
1067 } 1043 }
1068 1044
1069 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1070 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1072 switch (op->contr->mode) 1048 switch (op->contr->mode)
1073 { 1049 {
1074 case 0: 1050 case 0:
1075 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1076 case 1: 1052 case 1:
1077 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1078 return 1; 1054 return 1;
1079 case 2: 1055 case 2:
1080 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1081 return 0; 1057 return 0;
1082 case 3: 1058 case 3:
1083 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1084 case 4: 1060 case 4:
1085 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1086 break; 1062 break;
1087 case 5: 1063 case 5:
1088 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1089 stop = 1; 1065 stop = 1;
1090 break; 1066 break;
1091 case 6: 1067 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1093 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1094 break; 1071 break;
1095 1072
1096 case 7: 1073 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1098 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1099 break; 1076 break;
1100 1077
1101 default: 1078 default:
1102 /* use value density */ 1079 /* use value density */
1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1105 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1106 } 1083 }
1107 } 1084 }
1108 else 1085 else
1109 { /* old model */ 1086 { /* old model */
1110 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1114 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 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)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else 1094 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 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)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120 1097
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 } 1099 }
1123 1100
1124 /* philosophy: 1101 /* philosophy:
1165 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1169 { 1146 {
1170 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1171 continue; 1148 continue;
1172 } 1149 }
1173 1150
1174 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 { 1153 {
1177 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1178 continue; 1155 continue;
1179 } 1156 }
1180 1157
1181 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1183 { 1160 {
1184 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1185 continue; 1162 continue;
1186 } 1163 }
1187 1164
1188 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1191 { 1168 {
1192 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1193 continue; 1170 continue;
1194 } 1171 }
1195 1172
1196 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1198 { 1175 {
1199 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1200 continue; 1177 continue;
1201 } 1178 }
1202 1179
1203 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1205 { 1182 {
1206 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1207 continue; 1184 continue;
1208 } 1185 }
1209 1186
1210 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 { 1190 {
1214 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1215 continue; 1192 continue;
1216 } 1193 }
1217 1194
1218 /* pick up all magical items */ 1195 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 { 1198 {
1222 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1223 continue; 1200 continue;
1224 } 1201 }
1225 1202
1226 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1227 { 1204 {
1228 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1229 { 1206 {
1230 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1231 continue; 1208 continue;
1232 } 1209 }
1233 } 1210 }
1234 1211
1235 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1238 { 1215 {
1239 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1240 continue; 1217 continue;
1241 } 1218 }
1242 1219
1243 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1246 { 1223 {
1247 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1248 continue; 1225 continue;
1249 } 1226 }
1250 1227
1251 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1254 { 1231 {
1255 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1256 continue; 1233 continue;
1257 } 1234 }
1258 1235
1259 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1261 { 1238 {
1262 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1263 continue; 1240 continue;
1264 } 1241 }
1265 1242
1266 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1269 { 1246 {
1270 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1271 continue; 1248 continue;
1272 } 1249 }
1273 1250
1274 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1276 { 1253 {
1277 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1278 continue; 1255 continue;
1279 } 1256 }
1280 1257
1281 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1283 { 1260 {
1284 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1285 continue; 1262 continue;
1286 } 1263 }
1287 1264
1288 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1290 { 1267 {
1291 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1292 continue; 1269 continue;
1293 } 1270 }
1294 1271
1295 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1297 { 1274 {
1298 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1299 continue; 1276 continue;
1300 } 1277 }
1301 1278
1302 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1304 { 1281 {
1305 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1306 continue; 1283 continue;
1307 } 1284 }
1308 1285
1309 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 { 1289 {
1313 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1314 continue; 1291 continue;
1315 } 1292 }
1316 1293
1317 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1319 { 1296 {
1320 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1321 { 1298 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1301 {
1325 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1326 continue; 1303 continue;
1327 } 1304 }
1328 } 1305 }
1329 1306
1330 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1331 { 1308 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1333 { 1310 {
1334 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1335 continue; 1312 continue;
1336 } 1313 }
1337 } 1314 }
1338 } 1315 }
1339 1316
1340 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 { 1320 {
1344 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1345 continue; 1322 continue;
1346 } 1323 }
1347 1324
1348 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */ 1326 * pickups */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 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) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358 { 1335 {
1359 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1360#if 0 1337#if 0
1361 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1362 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1363 { 1340 {
1364 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1365 } 1342 }
1366 else 1343 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1370#endif 1347#endif
1371 continue; 1348 continue;
1372 } 1349 }
1383 * found object is returned. 1360 * found object is returned.
1384 */ 1361 */
1385object * 1362object *
1386find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1387{ 1364{
1388 object *tmp = 0;
1389
1390 for (op = op->inv; op; op = op->below) 1365 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) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1394 return op; 1374 return arrow;
1375 }
1395 1376
1396 return tmp; 1377 return 0;
1397} 1378}
1398 1379
1399/* 1380/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1442 else 1423 else
1443 { 1424 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1426 {
1446 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1449 { 1430 {
1450 tmp = arrow; 1431 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1452 } 1433 }
1453 } 1434 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1436 {
1456 tmp = arrow; 1437 tmp = arrow;
1622 arrow->destroy (); 1603 arrow->destroy ();
1623 return 0; 1604 return 0;
1624 } 1605 }
1625 1606
1626 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1627 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1628 if (!arrow) 1609 if (!arrow)
1629 { 1610 {
1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1631 return 0; 1612 return 0;
1632 } 1613 }
1640 arrow->stats.grace = arrow->attacktype; 1621 arrow->stats.grace = arrow->attacktype;
1641 1622
1642 if (arrow->slaying) 1623 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1624 arrow->spellarg = strdup (arrow->slaying);
1644 1625
1626#if 0
1645 if (player *pl = op->contr) 1627 if (player *pl = op->contr)
1646 { 1628 {
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; 1629 float speed = pl->weapon_sp;
1654 1630
1655 /* penalize ROF for bestarrow */ 1631 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1632 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1633 speed *= .9f;
1658 else 1634 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1636
1661 op->speed_left += speed - op->speed; 1637 op->speed_left += speed - op->speed;
1638 }
1662#endif 1639#endif
1663 }
1664 1640
1665 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1666 1642
1667 /* update the speed */ 1643 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1669 + bow->stats.dam / 7.0; 1645 + bow->stats.dam / 7.f;
1670 1646
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1647 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1648 arrow->speed_left = 0;
1673 1649
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1651
1676 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1699 1675
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1679
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1706 1682
1707 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1684 move_arrow (arrow);
1709
1710 if (op->type == PLAYER)
1711 {
1712 if (left->destroyed ())
1713 esrv_del_item (op->contr, left->count);
1714 else
1715 esrv_send_item (op, left);
1716 }
1717 1685
1718 return 1; 1686 return 1;
1719} 1687}
1720 1688
1721/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1787 1755
1788 if (item->type == WAND) 1756 if (item->type == WAND)
1789 { 1757 {
1790 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1791 { 1759 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 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)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 1762
1795 return; 1763 return;
1796 } 1764 }
1797 } 1765 }
1798 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1799 { 1767 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769
1770 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1801 { 1773 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1774 op->contr->play_sound (sound_find ("wand_poof"));
1803 1775
1804 if (item->type == ROD) 1776 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)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806 else 1778 else
1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1820 object *tmp; 1792 object *tmp;
1821 1793
1822 if (item->arch) 1794 if (item->arch)
1823 { 1795 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1797 item->face = item->arch->face;
1826 item->set_speed (0); 1798 item->set_speed (0);
1827 } 1799 }
1828 1800
1829 if ((tmp = item->in_player ())) 1801 if (object *pl = item->visible_to ())
1830 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, pl, item);
1831 } 1803 }
1832 } 1804 }
1833 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge (item); 1806 drain_rod_charge (item);
1835 } 1807 }
1836} 1808}
1837 1809
1838/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
1839 */ 1811 */
1840void 1812bool
1841fire (object *op, int dir) 1813fire (object *op, int dir)
1842{ 1814{
1843 int spellcost = 0; 1815 int spellcost = 0;
1844 1816
1845 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
1849 player *pl = op->contr; 1821 player *pl = op->contr;
1850 1822
1851 if (pl->golem) 1823 if (pl->golem)
1852 { 1824 {
1853 control_golem (op->contr->golem, dir); 1825 control_golem (op->contr->golem, dir);
1854 return; 1826 return false;
1855 } 1827 }
1856 1828
1857 object *ob = pl->ranged_ob; 1829 object *ob = pl->ranged_ob;
1858 1830
1859 if (!ob) 1831 if (!ob)
1860 return; 1832 return false;
1861 1833
1862 if (!op->change_weapon (ob)) 1834 if (!op->change_weapon (ob))
1863 return; 1835 return false;
1836
1837 if (op->speed_left > 0.f)
1838 --op->speed_left;
1839 else
1840 return false;
1864 1841
1865 switch (ob->type) 1842 switch (ob->type)
1866 { 1843 {
1867 case BOW: 1844 case BOW:
1868 player_fire_bow (op, dir); 1845 player_fire_bow (op, dir);
1882 1859
1883 default: 1860 default:
1884 fire_misc_object (op, dir); 1861 fire_misc_object (op, dir);
1885 break; 1862 break;
1886 } 1863 }
1864
1865 return true;
1887} 1866}
1888 1867
1889/* find_key 1868/* find_key
1890 * We try to find a key for the door as passed. If we find a key 1869 * 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 1870 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1957 * 0 otherwise
1979 */ 1958 */
1980static int 1959static int
1981player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
1982{ 1961{
1983 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* 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 - 1963 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1986 */ 1965 */
1987 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
1988 1967
1989 /* IF we found a key, do some extra work */ 1968 /* If we found a key, do some extra work */
1990 if (key) 1969 if (key)
1991 { 1970 {
1992 object *container = key->env; 1971 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1972
1996 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
1997 make_visible (op); 1974 make_visible (op);
1998 1975
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 1978
2002 if (door->type == DOOR) 1979 if (door->type == DOOR)
2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2004 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
2005 { 1982 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1983 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1984 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1985 }
2009 1986
2010 /* Do this after we print the message */ 1987 /* Do this after we print the message */
2011 decrease_ob (key); /* Use up one of the keys */ 1988 key->decrease (); /* Use up one of the keys */
2012 /* Need to update the weight the container the key was in */
2013 if (container != op)
2014 esrv_update_item (UPD_WEIGHT, op, container);
2015 1989
2016 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2017 } 1991 }
2018 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2019 { 1993 {
2020 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2022 return 1; 1996 return 1;
2023 } 1997 }
2024 1998
2025 return 0; 1999 return 0;
2026} 2000}
2029 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2033 */ 2007 */
2034void 2008bool
2035move_player_attack (object *op, int dir) 2009move_player_attack (object *op, int dir)
2036{ 2010{
2037 object *tmp, *mon;
2038 int on_battleground; 2011 int on_battleground;
2039 maptile *m;
2040 2012
2041 sint16 nx = freearr_x[dir] + op->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2043 2015
2044 on_battleground = op_on_battleground (op, 0, 0); 2016 on_battleground = op_on_battleground (op, 0, 0);
2017
2018 if (out_of_map (op->map, nx, ny))
2019 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2045 2026
2046 /* If braced, or can't move to the square, and it is not out of the 2027 /* 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 2028 * 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 2029 * 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 2030 * 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 2031 * 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 2032 * 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 2033 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 2034 * move_ob uses.
2054 */ 2035 */
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); 2036 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 2037
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 2038 /* 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. 2039 * 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 2040 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space 2041 * on the space
2074 */ 2042 */
2075 while (tmp) 2043 object *mon;
2076 { 2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2077 if (tmp == op) 2045 {
2078 { 2046 if ((mon->flag [FLAG_ALIVE]
2079 tmp = tmp->above; 2047 || mon->type == LOCKED_DOOR
2080 continue; 2048 || mon->flag [FLAG_CAN_ROLL])
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp; 2049 && mon != op)
2086 break; 2050 break;
2087 } 2051 }
2088 2052
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 */ 2053 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */ 2054 return false; /* into a wall */
2097 2055
2098 if (mon->head)
2099 mon = mon->head; 2056 mon = mon->head_ ();
2100 2057
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2058 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059 if (op->contr->weapon_sp_left > 0.f)
2102 if (player_attack_door (op, mon)) 2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2103 return; 2063 return true;
2064 }
2104 2065
2105 /* The following deals with possibly attacking peaceful 2066 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered 2067 * or friendly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the 2068 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that 2069 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently, 2070 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them. 2071 * and thus will not push them.
2111 */ 2072 */
2112 2073
2113 /* If the creature is a pet, push it even if the player is not 2074 /* 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 2075 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive. 2076 * player owns it and it is either friendly or unagressive.
2116 */ 2077 */
2117 if (op->type == PLAYER 2078 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr 2079 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) 2080 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op) 2081 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2083 {
2123 /* If we're braced, we don't want to switch places with it */ 2084 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced) 2085 if (op->contr->braced)
2125 return; 2086 return false;
2126 2087
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091
2092 op->play_sound (sound_find ("push_player"));
2128 push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2094
2129 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2096 make_visible (op);
2131 2097
2132 return; 2098 return true;
2133 } 2099 }
2100 else
2101 return false;
2102 }
2134 2103
2135 /* in certain circumstances, you shouldn't attack friendly 2104 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2105 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 2106 * someone, but put it inside this loop so that you won't
2138 * attack them either. 2107 * attack them either.
2139 */ 2108 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2109 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful 2111 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2112 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2145 { 2116 {
2117 --op->speed_left;
2118
2146 if (!op->contr->braced) 2119 if (!op->contr->braced)
2147 { 2120 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2150 } 2123 }
2151 else 2124 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2153 2126
2154 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2128 make_visible (op);
2156 }
2157 2129
2130 return true;
2131 }
2132 }
2158 /* If the object is a boulder or other rollable object, then 2133 /* 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. 2134 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2135 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137 {
2138 if (op->speed_left > 0.f)
2162 { 2139 {
2140 --op->speed_left;
2141
2163 recursive_roll (mon, dir, op); 2142 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2165 make_visible (op); 2144 make_visible (op);
2166 }
2167 2145
2146 return true;
2147 }
2148 }
2168 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2150 * 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: 2151 * 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 2152 * 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. 2153 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2154 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2155 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))) 2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2157 {
2177 if (!op->contr->has_hit) 2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2159 {
2179 op->contr->has_hit = 1; 2160 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2161
2183 skill_attack (mon, op, 0, 0, 0); 2162 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 2163
2199 if (action_makes_visible (op)) 2164 if (action_makes_visible (op))
2200 make_visible (op); 2165 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2166
2205int 2167 return true;
2168 }
2169 }
2170
2171 return false;
2172}
2173
2174bool
2206move_player (object *op, int dir) 2175move_player (object *op, int dir)
2207{ 2176{
2208 int pick; 2177 int pick;
2209 2178
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 2180 return 0;
2212 2181
2213 /* Sanity check: make sure dir is valid */ 2182 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2183 if ((dir < 0) || (dir >= 9))
2215 { 2184 {
2224 op->facing = dir; 2193 op->facing = dir;
2225 2194
2226 if (op->hide) 2195 if (op->hide)
2227 do_hidden_move (op); 2196 do_hidden_move (op);
2228 2197
2198 bool retval;
2199
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2201 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2202 else if (op->contr->fire_on)
2232 fire (op, dir); 2203 retval = fire (op, dir);
2233 else 2204 else
2234 { 2205 {
2235 move_player_attack (op, dir); 2206 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2207 pick = check_pick (op);
2237 } 2208 }
2238 2209
2239 /* Add special check for newcs players and fire on - this way, the 2210 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2211 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2218 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2219 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2220 * for players.
2250 */ 2221 */
2251 animate_object (op, op->facing); 2222 animate_object (op, op->facing);
2252 return 0; 2223
2224 return retval;
2253} 2225}
2254 2226
2255/* This is similar to handle_player, below, but is only used by the 2227/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2228 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2229 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2230 * the new speed values for commands.
2259 * 2231 *
2260 * Returns true if there are more actions we can do. 2232 * Returns true if there are more actions we can do. Should not do
2233 * many actions in a row, as that would be too unfair to other
2234 * players.
2261 */ 2235 */
2262int 2236bool
2263handle_newcs_player (object *op) 2237handle_newcs_player (object *op)
2264{ 2238{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2239 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2240 {
2267 flee_player (op); 2241 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 { 2242 {
2272 --op->speed_left; 2243 --op->speed_left;
2244 flee_player (op);
2245
2273 return 0; 2246 return true;
2274 } 2247 }
2248 else
2249 return false;
2275 } 2250 }
2276 2251
2277 /* call this here - we also will call this in do_ericserver, but 2252 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2254 * called, so we recheck it here.
2280 */ 2255 */
2281 if (op->contr->ns->handle_command ()) 2256 if (op->contr->ns->handle_command ())
2282 return 1; 2257 return true;
2283 2258
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2259 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); 2260 return move_player (op, op->direction);
2296 2261
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2262 return false;
2302} 2263}
2303 2264
2304int 2265int
2305save_life (object *op) 2266save_life (object *op)
2306{ 2267{
2308 return 0; 2269 return 0;
2309 2270
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2273 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 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)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318 2276
2319 tmp->destroy (); 2277 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE); 2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321 2279
2322 if (op->stats.hp < 0) 2280 if (op->stats.hp < 0)
2335 return 0; 2293 return 0;
2336} 2294}
2337 2295
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2296/* 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 2297 * 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 2298 * function will descend into containers. op is the object to start the search
2341 * from. 2299 * from.
2342 */ 2300 */
2301static void
2302drop_unpaid_items (object *op, object *env)
2303{
2304 while (op)
2305 {
2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2307
2308 if (QUERY_FLAG (op, FLAG_UNPAID))
2309 op->insert_at (env);
2310 else if (op->inv)
2311 drop_unpaid_items (op->inv, env);
2312
2313 op = next;
2314 }
2315}
2316
2343void 2317void
2344remove_unpaid_objects (object *op, object *env) 2318object::drop_unpaid_items ()
2345{ 2319{
2346 while (op) 2320 if (!flag [FLAG_REMOVED])
2347 { 2321 ::drop_unpaid_items (inv, this);
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362} 2322}
2363 2323
2364/* 2324/*
2365 * Returns pointer a static string containing gravestone text 2325 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2326 * Moved from apply.c to player.c - player.c is what
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2421 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2422 else
2463 { 2423 {
2464 gen_grace = op->stats.maxgrace; 2424 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2425 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 } 2426 }
2509 2427
2510 /* Regenerate Grace */ 2428 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2429 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2430 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2451 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2452 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2453 /* wearing stuff doesn't detract from grace generation. */
2536 } 2454 }
2537 2455
2456 if (op->stats.food > 0)
2457 {
2538 /* Regenerate Hit Points */ 2458 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2459 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2460 {
2543 op->stats.hp++; 2461 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2462
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2463 if (op->stats.sp < op->stats.maxsp)
2546 { 2464 {
2465 op->stats.sp++;
2466
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2547 op->stats.food--; 2470 op->stats.food--;
2471
2548 if (op->contr->digestion < 0) 2472 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2473 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2474 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2475 op->stats.food = last_food;
2476 }
2552 } 2477 }
2553 }
2554 2478
2555 if (max_hp > 1) 2479 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2480 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2481 over_sp = (gen_sp + 10) / rate_sp;
2482 if (over_sp > 0)
2483 {
2484 if (op->stats.sp < op->stats.maxsp)
2485 {
2486 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2487
2488 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2489 op->stats.sp--;
2490
2491 if (op->stats.sp > op->stats.maxsp)
2492 op->stats.sp = op->stats.maxsp;
2493 }
2494
2561 op->last_heal = 0; 2495 op->last_sp = 0;
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2499 }
2563 else 2500 else
2501 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2502 }
2503
2504 /* Regenerate Hit Points */
2505 if (--op->last_heal < 0)
2506 {
2507 if (op->stats.hp < op->stats.maxhp)
2564 { 2508 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->stats.hp++;
2510
2511 /* dms do not consume food */
2512 if (!QUERY_FLAG (op, FLAG_WIZ))
2513 {
2514 op->stats.food--;
2515
2516 if (op->contr->digestion < 0)
2517 op->stats.food += op->contr->digestion;
2518 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2519 op->stats.food = last_food;
2520 }
2566 } 2521 }
2522
2523 if (max_hp > 1)
2524 {
2525 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2526
2527 if (over_hp > 0)
2528 {
2529 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2530 op->last_heal = 0;
2531 }
2532 else
2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2534 }
2568 else 2535 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2536 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2537 }
2572 } 2538 }
2573 2539
2574 /* Digestion */ 2540 /* Digestion */
2575 if (--op->last_eat < 0) 2541 if (--op->last_eat < 0)
2576 { 2542 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2543 int bonus = max (0, op->contr->digestion),
2544 penalty = max (0, -op->contr->digestion);
2578 2545
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2546 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 2547
2584 /* dms do not consume food */ 2548 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2549 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2550 op->stats.food--;
2587 } 2551 }
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, flesh, 0); 2579 manual_apply (op, flesh, 0);
2616 } 2580 }
2617 } 2581 }
2618 2582
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2583 if (op->stats.food < 0)
2620 op->stats.food++, op->stats.hp--; 2584 {
2585 op->stats.hp += op->stats.food;
2586 op->stats.food = 0;
2587 }
2621 2588
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2589 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2590 kill_player (op);
2624 } 2591 }
2625} 2592}
2630 * file. 2597 * file.
2631 */ 2598 */
2632void 2599void
2633kill_player (object *op) 2600kill_player (object *op)
2634{ 2601{
2602 int x, y;
2635 char buf[MAX_BUF]; 2603 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2604 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; 2605 int will_kill_again;
2647 archetype *at; 2606 archetype *at;
2648 object *tmp; 2607 object *tmp;
2649 2608
2650 if (save_life (op)) 2609 if (save_life (op))
2651 return; 2610 return;
2652
2653 2611
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2612 /* 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. 2613 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2614 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2615 */
2673 { 2631 {
2674 tmp->destroy (); 2632 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2633 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 } 2634 }
2677 2635
2678 cure_disease (op, 0); /* remove any disease */ 2636 cure_disease (op, 0, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp; 2637 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0) 2638 if (op->stats.food <= 0)
2681 op->stats.food = 999; 2639 op->stats.food = 999;
2682 2640
2683 /* create a bodypart-trophy to make the winner happy */ 2641 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2642 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 { 2643 {
2686 sprintf (buf, "%s's finger", &op->name); 2644 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2645 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n" 2646 tmp->msg = format (
2689 " the %s, when he was defeated at\n level %d by %s.\n", 2647 "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); 2648 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2691 tmp->msg = buf; 2649 );
2692 tmp->value = 0, tmp->type = 0; 2650 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2651 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp); 2652 tmp->insert_at (op, tmp);
2695 } 2653 }
2696 2654
2703 INVOKE_PLAYER (DEATH, op->contr); 2661 INVOKE_PLAYER (DEATH, op->contr);
2704 2662
2705 command_kill_pets (op, 0); 2663 command_kill_pets (op, 0);
2706 2664
2707 if (op->stats.food < 0) 2665 if (op->stats.food < 0)
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation"); 2666 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714 2667
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2668 op->contr->play_sound (sound_find ("player_dies"));
2716 2669
2717 /* save the map location for corpse, gravestone */ 2670 /* save the map location for corpse, gravestone */
2718 x = op->x; 2671 x = op->x;
2719 y = op->y; 2672 y = op->y;
2720 map = op->map; 2673 map = op->map;
2883 { 2836 {
2884 tmp->destroy (); 2837 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2838 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 } 2839 }
2887 2840
2888 cure_disease (op, 0); /* remove any disease */ 2841 cure_disease (op, 0, 0); /* remove any disease */
2889 2842
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2893 op->stats.food = 900; 2846 op->stats.food = 900;
2897 2850
2898 /* 2851 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2852 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2853 * and put them back in the map.
2901 */ 2854 */
2902 remove_unpaid_objects (op->inv, op); 2855 op->drop_unpaid_items ();
2903 2856
2904 /****************************************/ 2857 /****************************************/
2905 /* */ 2858 /* */
2906 /* Move player to his current respawn- */ 2859 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2860 /* position (usually last savebed) */
2966 2919
2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2920 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 { 2921 {
2969 if (tmp->nrof > 1) 2922 if (tmp->nrof > 1)
2970 { 2923 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2924 tmp->decrease (rndm (1, tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0); 2925 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 } 2926 }
2975 else 2927 else
2976 tmp->destroy (); 2928 tmp->destroy ();
2977 } 2929 }
2988void 2940void
2989fix_weight (void) 2941fix_weight (void)
2990{ 2942{
2991 for_all_players (pl) 2943 for_all_players (pl)
2992 { 2944 {
2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2945 sint32 old = pl->ob->carrying;
2994 2946
2995 if (old == sum) 2947 pl->ob->update_weight ();
2996 continue; 2948
2949 if (old != pl->ob->carrying)
2950 {
2997 pl->ob->update_stats (); 2951 pl->ob->update_stats ();
2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2952 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2953 }
2999 } 2954 }
3000} 2955}
3001 2956
3002void 2957void
3003fix_luck (void) 2958fix_luck (void)
3047void 3002void
3048make_visible (object *op) 3003make_visible (object *op)
3049{ 3004{
3050 op->hide = 0; 3005 op->hide = 0;
3051 op->invisible = 0; 3006 op->invisible = 0;
3007
3052 if (op->type == PLAYER) 3008 if (op->type == PLAYER)
3053 { 3009 {
3054 op->contr->tmp_invis = 0; 3010 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3011 op->contr->invis_race = 0;
3056 } 3012 }
3059} 3015}
3060 3016
3061int 3017int
3062is_true_undead (object *op) 3018is_true_undead (object *op)
3063{ 3019{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3021 return 1;
3066 3022
3067 return 0; 3023 return 0;
3068} 3024}
3069 3025
3070/* look at the surrounding terrain to determine 3026/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 3027 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 3028 * indicate greater hideability.
3073 */ 3029 */
3074
3075int 3030int
3076hideability (object *ob) 3031hideability (object *ob)
3077{ 3032{
3078 int i, level = 0, mflag; 3033 int i, level = 0, mflag;
3079 sint16 x, y; 3034 sint16 x, y;
3089 * as bad as carrying a light on a pitch dark map */ 3044 * as bad as carrying a light on a pitch dark map */
3090 if (has_carried_lights (ob)) 3045 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness)); 3046 level = -(10 + (2 * ob->map->darkness));
3092 3047
3093 /* scan through all nearby squares for terrain to hide in */ 3048 /* 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]) 3049 for (i = 0, x = ob->x, y = ob->y;
3050 i <= SIZEOFFREE1;
3051 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 { 3052 {
3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3053 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097 if (mflag & P_OUT_OF_MAP) 3054 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue; 3055 continue;
3100 } 3056
3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3057 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102 level += 2; 3058 level += 2;
3103 else /* open terrain! */ 3059 else /* open terrain! */
3104 level -= 1; 3060 level -= 1;
3105 } 3061 }
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3069/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3070 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3071 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3072 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3073 */
3118
3119void 3074void
3120do_hidden_move (object *op) 3075do_hidden_move (object *op)
3121{ 3076{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3077 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop; 3078 object *skop;
3205 * object op. This function works fine for monsters, 3160 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3161 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3162 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3163 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3164 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3165 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3166 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3167 * 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. 3168 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3169 * -b.t.
3215 * This function is now map tiling safe. 3170 * This function is now map tiling safe.
3216 */ 3171 */
3217
3218int 3172int
3219player_can_view (object *pl, object *op) 3173player_can_view (object *pl, object *op)
3220{ 3174{
3221 rv_vector rv; 3175 rv_vector rv;
3222 int dx, dy; 3176 int dx, dy;
3234 3188
3235 get_rangevector (pl, op, &rv, 0x1); 3189 get_rangevector (pl, op, &rv, 0x1);
3236 3190
3237 /* starting with the 'head' part, lets loop 3191 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3192 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3193 * part that is in the los array but isn't on
3240 * a blocked los square. 3194 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3195 * we use the archetype to figure out offsets.
3242 */ 3196 */
3243 while (op) 3197 while (op)
3244 { 3198 {
3245 dx = rv.distance_x + op->arch->clone.x; 3199 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3200 dy = rv.distance_y + op->arch->y;
3247 3201
3248 /* only the viewable area the player sees is updated by LOS 3202 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values 3203 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values. 3204 * for any meaningful values.
3251 */ 3205 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3206 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3207 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3208 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3209 return 1;
3210
3256 op = op->more; 3211 op = op->more;
3257 } 3212 }
3213
3258 return 0; 3214 return 0;
3259} 3215}
3260 3216
3261/* routine for both players and monsters. We call this when 3217/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3218 * there is a possibility for our action distrubing our hiding
3265 * return 0. 3221 * return 0.
3266 */ 3222 */
3267int 3223int
3268action_makes_visible (object *op) 3224action_makes_visible (object *op)
3269{ 3225{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3226 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3227 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3228 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0; 3229 return 0;
3275 3230
3281 { 3236 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3237 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1; 3238 return 1;
3284 } 3239 }
3285 } 3240 }
3241
3286 return 0; 3242 return 0;
3287} 3243}
3288 3244
3289/* op_on_battleground - checks if the given object op (usually 3245/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3246 * 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 3251 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3252 */
3297int 3253int
3298op_on_battleground (object *op, int *x, int *y) 3254op_on_battleground (object *op, int *x, int *y)
3299{ 3255{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3256 /* 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), 3257 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3258 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3259 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3260 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3261 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3262 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3263 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3264 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3265 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3266 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3267 && tmp->type == BATTLEGROUND
3268 && tmp->name == shstr_battleground
3269 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3270 {
3315 /*before we assign the exit, check if this is a teambattle */ 3271 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3272 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3273 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3274 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3275 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3276 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3277 {
3324 if (x != NULL && y != NULL) 3278 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3279 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3280
3326 return 1; 3281 return 1;
3327 } 3282 }
3328 } 3283 }
3329 } 3284 }
3285
3330 if (x != NULL && y != NULL) 3286 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3287 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288
3332 return 1; 3289 return 1;
3333 } 3290 }
3334 } 3291 }
3335 } 3292 }
3293
3336 /* If we got here, did not find a battleground */ 3294 /* If we got here, did not find a battleground */
3337 return 0; 3295 return 0;
3338} 3296}
3339 3297
3340/* 3298/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3314 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3315 int i = 0, j = 0;
3358 3316
3359 /* get the appropriate treasurelist */ 3317 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3318 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3319 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3320 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3321 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3322 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3323 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3324 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3325 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3326
3369 if (trlist == NULL || who->type != PLAYER) 3327 if (trlist == NULL || who->type != PLAYER)
3370 return; 3328 return;
3371 3329
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3330 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]); */ 3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3335 return;
3378 } 3336 }
3379 3337
3380 /* everything seems okay - now bring on the gift: */ 3338 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3339 item = tr->item;
3382 3340
3383 if (item->type == SPELL) 3341 if (item->type == SPELL)
3384 { 3342 {
3385 if (check_spell_known (who, item->name)) 3343 if (check_spell_known (who, item->name))
3386 return; 3344 return;
3445 { 3403 {
3446 /* forces in the treasurelist can alter the player's stats */ 3404 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3405 object *skin;
3448 3406
3449 /* first get the dragon skin force */ 3407 /* 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) 3408 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3409 ;
3453 3410
3454 if (!skin) 3411 if (!skin)
3455 return; 3412 return;
3456 3413
3491 else 3448 else
3492 { 3449 {
3493 /* generate misc. treasure */ 3450 /* generate misc. treasure */
3494 tmp = arch_to_object (tr->item); 3451 tmp = arch_to_object (tr->item);
3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3452 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3496 tmp = insert_ob_in_ob (tmp, who); 3453 who->insert (tmp);
3497 if (who->type == PLAYER)
3498 esrv_send_item (who, tmp);
3499 } 3454 }
3500} 3455}
3501 3456
3502/** 3457/**
3503 * Unready an object for a player. This function does nothing if the object was 3458 * Unready an object for a player. This function does nothing if the object was
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3487 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0; 3488 return 0;
3534 3489
3535 return 100 - blocked_los [x][y]; 3490 return 100 - blocked_los [x][y];
3536} 3491}
3492
3493void
3494player::infobox (const char *title, const char *msg, int color)
3495{
3496 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3497}
3498
3499void
3500player::statusmsg (const char *msg, int color)
3501{
3502 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3503}
3504
3505void
3506player::failmsg (const char *msg, int color)
3507{
3508 play_sound (sound_find ("generic_failure"));
3509 statusmsg (msg, color);
3510}
3511

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