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Comparing deliantra/server/server/player.C (file contents):
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC vs.
Revision 1.182 by root, Thu Apr 17 14:06:03 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
183 183
184 if (ob->map) 184 if (ob->map)
185 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186 186
187 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 189 ob->map = 0;
189 party = 0; 190 party = 0;
190 191
191 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
192 193
240 241
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 243
243 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
244 245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
245 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
248 304
249 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
265 combat_ob = op; 321 combat_ob = op;
266 break; 322 break;
267 } 323 }
268 324
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 326 ob->deactivate (); // change_Weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324} 327}
325 328
326void 329void
327player::set_observe (object *op) 330player::set_observe (object *op)
328{ 331{
425 unsigned lastdist; 428 unsigned lastdist;
426 rv_vector rv; 429 rv_vector rv;
427 430
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 432 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 434 continue;
459 435
460 if (lastdist > rv.distance) 436 if (lastdist > rv.distance)
461 { 437 {
656 632
657 return firstdir; 633 return firstdir;
658} 634}
659 635
660void 636void
661give_initial_items (object *pl, treasurelist * items) 637give_initial_items (object *pl, treasurelist *items)
662{ 638{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 639 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 641
668 for (op = pl->inv; op; op = next) 642 for (object *next, *op = pl->inv; op; op = next)
669 { 643 {
670 next = op->below; 644 next = op->below;
671 645
672 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 653 * by this player due to race restrictions
680 */ 654 */
681 if (pl->type == PLAYER) 655 if (pl->type == PLAYER)
682 { 656 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658 &&
684 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 660 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 661 || op->type == SHIELD || op->type == GLOVES
662 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 663 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 664 {
689 op->destroy (); 665 op->destroy ();
690 continue; 666 continue;
691 } 667 }
692 } 668 }
715 if (op->nrof > 1) 691 if (op->nrof > 1)
716 op->nrof = 1; 692 op->nrof = 1;
717 } 693 }
718 694
719 if (op->type == SPELLBOOK && op->inv) 695 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 697
724 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 700 * merged properly.
727 */ 701 */
728 if (need_identify (op)) 702 if (need_identify (op))
729 { 703 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 707 }
708
734 if (op->type == SPELL) 709 if (op->type == SPELL)
735 { 710 {
736 op->destroy (); 711 op->destroy ();
737 continue; 712 continue;
738 } 713 }
740 { 715 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 717 op->stats.exp = 0;
743 op->level = 1; 718 op->level = 1;
744 } 719 }
745 /* lock all 'normal items by default */ 720 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
749 723
750 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
751 link_player_skills (pl); 725 link_player_skills (pl);
857static void 831static void
858start_info (object *op) 832start_info (object *op)
859{ 833{
860 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
861 835
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 836 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 838}
867 839
868/* This function takes the key that is passed, and does the 840/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 841 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 842 * The function name is for historical reasons - now we have
1033 if (op->move_type & MOVE_FLYING) 1005 if (op->move_type & MOVE_FLYING)
1034 return 1; 1006 return 1;
1035 1007
1036 next = op->below; 1008 next = op->below;
1037 1009
1010 int cnt = MAX_ITEM_PER_DROP;
1011#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012
1038 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 1014 * destroyed */
1040 while (next && !next->destroyed ()) 1015 while (next && !next->destroyed ())
1041 { 1016 {
1042 tmp = next; 1017 tmp = next;
1043 next = tmp->below; 1018 next = tmp->below;
1044 1019
1020 if (cnt <= 0)
1021 {
1022 op->failmsg ("Couldn't pickup all items at once.");
1023 return 0;
1024 }
1025
1045 if (op->destroyed ()) 1026 if (op->destroyed ())
1046 return 0; 1027 return 0;
1047 1028
1048 if (!can_pick (op, tmp)) 1029 if (!can_pick (op, tmp))
1049 continue; 1030 continue;
1050 1031
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1033 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1034 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1055 continue; 1036 continue;
1056 } 1037 }
1057 1038
1058 /* high not bit set? We're using the old autopickup model */ 1039 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1040 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1042 switch (op->contr->mode)
1062 { 1043 {
1063 case 0: 1044 case 0:
1064 return 1; /* don't pick up */ 1045 return 1; /* don't pick up */
1065 case 1: 1046 case 1:
1066 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1067 return 1; 1048 return 1;
1068 case 2: 1049 case 2:
1069 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1070 return 0; 1051 return 0;
1071 case 3: 1052 case 3:
1072 return 0; /* stop before pickup */ 1053 return 0; /* stop before pickup */
1073 case 4: 1054 case 4:
1074 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1075 break; 1056 break;
1076 case 5: 1057 case 5:
1077 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1078 stop = 1; 1059 stop = 1;
1079 break; 1060 break;
1080 case 6: 1061 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064 CHK_PICK_PICKUP;
1083 break; 1065 break;
1084 1066
1085 case 7: 1067 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1068 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1069 CHK_PICK_PICKUP;
1088 break; 1070 break;
1089 1071
1090 default: 1072 default:
1091 /* use value density */ 1073 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp); 1076 CHK_PICK_PICKUP;
1095 } 1077 }
1096 } 1078 }
1097 else 1079 else
1098 { /* old model */ 1080 { /* old model */
1099 /* NEW pickup handling */ 1081 /* NEW pickup handling */
1154 /* all food and drink if desired */ 1136 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1137 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1138 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1139 if (tmp->type == FOOD)
1158 { 1140 {
1159 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1160 continue; 1142 continue;
1161 } 1143 }
1162 1144
1163 if (op->contr->mode & PU_DRINK) 1145 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 { 1147 {
1166 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1167 continue; 1149 continue;
1168 } 1150 }
1169 1151
1170 if (op->contr->mode & PU_POTION) 1152 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1153 if (tmp->type == POTION)
1172 { 1154 {
1173 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1174 continue; 1156 continue;
1175 } 1157 }
1176 1158
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1159 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1160 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1161 if (tmp->type == SPELLBOOK)
1180 { 1162 {
1181 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1182 continue; 1164 continue;
1183 } 1165 }
1184 1166
1185 if (op->contr->mode & PU_SKILLSCROLL) 1167 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1168 if (tmp->type == SKILLSCROLL)
1187 { 1169 {
1188 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1189 continue; 1171 continue;
1190 } 1172 }
1191 1173
1192 if (op->contr->mode & PU_READABLES) 1174 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1176 {
1195 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1196 continue; 1178 continue;
1197 } 1179 }
1198 1180
1199 /* wands/staves/rods/horns */ 1181 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1184 {
1203 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1204 continue; 1186 continue;
1205 } 1187 }
1206 1188
1207 /* pick up all magical items */ 1189 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1190 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 { 1192 {
1211 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1212 continue; 1194 continue;
1213 } 1195 }
1214 1196
1215 if (op->contr->mode & PU_VALUABLES) 1197 if (op->contr->mode & PU_VALUABLES)
1216 { 1198 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1199 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1200 {
1219 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1220 continue; 1202 continue;
1221 } 1203 }
1222 } 1204 }
1223 1205
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1206 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1207 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1208 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1209 {
1228 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1229 continue; 1211 continue;
1230 } 1212 }
1231 1213
1232 /* we don't forget dragon food */ 1214 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1215 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1216 if (tmp->type == FLESH)
1235 { 1217 {
1236 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1237 continue; 1219 continue;
1238 } 1220 }
1239 1221
1240 /* bows and arrows. Bows are good for selling! */ 1222 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1223 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1224 if (tmp->type == BOW)
1243 { 1225 {
1244 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1245 continue; 1227 continue;
1246 } 1228 }
1247 1229
1248 if (op->contr->mode & PU_ARROW) 1230 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1231 if (tmp->type == ARROW)
1250 { 1232 {
1251 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1252 continue; 1234 continue;
1253 } 1235 }
1254 1236
1255 /* all kinds of armor etc. */ 1237 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1238 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1239 if (tmp->type == ARMOUR)
1258 { 1240 {
1259 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1260 continue; 1242 continue;
1261 } 1243 }
1262 1244
1263 if (op->contr->mode & PU_HELMET) 1245 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1246 if (tmp->type == HELMET)
1265 { 1247 {
1266 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1267 continue; 1249 continue;
1268 } 1250 }
1269 1251
1270 if (op->contr->mode & PU_SHIELD) 1252 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1253 if (tmp->type == SHIELD)
1272 { 1254 {
1273 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1274 continue; 1256 continue;
1275 } 1257 }
1276 1258
1277 if (op->contr->mode & PU_BOOTS) 1259 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1260 if (tmp->type == BOOTS)
1279 { 1261 {
1280 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1281 continue; 1263 continue;
1282 } 1264 }
1283 1265
1284 if (op->contr->mode & PU_GLOVES) 1266 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1267 if (tmp->type == GLOVES)
1286 { 1268 {
1287 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1288 continue; 1270 continue;
1289 } 1271 }
1290 1272
1291 if (op->contr->mode & PU_CLOAK) 1273 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1274 if (tmp->type == CLOAK)
1293 { 1275 {
1294 pick_up (op, tmp); 1276 CHK_PICK_PICKUP;
1295 continue; 1277 continue;
1296 } 1278 }
1297 1279
1298 /* hoping to catch throwing daggers here */ 1280 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1281 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1283 {
1302 pick_up (op, tmp); 1284 CHK_PICK_PICKUP;
1303 continue; 1285 continue;
1304 } 1286 }
1305 1287
1306 /* careful: chairs and tables are weapons! */ 1288 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1289 if (op->contr->mode & PU_ALLWEAPON)
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1291 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1292 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1295 {
1314 pick_up (op, tmp); 1296 CHK_PICK_PICKUP;
1315 continue; 1297 continue;
1316 } 1298 }
1317 } 1299 }
1318 1300
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1301 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1302 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1304 {
1323 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1324 continue; 1306 continue;
1325 } 1307 }
1326 } 1308 }
1327 } 1309 }
1328 1310
1329 /* misc stuff that's useful */ 1311 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1312 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1314 {
1333 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1334 continue; 1316 continue;
1335 } 1317 }
1336 1318
1337 /* any of the last 4 bits set means we use the ratio for value 1319 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1320 * pickups */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */ 1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1327 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 { 1329 {
1348 pick_up (op, tmp); 1330 CHK_PICK_PICKUP;
1349#if 0 1331#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1333 if (tmp->name != NULL)
1352 { 1334 {
1353 fprintf (stderr, "%s", tmp->name); 1335 fprintf (stderr, "%s", tmp->name);
1372 * found object is returned. 1354 * found object is returned.
1373 */ 1355 */
1374object * 1356object *
1375find_arrow (object *op, const char *type) 1357find_arrow (object *op, const char *type)
1376{ 1358{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1359 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 return splay (tmp);
1362
1363 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1364 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1365 if (object *arrow = find_arrow (tmp, type))
1366 {
1367 splay (tmp);
1383 return op; 1368 return arrow;
1369 }
1384 1370
1385 return tmp; 1371 return 0;
1386} 1372}
1387 1373
1388/* 1374/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1375 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1376 * against the target. A full test is not performed, simply a basic test
1990 1976
1991 if (door->type == DOOR) 1977 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1978 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1979 else if (door->type == LOCKED_DOOR)
1994 { 1980 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1981 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1983 }
1998 1984
1999 /* Do this after we print the message */ 1985 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1986 decrease_ob (key); /* Use up one of the keys */
2005 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
2006 } 1992 }
2007 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2008 { 1994 {
2009 /* Might as well return now - no other way to open this */ 1995 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1997 return 1;
2012 } 1998 }
2013 1999
2014 return 0; 2000 return 0;
2015} 2001}
2135 { 2121 {
2136 op->play_sound (sound_find ("push_player")); 2122 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2138 } 2124 }
2139 else 2125 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 2126 op->statusmsg ("You withhold your attack");
2141 2127
2142 if (op->contr->tmp_invis || op->hide) 2128 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2129 make_visible (op);
2144 2130
2145 return true; 2131 return true;
2189bool 2175bool
2190move_player (object *op, int dir) 2176move_player (object *op, int dir)
2191{ 2177{
2192 int pick; 2178 int pick;
2193 2179
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0; 2181 return 0;
2196 2182
2197 /* Sanity check: make sure dir is valid */ 2183 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 2184 if ((dir < 0) || (dir >= 9))
2199 { 2185 {
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2430 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2431 else
2446 { 2432 {
2447 gen_grace = op->stats.maxgrace; 2433 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2434 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2449 }
2450
2451 /* Regenerate Spell Points */
2452 if (!op->contr->golem && --op->last_sp < 0)
2453 {
2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2455 if (op->stats.sp < op->stats.maxsp)
2456 {
2457 op->stats.sp++;
2458 /* dms do not consume food */
2459 if (!QUERY_FLAG (op, FLAG_WIZ))
2460 {
2461 op->stats.food--;
2462 if (op->contr->digestion < 0)
2463 op->stats.food += op->contr->digestion;
2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465 op->stats.food = last_food;
2466 }
2467 }
2468
2469 if (max_sp > 1)
2470 {
2471 over_sp = (gen_sp + 10) / rate_sp;
2472 if (over_sp > 0)
2473 {
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479 op->stats.sp--;
2480
2481 if (op->stats.sp > op->stats.maxsp)
2482 op->stats.sp = op->stats.maxsp;
2483 }
2484 op->last_sp = 0;
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 } 2435 }
2492 2436
2493 /* Regenerate Grace */ 2437 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2438 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2439 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2460 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2461 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2462 /* wearing stuff doesn't detract from grace generation. */
2519 } 2463 }
2520 2464
2465 if (op->stats.food > 0)
2466 {
2521 /* Regenerate Hit Points */ 2467 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2469 {
2526 op->stats.hp++; 2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2471
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2472 if (op->stats.sp < op->stats.maxsp)
2529 { 2473 {
2474 op->stats.sp++;
2475
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2530 op->stats.food--; 2479 op->stats.food--;
2480
2531 if (op->contr->digestion < 0) 2481 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2484 op->stats.food = last_food;
2485 }
2535 } 2486 }
2536 }
2537 2487
2538 if (max_hp > 1) 2488 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2489 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503
2544 op->last_heal = 0; 2504 op->last_sp = 0;
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2508 }
2546 else 2509 else
2510 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2547 { 2517 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2518 op->stats.hp++;
2519
2520 /* dms do not consume food */
2521 if (!QUERY_FLAG (op, FLAG_WIZ))
2522 {
2523 op->stats.food--;
2524
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2549 } 2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2543 }
2551 else 2544 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2546 }
2555 } 2547 }
2556 2548
2557 /* Digestion */ 2549 /* Digestion */
2558 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, flesh, 0); 2588 manual_apply (op, flesh, 0);
2597 } 2589 }
2598 } 2590 }
2599 2591
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2592 if (op->stats.food < 0)
2601 op->stats.food++, op->stats.hp--; 2593 {
2594 op->stats.hp += op->stats.food;
2595 op->stats.food = 0;
2596 }
2602 2597
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2598 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2599 kill_player (op);
2605 } 2600 }
2606} 2601}
2611 * file. 2606 * file.
2612 */ 2607 */
2613void 2608void
2614kill_player (object *op) 2609kill_player (object *op)
2615{ 2610{
2611 int x, y;
2616 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2617 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2614 int will_kill_again;
2628 archetype *at; 2615 archetype *at;
2629 object *tmp; 2616 object *tmp;
2630 2617
2631 if (save_life (op)) 2618 if (save_life (op))
2653 { 2640 {
2654 tmp->destroy (); 2641 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2642 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 } 2643 }
2657 2644
2658 cure_disease (op, 0); /* remove any disease */ 2645 cure_disease (op, 0, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp; 2646 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0) 2647 if (op->stats.food <= 0)
2661 op->stats.food = 999; 2648 op->stats.food = 999;
2662 2649
2663 /* create a bodypart-trophy to make the winner happy */ 2650 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2651 if (object *tmp = arch_to_object (archetype::find ("finger")))
2665 { 2652 {
2666 sprintf (buf, "%s's finger", &op->name); 2653 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2654 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n" 2655 tmp->msg = format (
2669 " the %s, when he was defeated at\n level %d by %s.\n", 2656 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2657 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2671 tmp->msg = buf; 2658 );
2672 tmp->value = 0, tmp->type = 0; 2659 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2660 tmp->materialname = "organics";
2674 tmp->insert_at (op, tmp); 2661 tmp->insert_at (op, tmp);
2675 } 2662 }
2676 2663
2683 INVOKE_PLAYER (DEATH, op->contr); 2670 INVOKE_PLAYER (DEATH, op->contr);
2684 2671
2685 command_kill_pets (op, 0); 2672 command_kill_pets (op, 0);
2686 2673
2687 if (op->stats.food < 0) 2674 if (op->stats.food < 0)
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation"); 2675 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694 2676
2695 op->contr->play_sound (sound_find ("player_dies")); 2677 op->contr->play_sound (sound_find ("player_dies"));
2696 2678
2697 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2698 x = op->x; 2680 x = op->x;
2863 { 2845 {
2864 tmp->destroy (); 2846 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 } 2848 }
2867 2849
2868 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2869 2851
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
2873 op->stats.food = 900; 2855 op->stats.food = 900;
3027void 3009void
3028make_visible (object *op) 3010make_visible (object *op)
3029{ 3011{
3030 op->hide = 0; 3012 op->hide = 0;
3031 op->invisible = 0; 3013 op->invisible = 0;
3014
3032 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3033 { 3016 {
3034 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3036 } 3019 }
3049 3032
3050/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 3035 * indicate greater hideability.
3053 */ 3036 */
3054
3055int 3037int
3056hideability (object *ob) 3038hideability (object *ob)
3057{ 3039{
3058 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3059 sint16 x, y; 3041 sint16 x, y;
3069 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3071 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3072 3054
3073 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 3059 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 3062 continue;
3080 } 3063
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 3065 level += 2;
3083 else /* open terrain! */ 3066 else /* open terrain! */
3084 level -= 1; 3067 level -= 1;
3085 } 3068 }
3184 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3176 * -b.t.
3194 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3195 */ 3178 */
3196
3197int 3179int
3198player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3199{ 3181{
3200 rv_vector rv; 3182 rv_vector rv;
3201 int dx, dy; 3183 int dx, dy;
3213 3195
3214 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3215 3197
3216 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 3199 * through the object and find if it has any
3218 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3219 * a blocked los square. 3201 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3221 */ 3203 */
3222 while (op) 3204 while (op)
3223 { 3205 {
3226 3208
3227 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3228 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values. 3211 * for any meaningful values.
3230 */ 3212 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1; 3216 return 1;
3217
3235 op = op->more; 3218 op = op->more;
3236 } 3219 }
3220
3237 return 0; 3221 return 0;
3238} 3222}
3239 3223
3240/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3244 * return 0. 3228 * return 0.
3245 */ 3229 */
3246int 3230int
3247action_makes_visible (object *op) 3231action_makes_visible (object *op)
3248{ 3232{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 { 3234 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0; 3236 return 0;
3254 3237
3260 { 3243 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1; 3245 return 1;
3263 } 3246 }
3264 } 3247 }
3248
3265 return 0; 3249 return 0;
3266} 3250}
3267 3251
3268/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3274 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3259 */
3276int 3260int
3277op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3278{ 3262{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3270 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3272 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3277 {
3294 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 { 3280 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3282 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3284 {
3303 if (x != NULL && y != NULL) 3285 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3305 return 1; 3288 return 1;
3306 } 3289 }
3307 } 3290 }
3308 } 3291 }
3292
3309 if (x != NULL && y != NULL) 3293 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3311 return 1; 3296 return 1;
3312 } 3297 }
3313 } 3298 }
3314 } 3299 }
3300
3315 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3316 return 0; 3302 return 0;
3317} 3303}
3318 3304
3319/* 3305/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3322 int i = 0, j = 0;
3337 3323
3338 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3333
3348 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3349 return; 3335 return;
3350 3336
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0; 3497 return 0;
3512 3498
3513 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3514} 3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

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