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Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.189 by root, Tue Apr 22 07:01:47 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>
184 183
185 if (ob->map) 184 if (ob->map)
186 maplevel = ob->map->path; 185 maplevel = ob->map->path;
187 186
188 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 189 ob->map = 0;
190 party = 0; 190 party = 0;
191 191
192 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
193 193
207 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
208 208
209 ns->update_look = 0; 209 ns->update_look = 0;
210 ns->look_position = 0; 210 ns->look_position = 0;
211 211
212 clear_los (ob); 212 clear_los (this);
213 213
214 ns->reset_stats (); 214 ns->reset_stats ();
215 215
216 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
221 link_player_skills (ob); 221 link_player_skills (ob);
222 222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 224
225 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
226 226
227 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
229 { 229 {
230 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
231 231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 235 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 237 skin = tmp;
241 238
242 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
243 } 240 }
244 241
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 243
247 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 */
248 300
249 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
252 304
269 combat_ob = op; 321 combat_ob = op;
270 break; 322 break;
271 } 323 }
272 324
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 326 ob->deactivate (); // change_Weapon activates, fix this better
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288} 327}
289 328
290void 329void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op) 330player::set_observe (object *op)
315{ 331{
316 ob = op; 332 observe = op ? op : ob;
317 ob->contr = this; /* this aren't yet in archetype */ 333 do_los = 1;
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 334}
324 335
325player::player () 336player::player ()
326{ 337{
327 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
355 if (ob) 366 if (ob)
356 { 367 {
357 ob->destroy_inv (false); 368 ob->destroy_inv (false);
358 ob->destroy (); 369 ob->destroy ();
359 } 370 }
371
372 ob = observe = 0;
360} 373}
361 374
362player::~player () 375player::~player ()
363{ 376{
364 /* Clear item stack */ 377 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
392 */ 405 */
393archetype * 406archetype *
394get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
395{ 408{
396 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);
397 416
398 for (;;) 417 for (;;)
399 { 418 {
400 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
401 at = first_archetype; 420 i = archetypes.begin ();
402 else 421 else if (*i == at)
403 at = at->next; 422 cleanup ("not a single player archetype found");
404 423
405 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
406 return at; 425 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 426 }
414} 427}
415 428
416object * 429object *
417get_nearest_player (object *mon) 430get_nearest_player (object *mon)
421 unsigned lastdist; 434 unsigned lastdist;
422 rv_vector rv; 435 rv_vector rv;
423 436
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 438 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 440 continue;
455 441
456 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
457 { 443 {
652 638
653 return firstdir; 639 return firstdir;
654} 640}
655 641
656void 642void
657give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
658{ 644{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 645 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 647
664 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
665 { 649 {
666 next = op->below; 650 next = op->below;
667 651
668 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
669 * 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
674 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 659 * by this player due to race restrictions
676 */ 660 */
677 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
678 { 662 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
680 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
683 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))
684 { 670 {
685 op->destroy (); 671 op->destroy ();
686 continue; 672 continue;
687 } 673 }
688 } 674 }
711 if (op->nrof > 1) 697 if (op->nrof > 1)
712 op->nrof = 1; 698 op->nrof = 1;
713 } 699 }
714 700
715 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 703
720 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
721 * 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
722 * merged properly. 706 * merged properly.
723 */ 707 */
724 if (need_identify (op)) 708 if (need_identify (op))
725 { 709 {
726 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 713 }
714
730 if (op->type == SPELL) 715 if (op->type == SPELL)
731 { 716 {
732 op->destroy (); 717 op->destroy ();
733 continue; 718 continue;
734 } 719 }
736 { 721 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 723 op->stats.exp = 0;
739 op->level = 1; 724 op->level = 1;
740 } 725 }
741 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
745 729
746 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
747 link_player_skills (pl); 731 link_player_skills (pl);
853static void 837static void
854start_info (object *op) 838start_info (object *op)
855{ 839{
856 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
857 841
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 844}
863 845
864/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
869 */ 851 */
870void 852void
871player::chargen_race_done () 853player::chargen_race_done ()
872{ 854{
873 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
875 857
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl) 859 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
879 861
907 if (*first_map_ext_path) 889 if (*first_map_ext_path)
908 { 890 {
909 object *tmp; 891 object *tmp;
910 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
911 893
912 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);
913 tmp = object::create (); 895 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x; 897 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y; 898 EXIT_Y (tmp) = ob->y;
917 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;
936 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
937 919
938 ob->remove_statbonus (); 920 ob->remove_statbonus ();
939 ob->remove (); 921 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
942 ob->instantiate (); 924 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
945 ob->x = x; 927 ob->x = x;
946 ob->y = y; 928 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 932 ob->add_statbonus ();
951 } 933 }
952 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
953 935
954 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1029 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1030 return 1; 1012 return 1;
1031 1013
1032 next = op->below; 1014 next = op->below;
1033 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1034 /* 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
1035 * destroyed */ 1020 * destroyed */
1036 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1037 { 1022 {
1038 tmp = next; 1023 tmp = next;
1039 next = tmp->below; 1024 next = tmp->below;
1040 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1041 if (op->destroyed ()) 1032 if (op->destroyed ())
1042 return 0; 1033 return 0;
1043 1034
1044 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1045 continue; 1036 continue;
1046 1037
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 1039 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1051 continue; 1042 continue;
1052 } 1043 }
1053 1044
1054 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1055 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1057 switch (op->contr->mode) 1048 switch (op->contr->mode)
1058 { 1049 {
1059 case 0: 1050 case 0:
1060 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1061 case 1: 1052 case 1:
1062 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1063 return 1; 1054 return 1;
1064 case 2: 1055 case 2:
1065 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1066 return 0; 1057 return 0;
1067 case 3: 1058 case 3:
1068 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1069 case 4: 1060 case 4:
1070 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1071 break; 1062 break;
1072 case 5: 1063 case 5:
1073 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1074 stop = 1; 1065 stop = 1;
1075 break; 1066 break;
1076 case 6: 1067 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1078 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1079 break; 1071 break;
1080 1072
1081 case 7: 1073 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1084 break; 1076 break;
1085 1077
1086 default: 1078 default:
1087 /* use value density */ 1079 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (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)
1090 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1091 } 1083 }
1092 } 1084 }
1093 else 1085 else
1094 { /* old model */ 1086 { /* old model */
1095 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1099 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &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))));
1102 else 1094 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &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))));
1105 1097
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 } 1099 }
1108 1100
1109 /* philosophy: 1101 /* philosophy:
1150 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1154 { 1146 {
1155 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1156 continue; 1148 continue;
1157 } 1149 }
1158 1150
1159 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1160 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)))
1161 { 1153 {
1162 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1163 continue; 1155 continue;
1164 } 1156 }
1165 1157
1166 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1168 { 1160 {
1169 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1170 continue; 1162 continue;
1171 } 1163 }
1172 1164
1173 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1176 { 1168 {
1177 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1178 continue; 1170 continue;
1179 } 1171 }
1180 1172
1181 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1183 { 1175 {
1184 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1185 continue; 1177 continue;
1186 } 1178 }
1187 1179
1188 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1190 { 1182 {
1191 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1192 continue; 1184 continue;
1193 } 1185 }
1194 1186
1195 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 { 1190 {
1199 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1200 continue; 1192 continue;
1201 } 1193 }
1202 1194
1203 /* pick up all magical items */ 1195 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1205 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))
1206 { 1198 {
1207 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1208 continue; 1200 continue;
1209 } 1201 }
1210 1202
1211 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1212 { 1204 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1214 { 1206 {
1215 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1216 continue; 1208 continue;
1217 } 1209 }
1218 } 1210 }
1219 1211
1220 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1223 { 1215 {
1224 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1225 continue; 1217 continue;
1226 } 1218 }
1227 1219
1228 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1231 { 1223 {
1232 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1233 continue; 1225 continue;
1234 } 1226 }
1235 1227
1236 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1239 { 1231 {
1240 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1241 continue; 1233 continue;
1242 } 1234 }
1243 1235
1244 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1246 { 1238 {
1247 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1248 continue; 1240 continue;
1249 } 1241 }
1250 1242
1251 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1254 { 1246 {
1255 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1256 continue; 1248 continue;
1257 } 1249 }
1258 1250
1259 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1261 { 1253 {
1262 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1263 continue; 1255 continue;
1264 } 1256 }
1265 1257
1266 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1268 { 1260 {
1269 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1270 continue; 1262 continue;
1271 } 1263 }
1272 1264
1273 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1275 { 1267 {
1276 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1277 continue; 1269 continue;
1278 } 1270 }
1279 1271
1280 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1282 { 1274 {
1283 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1284 continue; 1276 continue;
1285 } 1277 }
1286 1278
1287 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1289 { 1281 {
1290 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1291 continue; 1283 continue;
1292 } 1284 }
1293 1285
1294 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 { 1289 {
1298 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1299 continue; 1291 continue;
1300 } 1292 }
1301 1293
1302 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1296 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1306 { 1298 {
1307 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 &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1309 { 1301 {
1310 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1311 continue; 1303 continue;
1312 } 1304 }
1313 } 1305 }
1314 1306
1315 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1316 { 1308 {
1317 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)
1318 { 1310 {
1319 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1320 continue; 1312 continue;
1321 } 1313 }
1322 } 1314 }
1323 } 1315 }
1324 1316
1325 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 { 1320 {
1329 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1330 continue; 1322 continue;
1331 } 1323 }
1332 1324
1333 /* 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
1334 * pickups */ 1326 * pickups */
1339 /* >=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
1340 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 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)
1343 { 1335 {
1344 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1345#if 0 1337#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1348 { 1340 {
1349 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1350 } 1342 }
1351 else 1343 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1354 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))));
1355#endif 1347#endif
1356 continue; 1348 continue;
1357 } 1349 }
1368 * found object is returned. 1360 * found object is returned.
1369 */ 1361 */
1370object * 1362object *
1371find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1372{ 1364{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 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);
1379 return op; 1374 return arrow;
1375 }
1380 1376
1381 return tmp; 1377 return 0;
1382} 1378}
1383 1379
1384/* 1380/*
1385 * 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
1386 * 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
1427 else 1423 else
1428 { 1424 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1426 {
1431 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 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)
1434 { 1430 {
1435 tmp = arrow; 1431 tmp = arrow;
1436 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;
1437 } 1433 }
1438 } 1434 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1436 {
1441 tmp = arrow; 1437 tmp = arrow;
1607 arrow->destroy (); 1603 arrow->destroy ();
1608 return 0; 1604 return 0;
1609 } 1605 }
1610 1606
1611 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1613 if (!arrow) 1609 if (!arrow)
1614 { 1610 {
1615 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);
1616 return 0; 1612 return 0;
1617 } 1613 }
1679 1675
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1679
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1686 1682
1687 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1684 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1685
1698 return 1; 1686 return 1;
1699} 1687}
1700 1688
1701/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1767 1755
1768 if (item->type == WAND) 1756 if (item->type == WAND)
1769 { 1757 {
1770 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1771 { 1759 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
1773 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));
1774 1762
1775 return; 1763 return;
1776 } 1764 }
1777 } 1765 }
1778 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1779 { 1767 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 { 1769 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1783 1771
1784 if (item->type == ROD) 1772 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1774 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 object *tmp; 1788 object *tmp;
1801 1789
1802 if (item->arch) 1790 if (item->arch)
1803 { 1791 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
1806 item->set_speed (0); 1794 item->set_speed (0);
1807 } 1795 }
1808 1796
1809 if ((tmp = item->in_player ())) 1797 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1799 }
1812 } 1800 }
1813 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1802 drain_rod_charge (item);
1815 } 1803 }
1976 /* If we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
1977 if (key) 1965 if (key)
1978 { 1966 {
1979 object *container = key->env; 1967 object *container = key->env;
1980 1968
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
1984 make_visible (op); 1970 make_visible (op);
1985 1971
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1988 1974
1989 if (door->type == DOOR) 1975 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1992 { 1978 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1981 }
1996 1982
1997 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002 1985
2003 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2004 } 1987 }
2005 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2006 { 1989 {
2007 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1992 return 1;
2010 } 1993 }
2011 1994
2012 return 0; 1995 return 0;
2013} 1996}
2100 2083
2101 if (op->speed_left > 0.f) 2084 if (op->speed_left > 0.f)
2102 { 2085 {
2103 --op->speed_left; 2086 --op->speed_left;
2104 2087
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2088 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 2089 push_ob (mon, dir, op);
2107 2090
2108 if (op->contr->tmp_invis || op->hide) 2091 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op); 2092 make_visible (op);
2110 2093
2129 { 2112 {
2130 --op->speed_left; 2113 --op->speed_left;
2131 2114
2132 if (!op->contr->braced) 2115 if (!op->contr->braced)
2133 { 2116 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2117 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2118 push_ob (mon, dir, op);
2136 } 2119 }
2137 else 2120 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2121 op->statusmsg ("You withhold your attack");
2139 2122
2140 if (op->contr->tmp_invis || op->hide) 2123 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2124 make_visible (op);
2142 2125
2143 return true; 2126 return true;
2187bool 2170bool
2188move_player (object *op, int dir) 2171move_player (object *op, int dir)
2189{ 2172{
2190 int pick; 2173 int pick;
2191 2174
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2175 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 2176 return 0;
2194 2177
2195 /* Sanity check: make sure dir is valid */ 2178 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2179 if ((dir < 0) || (dir >= 9))
2197 { 2180 {
2282 return 0; 2265 return 0;
2283 2266
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2267 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2268 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2269 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2270 op->play_sound (sound_find ("ob_evaporate"));
2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2271 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292 2272
2293 tmp->destroy (); 2273 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2274 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295 2275
2296 if (op->stats.hp < 0) 2276 if (op->stats.hp < 0)
2309 return 0; 2289 return 0;
2310} 2290}
2311 2291
2312/* This goes throws the inventory and removes unpaid objects, and puts them 2292/* This goes throws the inventory and removes unpaid objects, and puts them
2313 * back in the map (location and map determined by values of env). This 2293 * back in the map (location and map determined by values of env). This
2314 * function will descend into containers. op is the object to start the search 2294 * function will descend into containers. op is the object to start the search
2315 * from. 2295 * from.
2316 */ 2296 */
2297static void
2298drop_unpaid_items (object *op, object *env)
2299{
2300 while (op)
2301 {
2302 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2303
2304 if (QUERY_FLAG (op, FLAG_UNPAID))
2305 op->insert_at (env);
2306 else if (op->inv)
2307 drop_unpaid_items (op->inv, env);
2308
2309 op = next;
2310 }
2311}
2312
2317void 2313void
2318remove_unpaid_objects (object *op, object *env) 2314object::drop_unpaid_items ()
2319{ 2315{
2320 while (op) 2316 if (!flag [FLAG_REMOVED])
2321 { 2317 ::drop_unpaid_items (inv, this);
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336} 2318}
2337 2319
2338/* 2320/*
2339 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2418 else
2437 { 2419 {
2438 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2422 }
2483 2423
2484 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0) 2426 if (--op->last_grace < 0)
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 } 2448 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2510 } 2450 }
2511 2451
2452 if (op->stats.food > 0)
2453 {
2512 /* Regenerate Hit Points */ 2454 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2456 {
2517 op->stats.hp++; 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2458
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2459 if (op->stats.sp < op->stats.maxsp)
2520 { 2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2521 op->stats.food--; 2466 op->stats.food--;
2467
2522 if (op->contr->digestion < 0) 2468 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food; 2471 op->stats.food = last_food;
2472 }
2526 } 2473 }
2527 }
2528 2474
2529 if (max_hp > 1) 2475 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2476 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2535 op->last_heal = 0; 2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2495 }
2537 else 2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2538 { 2504 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2540 } 2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 } 2530 }
2542 else 2531 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 } 2533 }
2546 } 2534 }
2547 2535
2548 /* Digestion */ 2536 /* Digestion */
2549 if (--op->last_eat < 0) 2537 if (--op->last_eat < 0)
2550 { 2538 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2539 int bonus = max (0, op->contr->digestion),
2540 penalty = max (0, -op->contr->digestion);
2552 2541
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2543
2558 /* dms do not consume food */ 2544 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2546 op->stats.food--;
2561 } 2547 }
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2589 manual_apply (op, flesh, 0); 2575 manual_apply (op, flesh, 0);
2590 } 2576 }
2591 } 2577 }
2592 2578
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2579 if (op->stats.food < 0)
2594 op->stats.food++, op->stats.hp--; 2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2595 2584
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2586 kill_player (op);
2598 } 2587 }
2599} 2588}
2604 * file. 2593 * file.
2605 */ 2594 */
2606void 2595void
2607kill_player (object *op) 2596kill_player (object *op)
2608{ 2597{
2598 int x, y;
2609 char buf[MAX_BUF]; 2599 char buf[MAX_BUF];
2610 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2600 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2601 int will_kill_again;
2621 archetype *at; 2602 archetype *at;
2622 object *tmp; 2603 object *tmp;
2623 2604
2624 if (save_life (op)) 2605 if (save_life (op))
2625 return; 2606 return;
2626
2627 2607
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2608 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2629 * in cities ONLY!!! It is very important that this doesn't get abused. 2609 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV 2610 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2611 */
2647 { 2627 {
2648 tmp->destroy (); 2628 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2629 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 } 2630 }
2651 2631
2652 cure_disease (op, 0); /* remove any disease */ 2632 cure_disease (op, 0, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp; 2633 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0) 2634 if (op->stats.food <= 0)
2655 op->stats.food = 999; 2635 op->stats.food = 999;
2656 2636
2657 /* create a bodypart-trophy to make the winner happy */ 2637 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2638 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 { 2639 {
2660 sprintf (buf, "%s's finger", &op->name); 2640 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2641 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n" 2642 tmp->msg = format (
2663 " the %s, when he was defeated at\n level %d by %s.\n", 2643 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2644 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2665 tmp->msg = buf; 2645 );
2666 tmp->value = 0, tmp->type = 0; 2646 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2647 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2648 tmp->insert_at (op, tmp);
2669 } 2649 }
2670 2650
2677 INVOKE_PLAYER (DEATH, op->contr); 2657 INVOKE_PLAYER (DEATH, op->contr);
2678 2658
2679 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2680 2660
2681 if (op->stats.food < 0) 2661 if (op->stats.food < 0)
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation"); 2662 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688 2663
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2664 op->contr->play_sound (sound_find ("player_dies"));
2690 2665
2691 /* save the map location for corpse, gravestone */ 2666 /* save the map location for corpse, gravestone */
2692 x = op->x; 2667 x = op->x;
2693 y = op->y; 2668 y = op->y;
2694 map = op->map; 2669 map = op->map;
2857 { 2832 {
2858 tmp->destroy (); 2833 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2834 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2835 }
2861 2836
2862 cure_disease (op, 0); /* remove any disease */ 2837 cure_disease (op, 0, 0); /* remove any disease */
2863 2838
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100) 2841 if (op->stats.food < 100)
2867 op->stats.food = 900; 2842 op->stats.food = 900;
2871 2846
2872 /* 2847 /*
2873 * Check to see if the player has any unpaid items. If so, remove them 2848 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map. 2849 * and put them back in the map.
2875 */ 2850 */
2876 remove_unpaid_objects (op->inv, op); 2851 op->drop_unpaid_items ();
2877 2852
2878 /****************************************/ 2853 /****************************************/
2879 /* */ 2854 /* */
2880 /* Move player to his current respawn- */ 2855 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2856 /* position (usually last savebed) */
2940 2915
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2916 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 { 2917 {
2943 if (tmp->nrof > 1) 2918 if (tmp->nrof > 1)
2944 { 2919 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2920 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2921 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2922 }
2949 else 2923 else
2950 tmp->destroy (); 2924 tmp->destroy ();
2951 } 2925 }
2962void 2936void
2963fix_weight (void) 2937fix_weight (void)
2964{ 2938{
2965 for_all_players (pl) 2939 for_all_players (pl)
2966 { 2940 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2941 sint32 old = pl->ob->carrying;
2968 2942
2969 if (old == sum) 2943 pl->ob->update_weight ();
2970 continue; 2944
2945 if (old != pl->ob->carrying)
2946 {
2971 pl->ob->update_stats (); 2947 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2949 }
2973 } 2950 }
2974} 2951}
2975 2952
2976void 2953void
2977fix_luck (void) 2954fix_luck (void)
3021void 2998void
3022make_visible (object *op) 2999make_visible (object *op)
3023{ 3000{
3024 op->hide = 0; 3001 op->hide = 0;
3025 op->invisible = 0; 3002 op->invisible = 0;
3003
3026 if (op->type == PLAYER) 3004 if (op->type == PLAYER)
3027 { 3005 {
3028 op->contr->tmp_invis = 0; 3006 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 3007 op->contr->invis_race = 0;
3030 } 3008 }
3033} 3011}
3034 3012
3035int 3013int
3036is_true_undead (object *op) 3014is_true_undead (object *op)
3037{ 3015{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3016 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 3017 return 1;
3040 3018
3041 return 0; 3019 return 0;
3042} 3020}
3043 3021
3044/* look at the surrounding terrain to determine 3022/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 3023 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 3024 * indicate greater hideability.
3047 */ 3025 */
3048
3049int 3026int
3050hideability (object *ob) 3027hideability (object *ob)
3051{ 3028{
3052 int i, level = 0, mflag; 3029 int i, level = 0, mflag;
3053 sint16 x, y; 3030 sint16 x, y;
3063 * as bad as carrying a light on a pitch dark map */ 3040 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 3041 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness)); 3042 level = -(10 + (2 * ob->map->darkness));
3066 3043
3067 /* scan through all nearby squares for terrain to hide in */ 3044 /* scan through all nearby squares for terrain to hide in */
3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3045 for (i = 0, x = ob->x, y = ob->y;
3046 i <= SIZEOFFREE1;
3047 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 { 3048 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3049 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 3050 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 3051 continue;
3074 } 3052
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3053 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 3054 level += 2;
3077 else /* open terrain! */ 3055 else /* open terrain! */
3078 level -= 1; 3056 level -= 1;
3079 } 3057 }
3178 * object op. This function works fine for monsters, 3156 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in 3157 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable" 3158 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 3159 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 3160 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 3161 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 3162 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 3163 * imply the way your head, or body is facing? It's possible
3186 * for them to differ. Sigh, this fctn could get a bit more complex. 3164 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t. 3165 * -b.t.
3188 * This function is now map tiling safe. 3166 * This function is now map tiling safe.
3189 */ 3167 */
3190
3191int 3168int
3192player_can_view (object *pl, object *op) 3169player_can_view (object *pl, object *op)
3193{ 3170{
3194 rv_vector rv; 3171 rv_vector rv;
3195 int dx, dy; 3172 int dx, dy;
3207 3184
3208 get_rangevector (pl, op, &rv, 0x1); 3185 get_rangevector (pl, op, &rv, 0x1);
3209 3186
3210 /* starting with the 'head' part, lets loop 3187 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3188 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3189 * part that is in the los array but isn't on
3213 * a blocked los square. 3190 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3191 * we use the archetype to figure out offsets.
3215 */ 3192 */
3216 while (op) 3193 while (op)
3217 { 3194 {
3218 dx = rv.distance_x + op->arch->clone.x; 3195 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3196 dy = rv.distance_y + op->arch->y;
3220 3197
3221 /* only the viewable area the player sees is updated by LOS 3198 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values 3199 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values. 3200 * for any meaningful values.
3224 */ 3201 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3202 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3203 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3204 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1; 3205 return 1;
3206
3229 op = op->more; 3207 op = op->more;
3230 } 3208 }
3209
3231 return 0; 3210 return 0;
3232} 3211}
3233 3212
3234/* routine for both players and monsters. We call this when 3213/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3214 * there is a possibility for our action distrubing our hiding
3238 * return 0. 3217 * return 0.
3239 */ 3218 */
3240int 3219int
3241action_makes_visible (object *op) 3220action_makes_visible (object *op)
3242{ 3221{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3222 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3223 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3224 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0; 3225 return 0;
3248 3226
3254 { 3232 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3233 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1; 3234 return 1;
3257 } 3235 }
3258 } 3236 }
3237
3259 return 0; 3238 return 0;
3260} 3239}
3261 3240
3262/* op_on_battleground - checks if the given object op (usually 3241/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3242 * a player) is standing on a valid battleground-tile,
3268 * Default is to do the same as before, so only people wanting to have different points need worry about this 3247 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */ 3248 */
3270int 3249int
3271op_on_battleground (object *op, int *x, int *y) 3250op_on_battleground (object *op, int *x, int *y)
3272{ 3251{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3252 /* A battleground-tile needs the following attributes to be valid:
3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3253 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3254 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3255 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3256 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3257 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3258 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3259 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3260 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3261 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3262 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3263 && tmp->type == BATTLEGROUND
3264 && tmp->name == shstr_battleground
3265 && EXIT_X (tmp) && EXIT_Y (tmp))
3287 { 3266 {
3288 /*before we assign the exit, check if this is a teambattle */ 3267 /* before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3268 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 { 3269 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3270 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3271 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3272 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3273 {
3297 if (x != NULL && y != NULL) 3274 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3275 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3276
3299 return 1; 3277 return 1;
3300 } 3278 }
3301 } 3279 }
3302 } 3280 }
3281
3303 if (x != NULL && y != NULL) 3282 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3283 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3284
3305 return 1; 3285 return 1;
3306 } 3286 }
3307 } 3287 }
3308 } 3288 }
3289
3309 /* If we got here, did not find a battleground */ 3290 /* If we got here, did not find a battleground */
3310 return 0; 3291 return 0;
3311} 3292}
3312 3293
3313/* 3294/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3310 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3311 int i = 0, j = 0;
3331 3312
3332 /* get the appropriate treasurelist */ 3313 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3314 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3315 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3316 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3317 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3318 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3319 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3320 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3321 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3322
3342 if (trlist == NULL || who->type != PLAYER) 3323 if (trlist == NULL || who->type != PLAYER)
3343 return; 3324 return;
3344 3325
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3326 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3331 return;
3351 } 3332 }
3352 3333
3353 /* everything seems okay - now bring on the gift: */ 3334 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3335 item = tr->item;
3355 3336
3356 if (item->type == SPELL) 3337 if (item->type == SPELL)
3357 { 3338 {
3358 if (check_spell_known (who, item->name)) 3339 if (check_spell_known (who, item->name))
3359 return; 3340 return;
3418 { 3399 {
3419 /* forces in the treasurelist can alter the player's stats */ 3400 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3401 object *skin;
3421 3402
3422 /* first get the dragon skin force */ 3403 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3404 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3405 ;
3426 3406
3427 if (!skin) 3407 if (!skin)
3428 return; 3408 return;
3429 3409
3464 else 3444 else
3465 { 3445 {
3466 /* generate misc. treasure */ 3446 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3447 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3448 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3449 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3450 }
3473} 3451}
3474 3452
3475/** 3453/**
3476 * Unready an object for a player. This function does nothing if the object was 3454 * Unready an object for a player. This function does nothing if the object was
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0; 3484 return 0;
3507 3485
3508 return 100 - blocked_los [x][y]; 3486 return 100 - blocked_los [x][y];
3509} 3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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