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Comparing deliantra/server/server/player.C (file contents):
Revision 1.168 by root, Sat Sep 1 03:56:34 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>
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->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->object::name); 225 assign (title, ob->arch->object::name);
241 241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 243
244 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245 245
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
246 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
249 304
250 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
266 combat_ob = op; 321 combat_ob = op;
267 break; 322 break;
268 } 323 }
269 324
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats (); 326 ob->deactivate (); // change_Weapon activates, fix this better
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
291 {
292 ob->close_container (); //TODO: client-specific
293 ob->drop_unpaid_items ();
294 }
295
296 if (ns)
297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
300
301 INVOKE_PLAYER (DISCONNECT, this);
302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325} 327}
326 328
327void 329void
328player::set_observe (object *op) 330player::set_observe (object *op)
329{ 331{
402 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
403 */ 405 */
404archetype * 406archetype *
405get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
406{ 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
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 415 archvec::iterator i = archetypes.find (nat);
408 416
409 for (;;) 417 for (;;)
410 { 418 {
411 if (++i == archetypes.end ()) 419 if (++i == archetypes.end ())
412 i = archetypes.begin (); 420 i = archetypes.begin ();
630 638
631 return firstdir; 639 return firstdir;
632} 640}
633 641
634void 642void
635give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
636{ 644{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 645 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 647
642 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
643 { 649 {
644 next = op->below; 650 next = op->below;
645 651
646 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
647 * 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
652 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 659 * by this player due to race restrictions
654 */ 660 */
655 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
656 { 662 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
658 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
661 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))
662 { 670 {
663 op->destroy (); 671 op->destroy ();
664 continue; 672 continue;
665 } 673 }
666 } 674 }
689 if (op->nrof > 1) 697 if (op->nrof > 1)
690 op->nrof = 1; 698 op->nrof = 1;
691 } 699 }
692 700
693 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 703
698 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
699 * 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
700 * merged properly. 706 * merged properly.
701 */ 707 */
702 if (need_identify (op)) 708 if (need_identify (op))
703 { 709 {
704 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 713 }
714
708 if (op->type == SPELL) 715 if (op->type == SPELL)
709 { 716 {
710 op->destroy (); 717 op->destroy ();
711 continue; 718 continue;
712 } 719 }
714 { 721 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 723 op->stats.exp = 0;
717 op->level = 1; 724 op->level = 1;
718 } 725 }
719 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
723 729
724 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
725 link_player_skills (pl); 731 link_player_skills (pl);
831static void 837static void
832start_info (object *op) 838start_info (object *op)
833{ 839{
834 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
835 841
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
840} 844}
841 845
842/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1007 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1008 return 1; 1012 return 1;
1009 1013
1010 next = op->below; 1014 next = op->below;
1011 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1012 /* 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
1013 * destroyed */ 1020 * destroyed */
1014 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1015 { 1022 {
1016 tmp = next; 1023 tmp = next;
1017 next = tmp->below; 1024 next = tmp->below;
1018 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1019 if (op->destroyed ()) 1032 if (op->destroyed ())
1020 return 0; 1033 return 0;
1021 1034
1022 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1023 continue; 1036 continue;
1024 1037
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 1039 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1029 continue; 1042 continue;
1030 } 1043 }
1031 1044
1032 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1033 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1035 switch (op->contr->mode) 1048 switch (op->contr->mode)
1036 { 1049 {
1037 case 0: 1050 case 0:
1038 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1039 case 1: 1052 case 1:
1040 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1041 return 1; 1054 return 1;
1042 case 2: 1055 case 2:
1043 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1044 return 0; 1057 return 0;
1045 case 3: 1058 case 3:
1046 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1047 case 4: 1060 case 4:
1048 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1049 break; 1062 break;
1050 case 5: 1063 case 5:
1051 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1052 stop = 1; 1065 stop = 1;
1053 break; 1066 break;
1054 case 6: 1067 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1056 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1057 break; 1071 break;
1058 1072
1059 case 7: 1073 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1062 break; 1076 break;
1063 1077
1064 default: 1078 default:
1065 /* use value density */ 1079 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (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)
1068 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1069 } 1083 }
1070 } 1084 }
1071 else 1085 else
1072 { /* old model */ 1086 { /* old model */
1073 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1128 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1132 { 1146 {
1133 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1134 continue; 1148 continue;
1135 } 1149 }
1136 1150
1137 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1138 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)))
1139 { 1153 {
1140 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1141 continue; 1155 continue;
1142 } 1156 }
1143 1157
1144 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1146 { 1160 {
1147 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1148 continue; 1162 continue;
1149 } 1163 }
1150 1164
1151 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1154 { 1168 {
1155 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1156 continue; 1170 continue;
1157 } 1171 }
1158 1172
1159 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1161 { 1175 {
1162 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1163 continue; 1177 continue;
1164 } 1178 }
1165 1179
1166 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 { 1182 {
1169 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1170 continue; 1184 continue;
1171 } 1185 }
1172 1186
1173 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 { 1190 {
1177 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1178 continue; 1192 continue;
1179 } 1193 }
1180 1194
1181 /* pick up all magical items */ 1195 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1183 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))
1184 { 1198 {
1185 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1186 continue; 1200 continue;
1187 } 1201 }
1188 1202
1189 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1190 { 1204 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1192 { 1206 {
1193 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1194 continue; 1208 continue;
1195 } 1209 }
1196 } 1210 }
1197 1211
1198 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1201 { 1215 {
1202 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1203 continue; 1217 continue;
1204 } 1218 }
1205 1219
1206 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1209 { 1223 {
1210 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1211 continue; 1225 continue;
1212 } 1226 }
1213 1227
1214 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1217 { 1231 {
1218 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1219 continue; 1233 continue;
1220 } 1234 }
1221 1235
1222 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1224 { 1238 {
1225 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1226 continue; 1240 continue;
1227 } 1241 }
1228 1242
1229 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1232 { 1246 {
1233 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1234 continue; 1248 continue;
1235 } 1249 }
1236 1250
1237 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1239 { 1253 {
1240 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1241 continue; 1255 continue;
1242 } 1256 }
1243 1257
1244 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1246 { 1260 {
1247 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1248 continue; 1262 continue;
1249 } 1263 }
1250 1264
1251 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1253 { 1267 {
1254 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1255 continue; 1269 continue;
1256 } 1270 }
1257 1271
1258 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1260 { 1274 {
1261 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1262 continue; 1276 continue;
1263 } 1277 }
1264 1278
1265 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1267 { 1281 {
1268 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1269 continue; 1283 continue;
1270 } 1284 }
1271 1285
1272 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 { 1289 {
1276 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1277 continue; 1291 continue;
1278 } 1292 }
1279 1293
1280 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1283 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1284 { 1298 {
1285 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 &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 { 1301 {
1288 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1289 continue; 1303 continue;
1290 } 1304 }
1291 } 1305 }
1292 1306
1293 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1294 { 1308 {
1295 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)
1296 { 1310 {
1297 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1298 continue; 1312 continue;
1299 } 1313 }
1300 } 1314 }
1301 } 1315 }
1302 1316
1303 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 { 1320 {
1307 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1308 continue; 1322 continue;
1309 } 1323 }
1310 1324
1311 /* 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
1312 * pickups */ 1326 * pickups */
1317 /* >=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
1318 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 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)
1321 { 1335 {
1322 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1323#if 0 1337#if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1326 { 1340 {
1327 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1346 * found object is returned. 1360 * found object is returned.
1347 */ 1361 */
1348object * 1362object *
1349find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1350{ 1364{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1355 tmp = find_arrow (op, type);
1356 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);
1357 return op; 1374 return arrow;
1375 }
1358 1376
1359 return tmp; 1377 return 0;
1360} 1378}
1361 1379
1362/* 1380/*
1363 * 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
1364 * 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
1585 arrow->destroy (); 1603 arrow->destroy ();
1586 return 0; 1604 return 0;
1587 } 1605 }
1588 1606
1589 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1591 if (!arrow) 1609 if (!arrow)
1592 { 1610 {
1593 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);
1594 return 0; 1612 return 0;
1595 } 1613 }
1662 op->play_sound (sound_find ("fire_arrow")); 1680 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1664 1682
1665 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1684 move_arrow (arrow);
1667
1668 if (op->type == PLAYER)
1669 {
1670 if (left->destroyed ())
1671 esrv_del_item (op->contr, left->count);
1672 else
1673 esrv_send_item (op, left);
1674 }
1675 1685
1676 return 1; 1686 return 1;
1677} 1687}
1678 1688
1679/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1964 1974
1965 if (door->type == DOOR) 1975 if (door->type == DOOR)
1966 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 */
1967 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
1968 { 1978 {
1969 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);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1981 }
1972 1982
1973 /* Do this after we print the message */ 1983 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
1975 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
1976 if (container != op) 1986 if (container != op)
1977 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1978 1988
1979 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1980 } 1990 }
1981 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
1982 { 1992 {
1983 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1984 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...");
1985 return 1; 1995 return 1;
1986 } 1996 }
1987 1997
1988 return 0; 1998 return 0;
1989} 1999}
2109 { 2119 {
2110 op->play_sound (sound_find ("push_player")); 2120 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2112 } 2122 }
2113 else 2123 else
2114 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2115 2125
2116 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2117 make_visible (op); 2127 make_visible (op);
2118 2128
2119 return true; 2129 return true;
2163bool 2173bool
2164move_player (object *op, int dir) 2174move_player (object *op, int dir)
2165{ 2175{
2166 int pick; 2176 int pick;
2167 2177
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2169 return 0; 2179 return 0;
2170 2180
2171 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2173 { 2183 {
2916 2926
2917 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))))
2918 { 2928 {
2919 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
2920 { 2930 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 } 2933 }
2925 else 2934 else
2926 tmp->destroy (); 2935 tmp->destroy ();
2927 } 2936 }
2938void 2947void
2939fix_weight (void) 2948fix_weight (void)
2940{ 2949{
2941 for_all_players (pl) 2950 for_all_players (pl)
2942 { 2951 {
2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
2944 2953
2945 if (old == sum) 2954 pl->ob->update_weight ();
2946 continue; 2955
2956 if (old != pl->ob->carrying)
2957 {
2947 pl->ob->update_stats (); 2958 pl->ob->update_stats ();
2948 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 }
2949 } 2961 }
2950} 2962}
2951 2963
2952void 2964void
2953fix_luck (void) 2965fix_luck (void)
3039 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3040 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3042 3054
3043 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3044 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])
3045 { 3059 {
3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3047 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue; 3062 continue;
3050 } 3063
3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3052 level += 2; 3065 level += 2;
3053 else /* open terrain! */ 3066 else /* open terrain! */
3054 level -= 1; 3067 level -= 1;
3055 } 3068 }
3483 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))
3484 return 0; 3497 return 0;
3485 3498
3486 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3487} 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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