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Comparing deliantra/server/server/player.C (file contents):
Revision 1.163 by root, Thu Aug 23 17:16:17 2007 UTC vs.
Revision 1.187 by root, Mon Apr 21 07:07:36 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
214 215
215 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 218 ob->race = ob->arch->race;
218 219
219 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
220 link_player_skills (ob); 221 link_player_skills (ob);
221 222
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 224
224 assign (title, ob->arch->object::name); 225 assign (title, ob->arch->object::name);
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 (ob)
290 {
291 ob->close_container (); //TODO: client-specific
292 ob->drop_unpaid_items ();
293 }
294
295 if (ns)
296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
299
300 INVOKE_PLAYER (DISCONNECT, this);
301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
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{
401 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
402 */ 405 */
403archetype * 406archetype *
404get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
405{ 408{
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 415 archvec::iterator i = archetypes.find (nat);
407 416
408 for (;;) 417 for (;;)
409 { 418 {
410 if (++i == archetypes.end ()) 419 if (++i == archetypes.end ())
411 i = archetypes.begin (); 420 i = archetypes.begin ();
629 638
630 return firstdir; 639 return firstdir;
631} 640}
632 641
633void 642void
634give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
635{ 644{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL) 645 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 647
641 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
642 { 649 {
643 next = op->below; 650 next = op->below;
644 651
645 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
646 * 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
651 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 659 * by this player due to race restrictions
653 */ 660 */
654 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
655 { 662 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
657 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
660 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))
661 { 670 {
662 op->destroy (); 671 op->destroy ();
663 continue; 672 continue;
664 } 673 }
665 } 674 }
688 if (op->nrof > 1) 697 if (op->nrof > 1)
689 op->nrof = 1; 698 op->nrof = 1;
690 } 699 }
691 700
692 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
693 {
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696 703
697 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
698 * 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
699 * merged properly. 706 * merged properly.
700 */ 707 */
701 if (need_identify (op)) 708 if (need_identify (op))
702 { 709 {
703 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
706 } 713 }
714
707 if (op->type == SPELL) 715 if (op->type == SPELL)
708 { 716 {
709 op->destroy (); 717 op->destroy ();
710 continue; 718 continue;
711 } 719 }
713 { 721 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0; 723 op->stats.exp = 0;
716 op->level = 1; 724 op->level = 1;
717 } 725 }
718 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
719 else
720 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
722 729
723 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
724 link_player_skills (pl); 731 link_player_skills (pl);
830static void 837static void
831start_info (object *op) 838start_info (object *op)
832{ 839{
833 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
834 841
835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
836 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
839} 844}
840 845
841/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
842 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
843 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1006 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1007 return 1; 1012 return 1;
1008 1013
1009 next = op->below; 1014 next = op->below;
1010 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1011 /* 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
1012 * destroyed */ 1020 * destroyed */
1013 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1014 { 1022 {
1015 tmp = next; 1023 tmp = next;
1016 next = tmp->below; 1024 next = tmp->below;
1017 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1018 if (op->destroyed ()) 1032 if (op->destroyed ())
1019 return 0; 1033 return 0;
1020 1034
1021 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1022 continue; 1036 continue;
1023 1037
1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1025 { 1039 {
1026 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1027 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1028 continue; 1042 continue;
1029 } 1043 }
1030 1044
1031 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1032 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1034 switch (op->contr->mode) 1048 switch (op->contr->mode)
1035 { 1049 {
1036 case 0: 1050 case 0:
1037 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1038 case 1: 1052 case 1:
1039 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1040 return 1; 1054 return 1;
1041 case 2: 1055 case 2:
1042 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1043 return 0; 1057 return 0;
1044 case 3: 1058 case 3:
1045 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1046 case 4: 1060 case 4:
1047 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1048 break; 1062 break;
1049 case 5: 1063 case 5:
1050 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1051 stop = 1; 1065 stop = 1;
1052 break; 1066 break;
1053 case 6: 1067 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1055 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1056 break; 1071 break;
1057 1072
1058 case 7: 1073 case 7:
1059 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1060 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1061 break; 1076 break;
1062 1077
1063 default: 1078 default:
1064 /* use value density */ 1079 /* use value density */
1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1066 && (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)
1067 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1068 } 1083 }
1069 } 1084 }
1070 else 1085 else
1071 { /* old model */ 1086 { /* old model */
1072 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1127 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1128 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1129 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1130 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1131 { 1146 {
1132 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1133 continue; 1148 continue;
1134 } 1149 }
1135 1150
1136 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1137 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)))
1138 { 1153 {
1139 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1140 continue; 1155 continue;
1141 } 1156 }
1142 1157
1143 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1144 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1145 { 1160 {
1146 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1147 continue; 1162 continue;
1148 } 1163 }
1149 1164
1150 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1153 { 1168 {
1154 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1155 continue; 1170 continue;
1156 } 1171 }
1157 1172
1158 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1160 { 1175 {
1161 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1162 continue; 1177 continue;
1163 } 1178 }
1164 1179
1165 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 { 1182 {
1168 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1169 continue; 1184 continue;
1170 } 1185 }
1171 1186
1172 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 { 1190 {
1176 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1177 continue; 1192 continue;
1178 } 1193 }
1179 1194
1180 /* pick up all magical items */ 1195 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1182 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))
1183 { 1198 {
1184 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1185 continue; 1200 continue;
1186 } 1201 }
1187 1202
1188 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1189 { 1204 {
1190 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1191 { 1206 {
1192 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1193 continue; 1208 continue;
1194 } 1209 }
1195 } 1210 }
1196 1211
1197 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1200 { 1215 {
1201 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1202 continue; 1217 continue;
1203 } 1218 }
1204 1219
1205 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1208 { 1223 {
1209 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1210 continue; 1225 continue;
1211 } 1226 }
1212 1227
1213 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1216 { 1231 {
1217 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1218 continue; 1233 continue;
1219 } 1234 }
1220 1235
1221 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1223 { 1238 {
1224 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1225 continue; 1240 continue;
1226 } 1241 }
1227 1242
1228 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1231 { 1246 {
1232 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1233 continue; 1248 continue;
1234 } 1249 }
1235 1250
1236 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1238 { 1253 {
1239 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1240 continue; 1255 continue;
1241 } 1256 }
1242 1257
1243 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1245 { 1260 {
1246 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1247 continue; 1262 continue;
1248 } 1263 }
1249 1264
1250 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1252 { 1267 {
1253 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1254 continue; 1269 continue;
1255 } 1270 }
1256 1271
1257 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1259 { 1274 {
1260 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1261 continue; 1276 continue;
1262 } 1277 }
1263 1278
1264 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1266 { 1281 {
1267 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1268 continue; 1283 continue;
1269 } 1284 }
1270 1285
1271 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 { 1289 {
1275 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1276 continue; 1291 continue;
1277 } 1292 }
1278 1293
1279 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1282 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1283 { 1298 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 { 1301 {
1287 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1288 continue; 1303 continue;
1289 } 1304 }
1290 } 1305 }
1291 1306
1292 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1293 { 1308 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 { 1310 {
1296 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1297 continue; 1312 continue;
1298 } 1313 }
1299 } 1314 }
1300 } 1315 }
1301 1316
1302 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 { 1320 {
1306 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1307 continue; 1322 continue;
1308 } 1323 }
1309 1324
1310 /* 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
1311 * pickups */ 1326 * pickups */
1316 /* >=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
1317 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 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)
1320 { 1335 {
1321 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1322#if 0 1337#if 0
1323 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1324 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1325 { 1340 {
1326 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1345 * found object is returned. 1360 * found object is returned.
1346 */ 1361 */
1347object * 1362object *
1348find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1349{ 1364{
1350 object *tmp = 0;
1351
1352 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1354 tmp = find_arrow (op, type);
1355 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);
1356 return op; 1374 return arrow;
1375 }
1357 1376
1358 return tmp; 1377 return 0;
1359} 1378}
1360 1379
1361/* 1380/*
1362 * 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
1363 * 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
1584 arrow->destroy (); 1603 arrow->destroy ();
1585 return 0; 1604 return 0;
1586 } 1605 }
1587 1606
1588 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1589 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1590 if (!arrow) 1609 if (!arrow)
1591 { 1610 {
1592 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);
1593 return 0; 1612 return 0;
1594 } 1613 }
1661 op->play_sound (sound_find ("fire_arrow")); 1680 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1663 1682
1664 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1665 move_arrow (arrow); 1684 move_arrow (arrow);
1666
1667 if (op->type == PLAYER)
1668 {
1669 if (left->destroyed ())
1670 esrv_del_item (op->contr, left->count);
1671 else
1672 esrv_send_item (op, left);
1673 }
1674 1685
1675 return 1; 1686 return 1;
1676} 1687}
1677 1688
1678/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1963 1974
1964 if (door->type == DOOR) 1975 if (door->type == DOOR)
1965 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 */
1966 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1967 { 1978 {
1968 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);
1969 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1970 } 1981 }
1971 1982
1972 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1973 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1974 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
1975 if (container != op) 1986 if (container != op)
1976 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1977 1988
1978 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1979 } 1990 }
1980 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
1981 { 1992 {
1982 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1984 return 1; 1995 return 1;
1985 } 1996 }
1986 1997
1987 return 0; 1998 return 0;
1988} 1999}
2108 { 2119 {
2109 op->play_sound (sound_find ("push_player")); 2120 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2111 } 2122 }
2112 else 2123 else
2113 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2114 2125
2115 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2127 make_visible (op);
2117 2128
2118 return true; 2129 return true;
2162bool 2173bool
2163move_player (object *op, int dir) 2174move_player (object *op, int dir)
2164{ 2175{
2165 int pick; 2176 int pick;
2166 2177
2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2168 return 0; 2179 return 0;
2169 2180
2170 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2172 { 2183 {
2593 * file. 2604 * file.
2594 */ 2605 */
2595void 2606void
2596kill_player (object *op) 2607kill_player (object *op)
2597{ 2608{
2609 int x, y;
2598 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2599 int x, y;
2600
2601 //int i;
2602 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2603
2604 /* int z;
2605 int num_stats_lose;
2606 int lost_a_stat;
2607 int lose_this_stat;
2608 int this_stat; */
2609 int will_kill_again; 2612 int will_kill_again;
2610 archetype *at; 2613 archetype *at;
2611 object *tmp; 2614 object *tmp;
2612 2615
2613 if (save_life (op)) 2616 if (save_life (op))
2635 { 2638 {
2636 tmp->destroy (); 2639 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 } 2641 }
2639 2642
2640 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2643 op->stats.food = 999; 2646 op->stats.food = 999;
2644 2647
2645 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2647 { 2650 {
2648 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2650 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2651 " the %s, when he was defeated at\n level %d by %s.\n", 2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2653 tmp->msg = buf; 2656 );
2654 tmp->value = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics"; 2658 tmp->materialname = "organics";
2656 tmp->insert_at (op, tmp); 2659 tmp->insert_at (op, tmp);
2657 } 2660 }
2658 2661
2665 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2666 2669
2667 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2668 2671
2669 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2670 {
2671 sprintf (buf, "%s starved to death.", &op->name);
2672 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2673 }
2674 else
2675 sprintf (buf, "%s died.", &op->name);
2676 2674
2677 op->contr->play_sound (sound_find ("player_dies")); 2675 op->contr->play_sound (sound_find ("player_dies"));
2678 2676
2679 /* save the map location for corpse, gravestone */ 2677 /* save the map location for corpse, gravestone */
2680 x = op->x; 2678 x = op->x;
2845 { 2843 {
2846 tmp->destroy (); 2844 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 } 2846 }
2849 2847
2850 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
2851 2849
2852 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
2854 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
2855 op->stats.food = 900; 2853 op->stats.food = 900;
2928 2926
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 { 2928 {
2931 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
2932 { 2930 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 } 2933 }
2937 else 2934 else
2938 tmp->destroy (); 2935 tmp->destroy ();
2939 } 2936 }
2950void 2947void
2951fix_weight (void) 2948fix_weight (void)
2952{ 2949{
2953 for_all_players (pl) 2950 for_all_players (pl)
2954 { 2951 {
2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
2956 2953
2957 if (old == sum) 2954 pl->ob->update_weight ();
2958 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
2959 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2959 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2960 }
2961 } 2961 }
2962} 2962}
2963 2963
2964void 2964void
2965fix_luck (void) 2965fix_luck (void)
3009void 3009void
3010make_visible (object *op) 3010make_visible (object *op)
3011{ 3011{
3012 op->hide = 0; 3012 op->hide = 0;
3013 op->invisible = 0; 3013 op->invisible = 0;
3014
3014 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3015 { 3016 {
3016 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3017 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3018 } 3019 }
3031 3032
3032/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3033 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3034 * indicate greater hideability. 3035 * indicate greater hideability.
3035 */ 3036 */
3036
3037int 3037int
3038hideability (object *ob) 3038hideability (object *ob)
3039{ 3039{
3040 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3041 sint16 x, y; 3041 sint16 x, y;
3051 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3053 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3054 3054
3055 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3056 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])
3057 { 3059 {
3058 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3059 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3060 {
3061 continue; 3062 continue;
3062 } 3063
3063 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3064 level += 2; 3065 level += 2;
3065 else /* open terrain! */ 3066 else /* open terrain! */
3066 level -= 1; 3067 level -= 1;
3067 } 3068 }
3495 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))
3496 return 0; 3497 return 0;
3497 3498
3498 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3499} 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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