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Comparing deliantra/server/server/player.C (file contents):
Revision 1.133 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.196 by root, Mon May 5 15:54:39 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
198 183
199 if (ob->map) 184 if (ob->map)
200 maplevel = ob->map->path; 185 maplevel = ob->map->path;
201 186
202 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 189 ob->map = 0;
204 party = 0; 190 party = 0;
205 191
206 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
207 193
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
245 231
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 235 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 237 skin = tmp;
255 238
256 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
257 } 240 }
258 241
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 243
261 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
262 304
263 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 306 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 307 switch (op->type)
266 { 308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
267 case WAND: 313 case WAND:
268 case ROD: 314 case ROD:
269 case HORN: 315 case HORN:
270 case BOW: 316 case BOW:
271 case SKILL: 317 ranged_ob = op;
272 case SKILL_TOOL: 318 break;
319
273 case WEAPON: 320 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 321 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 322 break;
277 } 323 }
278 324
279 ob->update_stats (); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update (); 326 ob->deactivate (); // change_Weapon activates, fix this better
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293} 327}
294 328
295void 329void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op) 330player::set_observe (object *op)
320{ 331{
321 ob = op; 332 observe = op ? op : ob;
322 ob->contr = this; /* this aren't yet in archetype */ 333 do_los = 1;
323
324 ob->speed_left = 0.5f;
325 ob->speed = 1.0f;
326 ob->direction = 5; /* So player faces south */
327} 334}
328 335
329player::player () 336player::player ()
330{ 337{
331 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 349 petmode = pet_normal;
343 listening = 10; 350 listening = 10;
344 usekeys = containers; 351 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
346 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
347} 357}
348 358
349void 359void
350player::do_destroy () 360player::do_destroy ()
351{ 361{
356 if (ob) 366 if (ob)
357 { 367 {
358 ob->destroy_inv (false); 368 ob->destroy_inv (false);
359 ob->destroy (); 369 ob->destroy ();
360 } 370 }
371
372 ob = observe = 0;
361} 373}
362 374
363player::~player () 375player::~player ()
364{ 376{
365 /* Clear item stack */ 377 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
393 */ 405 */
394archetype * 406archetype *
395get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
396{ 408{
397 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
398 416
399 for (;;) 417 for (;;)
400 { 418 {
401 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
402 at = first_archetype; 420 i = archetypes.begin ();
403 else 421 else if (*i == at)
404 at = at->next; 422 cleanup ("not a single player archetype found");
405 423
406 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
407 return at; 425 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 426 }
415} 427}
416 428
417object * 429object *
418get_nearest_player (object *mon) 430get_nearest_player (object *mon)
422 unsigned lastdist; 434 unsigned lastdist;
423 rv_vector rv; 435 rv_vector rv;
424 436
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 438 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 440 continue;
456 441
457 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
458 { 443 {
653 638
654 return firstdir; 639 return firstdir;
655} 640}
656 641
657void 642void
658give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
659{ 644{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 645 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 647
665 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
666 { 649 {
667 next = op->below; 650 next = op->below;
668 651
669 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
670 * 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
675 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 659 * by this player due to race restrictions
677 */ 660 */
678 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
679 { 662 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
681 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
684 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))
685 { 670 {
686 op->destroy (); 671 op->destroy ();
687 continue; 672 continue;
688 } 673 }
689 } 674 }
712 if (op->nrof > 1) 697 if (op->nrof > 1)
713 op->nrof = 1; 698 op->nrof = 1;
714 } 699 }
715 700
716 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 703
721 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
722 * 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
723 * merged properly. 706 * merged properly.
724 */ 707 */
725 if (need_identify (op)) 708 if (need_identify (op))
726 { 709 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 713 }
714
731 if (op->type == SPELL) 715 if (op->type == SPELL)
732 { 716 {
733 op->destroy (); 717 op->destroy ();
734 continue; 718 continue;
735 } 719 }
737 { 721 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 723 op->stats.exp = 0;
740 op->level = 1; 724 op->level = 1;
741 } 725 }
742 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
746 729
747 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
748 link_player_skills (pl); 731 link_player_skills (pl);
854static void 837static void
855start_info (object *op) 838start_info (object *op)
856{ 839{
857 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
858 841
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 844}
864 845
865/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
870 */ 851 */
871void 852void
872player::chargen_race_done () 853player::chargen_race_done ()
873{ 854{
874 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
876 857
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 859 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
880 861
908 if (*first_map_ext_path) 889 if (*first_map_ext_path)
909 { 890 {
910 object *tmp; 891 object *tmp;
911 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
912 893
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create (); 895 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x; 897 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y; 898 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
937 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
938 919
939 ob->remove_statbonus (); 920 ob->remove_statbonus ();
940 ob->remove (); 921 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
943 ob->instantiate (); 924 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
946 ob->x = x; 927 ob->x = x;
947 ob->y = y; 928 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 932 ob->add_statbonus ();
952 } 933 }
953 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
954 935
955 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1030 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1031 return 1; 1012 return 1;
1032 1013
1033 next = op->below; 1014 next = op->below;
1034 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1035 /* 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
1036 * destroyed */ 1020 * destroyed */
1037 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1038 { 1022 {
1039 tmp = next; 1023 tmp = next;
1040 next = tmp->below; 1024 next = tmp->below;
1041 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1042 if (op->destroyed ()) 1032 if (op->destroyed ())
1043 return 0; 1033 return 0;
1044 1034
1045 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1046 continue; 1036 continue;
1047 1037
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1039 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1052 continue; 1042 continue;
1053 } 1043 }
1054 1044
1055 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1048 switch (op->contr->mode)
1059 { 1049 {
1060 case 0: 1050 case 0:
1061 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1062 case 1: 1052 case 1:
1063 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1064 return 1; 1054 return 1;
1065 case 2: 1055 case 2:
1066 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1067 return 0; 1057 return 0;
1068 case 3: 1058 case 3:
1069 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1070 case 4: 1060 case 4:
1071 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1072 break; 1062 break;
1073 case 5: 1063 case 5:
1074 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1075 stop = 1; 1065 stop = 1;
1076 break; 1066 break;
1077 case 6: 1067 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1080 break; 1071 break;
1081 1072
1082 case 7: 1073 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1085 break; 1076 break;
1086 1077
1087 default: 1078 default:
1088 /* use value density */ 1079 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (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)
1091 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1092 } 1083 }
1093 } 1084 }
1094 else 1085 else
1095 { /* old model */ 1086 { /* old model */
1096 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1100 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else 1094 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1097
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1099 }
1109 1100
1110 /* philosophy: 1101 /* philosophy:
1151 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1155 { 1146 {
1156 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1157 continue; 1148 continue;
1158 } 1149 }
1159 1150
1160 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1161 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)))
1162 { 1153 {
1163 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1164 continue; 1155 continue;
1165 } 1156 }
1166 1157
1167 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1169 { 1160 {
1170 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1171 continue; 1162 continue;
1172 } 1163 }
1173 1164
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1177 { 1168 {
1178 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1179 continue; 1170 continue;
1180 } 1171 }
1181 1172
1182 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1184 { 1175 {
1185 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1186 continue; 1177 continue;
1187 } 1178 }
1188 1179
1189 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1182 {
1192 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1193 continue; 1184 continue;
1194 } 1185 }
1195 1186
1196 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1190 {
1200 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1201 continue; 1192 continue;
1202 } 1193 }
1203 1194
1204 /* pick up all magical items */ 1195 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1206 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))
1207 { 1198 {
1208 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1209 continue; 1200 continue;
1210 } 1201 }
1211 1202
1212 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1213 { 1204 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1206 {
1216 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1217 continue; 1208 continue;
1218 } 1209 }
1219 } 1210 }
1220 1211
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1215 {
1225 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1226 continue; 1217 continue;
1227 } 1218 }
1228 1219
1229 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1232 { 1223 {
1233 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1234 continue; 1225 continue;
1235 } 1226 }
1236 1227
1237 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1240 { 1231 {
1241 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1242 continue; 1233 continue;
1243 } 1234 }
1244 1235
1245 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1247 { 1238 {
1248 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1249 continue; 1240 continue;
1250 } 1241 }
1251 1242
1252 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1255 { 1246 {
1256 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1257 continue; 1248 continue;
1258 } 1249 }
1259 1250
1260 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1262 { 1253 {
1263 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1264 continue; 1255 continue;
1265 } 1256 }
1266 1257
1267 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1269 { 1260 {
1270 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1271 continue; 1262 continue;
1272 } 1263 }
1273 1264
1274 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1276 { 1267 {
1277 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1278 continue; 1269 continue;
1279 } 1270 }
1280 1271
1281 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1283 { 1274 {
1284 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1285 continue; 1276 continue;
1286 } 1277 }
1287 1278
1288 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1290 { 1281 {
1291 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1292 continue; 1283 continue;
1293 } 1284 }
1294 1285
1295 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1289 {
1299 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1300 continue; 1291 continue;
1301 } 1292 }
1302 1293
1303 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1296 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1298 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1301 {
1311 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1312 continue; 1303 continue;
1313 } 1304 }
1314 } 1305 }
1315 1306
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1308 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1310 {
1320 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1321 continue; 1312 continue;
1322 } 1313 }
1323 } 1314 }
1324 } 1315 }
1325 1316
1326 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1320 {
1330 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1331 continue; 1322 continue;
1332 } 1323 }
1333 1324
1334 /* 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
1335 * pickups */ 1326 * pickups */
1340 /* >=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
1341 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 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)
1344 { 1335 {
1345 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1346#if 0 1337#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1349 { 1340 {
1350 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1351 } 1342 }
1352 else 1343 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1347#endif
1357 continue; 1348 continue;
1358 } 1349 }
1369 * found object is returned. 1360 * found object is returned.
1370 */ 1361 */
1371object * 1362object *
1372find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1373{ 1364{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 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);
1380 return op; 1374 return arrow;
1375 }
1381 1376
1382 return tmp; 1377 return 0;
1383} 1378}
1384 1379
1385/* 1380/*
1386 * 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
1387 * 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
1410 } 1405 }
1411 } 1406 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1407 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1408 {
1414 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1416 { 1411 {
1417 if (arrow->attacktype & AT_DEATH) 1412 if (arrow->attacktype & AT_DEATH)
1418 { 1413 {
1419 *better = 100; 1414 *better = 100;
1420 return arrow; 1415 return arrow;
1428 else 1423 else
1429 { 1424 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1426 {
1432 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1430 {
1436 tmp = arrow; 1431 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1433 }
1439 } 1434 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1436 {
1442 tmp = arrow; 1437 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1443 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1444 }
1450 } 1445 }
1451 } 1446 }
1452 } 1447 }
1448
1453 if (tmp == NULL && arrow == NULL) 1449 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1450 return find_arrow (op, type);
1455 1451
1456 *better = betterby; 1452 *better = betterby;
1457 return tmp; 1453 return tmp;
1544 { 1540 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1541 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1542 return 0;
1547 } 1543 }
1548 1544
1549 if (player *pl = op->contr) 1545 if (op->contr)
1550 { 1546 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1547 else
1556 { 1548 {
1557 for (bow = op->inv; bow; bow = bow->below) 1549 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1550 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1551 * don't need to switch back and forth between bows and weapons.
1612 arrow->destroy (); 1604 arrow->destroy ();
1613 return 0; 1605 return 0;
1614 } 1606 }
1615 1607
1616 left = arrow; /* these are arrows left to the player */ 1608 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1609 arrow = arrow->split ();
1618 if (!arrow) 1610 if (!arrow)
1619 { 1611 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1612 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1613 return 0;
1622 } 1614 }
1630 arrow->stats.grace = arrow->attacktype; 1622 arrow->stats.grace = arrow->attacktype;
1631 1623
1632 if (arrow->slaying) 1624 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying); 1625 arrow->spellarg = strdup (arrow->slaying);
1634 1626
1627#if 0
1635 if (player *pl = op->contr) 1628 if (player *pl = op->contr)
1636 { 1629 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp; 1630 float speed = pl->weapon_sp;
1640 1631
1641 /* penalize ROF for bestarrow */ 1632 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow) 1633 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f; 1634 speed *= .9f;
1644 else 1635 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1636 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646 1637
1647 op->speed_left += speed - op->speed; 1638 op->speed_left += speed - op->speed;
1639 }
1648#endif 1640#endif
1649 }
1650 1641
1651 SET_ANIMATION (arrow, arrow->direction); 1642 SET_ANIMATION (arrow, arrow->direction);
1652 1643
1653 /* update the speed */ 1644 /* update the speed */
1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1645 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1655 + bow->stats.dam / 7.0; 1646 + bow->stats.dam / 7.f;
1656 1647
1657 arrow->set_speed (max (arrow->speed, 2.0)); 1648 arrow->set_speed (max (arrow->speed, 2.f));
1658 arrow->speed_left = 0; 1649 arrow->speed_left = 0;
1659 1650
1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1651 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1652
1662 if (op->type == PLAYER) 1653 if (op->type == PLAYER)
1685 1676
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1677 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1680
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1682 m->insert (arrow, sx, sy, op);
1692 1683
1693 if (!arrow->destroyed ()) 1684 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1685 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703 1686
1704 return 1; 1687 return 1;
1705} 1688}
1706 1689
1707/* Special fire code for players - this takes into 1690/* Special fire code for players - this takes into
1746 } 1729 }
1747 1730
1748 return ret; 1731 return ret;
1749} 1732}
1750 1733
1751
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1734/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1735 * Broken apart from 'fire' to keep it more readable.
1754 */ 1736 */
1755void 1737void
1756fire_misc_object (object *op, int dir) 1738fire_misc_object (object *op, int dir)
1774 1756
1775 if (item->type == WAND) 1757 if (item->type == WAND)
1776 { 1758 {
1777 if (item->stats.food <= 0) 1759 if (item->stats.food <= 0)
1778 { 1760 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1761 op->contr->play_sound (sound_find ("wand_poof"));
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1763
1782 return; 1764 return;
1783 } 1765 }
1784 } 1766 }
1785 else if (item->type == ROD || item->type == HORN) 1767 else if (item->type == ROD || item->type == HORN)
1786 { 1768 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1769 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1770
1771 // using the maximum of the rods charge allows at least one spell cast
1772 // for a rod or horn, this fixes some broken rods.
1773 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1788 { 1774 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1775 op->contr->play_sound (sound_find ("wand_poof"));
1790 1776
1791 if (item->type == ROD) 1777 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1779 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 object *tmp; 1793 object *tmp;
1808 1794
1809 if (item->arch) 1795 if (item->arch)
1810 { 1796 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1797 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1798 item->face = item->arch->face;
1813 item->set_speed (0); 1799 item->set_speed (0);
1814 } 1800 }
1815 1801
1816 if ((tmp = item->in_player ())) 1802 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1803 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1804 }
1819 } 1805 }
1820 else if (item->type == ROD || item->type == HORN) 1806 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1807 drain_rod_charge (item);
1822 } 1808 }
1823} 1809}
1824 1810
1825/* Received a fire command for the player - go and do it. 1811/* Received a fire command for the player - go and do it.
1826 */ 1812 */
1827void 1813bool
1828fire (object *op, int dir) 1814fire (object *op, int dir)
1829{ 1815{
1830 int spellcost = 0; 1816 int spellcost = 0;
1831 1817
1832 /* check for loss of invisiblity/hide */ 1818 /* check for loss of invisiblity/hide */
1836 player *pl = op->contr; 1822 player *pl = op->contr;
1837 1823
1838 if (pl->golem) 1824 if (pl->golem)
1839 { 1825 {
1840 control_golem (op->contr->golem, dir); 1826 control_golem (op->contr->golem, dir);
1841 return; 1827 return false;
1842 } 1828 }
1843 1829
1844 object *ob = pl->ranged_ob; 1830 object *ob = pl->ranged_ob;
1845 1831
1846 if (!ob) 1832 if (!ob)
1847 return; 1833 return false;
1834
1835 if (!op->change_weapon (ob))
1836 return false;
1837
1838 if (op->speed_left > 0.f)
1839 --op->speed_left;
1840 else
1841 return false;
1848 1842
1849 switch (ob->type) 1843 switch (ob->type)
1850 { 1844 {
1851 case BOW: 1845 case BOW:
1852 player_fire_bow (op, dir); 1846 player_fire_bow (op, dir);
1859 case BUILDER: 1853 case BUILDER:
1860 apply_map_builder (op, dir); 1854 apply_map_builder (op, dir);
1861 break; 1855 break;
1862 1856
1863 case SKILL: 1857 case SKILL:
1864 case SKILL_TOOL:
1865 do_skill (op, op, ob, dir, 0); 1858 do_skill (op, op, ob, dir, 0);
1866 break; 1859 break;
1867 1860
1868 default: 1861 default:
1869 fire_misc_object (op, dir); 1862 fire_misc_object (op, dir);
1870 break; 1863 break;
1871 } 1864 }
1865
1866 return true;
1872} 1867}
1873 1868
1874/* find_key 1869/* find_key
1875 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
1876 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1963 * 0 otherwise 1958 * 0 otherwise
1964 */ 1959 */
1965static int 1960static int
1966player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
1967{ 1962{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1964 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1971 */ 1966 */
1972 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
1973 1968
1974 /* IF we found a key, do some extra work */ 1969 /* If we found a key, do some extra work */
1975 if (key) 1970 if (key)
1976 { 1971 {
1977 object *container = key->env; 1972 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 1973
1981 if (action_makes_visible (op)) 1974 if (action_makes_visible (op))
1982 make_visible (op); 1975 make_visible (op);
1983 1976
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 1979
1987 if (door->type == DOOR) 1980 if (door->type == DOOR)
1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
1990 { 1983 {
1991 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1992 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1993 } 1986 }
1994 1987
1995 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1989 key->decrease (); /* Use up one of the keys */
1997 /* Need to update the weight the container the key was in */
1998 if (container != op)
1999 esrv_update_item (UPD_WEIGHT, op, container);
2000 1990
2001 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
2002 } 1992 }
2003 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2004 { 1994 {
2005 /* Might as well return now - no other way to open this */ 1995 /* Might as well return now - no other way to open this */
2006 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...");
2007 return 1; 1997 return 1;
2008 } 1998 }
2009 1999
2010 return 0; 2000 return 0;
2011} 2001}
2014 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2018 */ 2008 */
2019void 2009bool
2020move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2021{ 2011{
2022 object *tmp, *mon;
2023 int on_battleground; 2012 int on_battleground;
2024 maptile *m;
2025 2013
2026 sint16 nx = freearr_x[dir] + op->x; 2014 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y; 2015 sint16 ny = freearr_y[dir] + op->y;
2028 2016
2029 on_battleground = op_on_battleground (op, 0, 0); 2017 on_battleground = op_on_battleground (op, 0, 0);
2018
2019 if (out_of_map (op->map, nx, ny))
2020 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2030 2027
2031 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2032 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2033 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2034 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2035 * move_ob uses.
2039 */ 2036 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 {
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043 {
2044 m = op->map->xy_find (nx, ny); 2037 maptile *m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050 2038
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return;
2053
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if 2039 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 2040 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 2041 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 2042 * on the space
2059 */ 2043 */
2060 while (tmp) 2044 object *mon;
2061 { 2045 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 if (tmp == op) 2046 {
2063 { 2047 if ((mon->flag [FLAG_ALIVE]
2064 tmp = tmp->above; 2048 || mon->type == LOCKED_DOOR
2065 continue; 2049 || mon->flag [FLAG_CAN_ROLL])
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp; 2050 && mon != op)
2071 break; 2051 break;
2072 } 2052 }
2073 2053
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */ 2054 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */ 2055 return false; /* into a wall */
2082 2056
2083 if (mon->head)
2084 mon = mon->head; 2057 mon = mon->head_ ();
2085 2058
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f)
2087 if (player_attack_door (op, mon)) 2061 if (player_attack_door (op, mon))
2062 {
2063 --op->contr->weapon_sp_left;
2088 return; 2064 return true;
2065 }
2089 2066
2090 /* The following deals with possibly attacking peaceful 2067 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered 2068 * or friendly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the 2069 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that 2070 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently, 2071 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them. 2072 * and thus will not push them.
2096 */ 2073 */
2097 2074
2098 /* If the creature is a pet, push it even if the player is not 2075 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the 2076 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive. 2077 * player owns it and it is either friendly or unagressive.
2101 */ 2078 */
2102 if ((op->type == PLAYER) 2079 if (op->type == PLAYER
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr 2080 && ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2081 && same_party (mon->owner->contr->party, op->contr->party))
2107#else
2108 && mon->owner == op 2082 || mon->owner == op)
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 { 2084 {
2112 /* If we're braced, we don't want to switch places with it */ 2085 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced) 2086 if (op->contr->braced)
2114 return; 2087 return false;
2115 2088
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2089 if (op->speed_left > 0.f)
2090 {
2091 --op->speed_left;
2092
2093 op->play_sound (sound_find ("push_player"));
2117 push_ob (mon, dir, op); 2094 push_ob (mon, dir, op);
2095
2118 if (op->contr->tmp_invis || op->hide) 2096 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op); 2097 make_visible (op);
2120 2098
2121 return; 2099 return true;
2122 } 2100 }
2101 else
2102 return false;
2103 }
2123 2104
2124 /* in certain circumstances, you shouldn't attack friendly 2105 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 2106 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 2107 * someone, but put it inside this loop so that you won't
2127 * attack them either. 2108 * attack them either.
2128 */ 2109 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 2110 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 2112 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 2113 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 2114 && !on_battleground))
2115 {
2116 if (op->speed_left > 0.f)
2140 { 2117 {
2118 --op->speed_left;
2119
2141 if (!op->contr->braced) 2120 if (!op->contr->braced)
2142 { 2121 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2145 } 2124 }
2146 else 2125 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 2126 op->statusmsg ("You withhold your attack");
2148 2127
2149 if (op->contr->tmp_invis || op->hide) 2128 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op); 2129 make_visible (op);
2151 }
2152 2130
2131 return true;
2132 }
2133 }
2153 /* If the object is a boulder or other rollable object, then 2134 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 2135 * roll it if not braced. You can't roll it if you are braced.
2155 */ 2136 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138 {
2139 if (op->speed_left > 0.f)
2157 { 2140 {
2141 --op->speed_left;
2142
2158 recursive_roll (mon, dir, op); 2143 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2144 if (action_makes_visible (op))
2160 make_visible (op); 2145 make_visible (op);
2161 }
2162 2146
2147 return true;
2148 }
2149 }
2163 /* Any generic living creature. Including things like doors. 2150 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2151 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2152 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2153 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2154 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2155 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 {
2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2171 { 2160 {
2172 op->contr->has_hit = 1; 2161 --op->contr->weapon_sp_left;
2173 2162
2174 skill_attack (mon, op, 0, 0, 0); 2163 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2164
2190 if (action_makes_visible (op)) 2165 if (action_makes_visible (op))
2191 make_visible (op); 2166 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2167
2196int 2168 return true;
2169 }
2170 }
2171
2172 return false;
2173}
2174
2175bool
2197move_player (object *op, int dir) 2176move_player (object *op, int dir)
2198{ 2177{
2199 int pick; 2178 int pick;
2200 2179
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2202 return 0; 2181 return 0;
2203 2182
2204 /* Sanity check: make sure dir is valid */ 2183 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9)) 2184 if ((dir < 0) || (dir >= 9))
2206 { 2185 {
2215 op->facing = dir; 2194 op->facing = dir;
2216 2195
2217 if (op->hide) 2196 if (op->hide)
2218 do_hidden_move (op); 2197 do_hidden_move (op);
2219 2198
2199 bool retval;
2200
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2202 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2203 else if (op->contr->fire_on)
2223 fire (op, dir); 2204 retval = fire (op, dir);
2224 else 2205 else
2225 { 2206 {
2226 move_player_attack (op, dir); 2207 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2208 pick = check_pick (op);
2228 } 2209 }
2229 2210
2230 /* Add special check for newcs players and fire on - this way, the 2211 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2212 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2219 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2220 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2221 * for players.
2241 */ 2222 */
2242 animate_object (op, op->facing); 2223 animate_object (op, op->facing);
2243 return 0; 2224
2225 return retval;
2244} 2226}
2245 2227
2246/* This is similar to handle_player, below, but is only used by the 2228/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2229 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2230 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2231 * the new speed values for commands.
2250 * 2232 *
2251 * Returns true if there are more actions we can do. 2233 * Returns true if there are more actions we can do. Should not do
2234 * many actions in a row, as that would be too unfair to other
2235 * players.
2252 */ 2236 */
2253int 2237bool
2254handle_newcs_player (object *op) 2238handle_newcs_player (object *op)
2255{ 2239{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2240 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2241 {
2258 flee_player (op); 2242 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2243 {
2263 --op->speed_left; 2244 --op->speed_left;
2245 flee_player (op);
2246
2264 return 0; 2247 return true;
2265 } 2248 }
2249 else
2250 return false;
2266 } 2251 }
2267 2252
2268 /* call this here - we also will call this in do_ericserver, but 2253 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2254 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2255 * called, so we recheck it here.
2271 */ 2256 */
2272 if (op->contr->ns->handle_command ()) 2257 if (op->contr->ns->handle_command ())
2273 return 1; 2258 return true;
2274 2259
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2260 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2261 return move_player (op, op->direction);
2287 2262
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2263 return false;
2293} 2264}
2294 2265
2295int 2266int
2296save_life (object *op) 2267save_life (object *op)
2297{ 2268{
2299 return 0; 2270 return 0;
2300 2271
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2274 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2275 op->play_sound (sound_find ("ob_evaporate"));
2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306
2307 if (op->contr)
2308 esrv_del_item (op->contr, tmp->count);
2309 2277
2310 tmp->destroy (); 2278 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2279 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 2280
2313 if (op->stats.hp < 0) 2281 if (op->stats.hp < 0)
2326 return 0; 2294 return 0;
2327} 2295}
2328 2296
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2298 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2299 * function will descend into containers. op is the object to start the search
2332 * from. 2300 * from.
2333 */ 2301 */
2302static void
2303drop_unpaid_items (object *op, object *env)
2304{
2305 while (op)
2306 {
2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2308
2309 if (QUERY_FLAG (op, FLAG_UNPAID))
2310 op->insert_at (env);
2311 else if (op->inv)
2312 drop_unpaid_items (op->inv, env);
2313
2314 op = next;
2315 }
2316}
2317
2334void 2318void
2335remove_unpaid_objects (object *op, object *env) 2319object::drop_unpaid_items ()
2336{ 2320{
2337 while (op) 2321 if (!flag [FLAG_REMOVED])
2338 { 2322 ::drop_unpaid_items (inv, this);
2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340
2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2342 {
2343 if (env->type == PLAYER)
2344 esrv_del_item (env->contr, op->count);
2345
2346 op->insert_at (env);
2347 }
2348 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env);
2350
2351 op = next;
2352 }
2353} 2323}
2354 2324
2355/* 2325/*
2356 * Returns pointer a static string containing gravestone text 2326 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what 2327 * Moved from apply.c to player.c - player.c is what
2358 * actually uses this function. player.c may not be quite the 2328 * actually uses this function. player.c may not be quite the
2359 * best, a misc file for object actions is probably better, 2329 * best, a misc file for object actions is probably better,
2360 * but there isn't one in the server directory. 2330 * but there isn't one in the server directory.
2361 */ 2331 */
2362char * 2332const char *
2363gravestone_text (object *op) 2333gravestone_text (object *op)
2364{ 2334{
2365 static char buf2[MAX_BUF]; 2335 static dynbuf_text buf;
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368 2336
2369 strcpy (buf2, " R.I.P.\n\n"); 2337 buf << "---- R.I.P. ----\n\n";
2338 op->name;
2339
2370 if (op->type == PLAYER) 2340 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2341 buf << " the " << op->contr->title;
2372 else
2373 sprintf (buf, "%s\n", &op->name);
2374 2342
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2343 buf << "\n\n";
2376 strcat (buf2, buf); 2344
2345 buf << "who was level ";
2346 buf << (sint32)op->level << "\n\n" // OO breakdown
2347 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2348
2377 if (op->type == PLAYER) 2349 if (op->type == PLAYER)
2378 sprintf (buf, "who was in level %d when killed\n", op->level); 2350 buf << "by " << op->contr->killer_name () << ".\n\n";
2379 else
2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381 2351
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER)
2385 { 2352 {
2386 sprintf (buf, "by %s.\n\n", op->contr->killer); 2353 static char buf2[128];
2387 strncat (buf2, " ", 21 - strlen (buf) / 2); 2354 time_t now = time (NULL);
2388 strcat (buf2, buf);
2389 }
2390
2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2355 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2392 strncat (buf2, " ", 20 - strlen (buf) / 2); 2356 buf << buf2;
2393 strcat (buf2, buf); 2357 }
2394 2358
2395 return buf2; 2359 return buf;
2396} 2360}
2397 2361
2398void 2362void
2399do_some_living (object *op) 2363do_some_living (object *op)
2400{ 2364{
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2416 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2417 else
2454 { 2418 {
2455 gen_grace = op->stats.maxgrace; 2419 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2420 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457 }
2458
2459 /* Regenerate Spell Points */
2460 if (!op->contr->golem && --op->last_sp < 0)
2461 {
2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2468 {
2469 op->stats.food--;
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 } 2421 }
2500 2422
2501 /* Regenerate Grace */ 2423 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2424 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0) 2425 if (--op->last_grace < 0)
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2446 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 } 2447 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2448 /* wearing stuff doesn't detract from grace generation. */
2527 } 2449 }
2528 2450
2451 if (op->stats.food > 0)
2452 {
2529 /* Regenerate Hit Points */ 2453 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2454 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2455 {
2534 op->stats.hp++; 2456 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2457
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2458 if (op->stats.sp < op->stats.maxsp)
2537 { 2459 {
2460 op->stats.sp++;
2461
2462 /* dms do not consume food */
2463 if (!QUERY_FLAG (op, FLAG_WIZ))
2464 {
2538 op->stats.food--; 2465 op->stats.food--;
2466
2539 if (op->contr->digestion < 0) 2467 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2468 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food; 2470 op->stats.food = last_food;
2471 }
2543 } 2472 }
2544 }
2545 2473
2546 if (max_hp > 1) 2474 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2475 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489
2552 op->last_heal = 0; 2490 op->last_sp = 0;
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2553 } 2494 }
2554 else 2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498
2499 /* Regenerate Hit Points */
2500 if (--op->last_heal < 0)
2501 {
2502 if (op->stats.hp < op->stats.maxhp)
2555 { 2503 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2504 op->stats.hp++;
2505
2506 /* dms do not consume food */
2507 if (!QUERY_FLAG (op, FLAG_WIZ))
2508 {
2509 op->stats.food--;
2510
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2515 }
2557 } 2516 }
2517
2518 if (max_hp > 1)
2519 {
2520 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2521
2522 if (over_hp > 0)
2523 {
2524 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2525 op->last_heal = 0;
2526 }
2527 else
2528 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 } 2529 }
2559 else 2530 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 } 2532 }
2563 } 2533 }
2564 2534
2565 /* Digestion */ 2535 /* Digestion */
2566 if (--op->last_eat < 0) 2536 if (--op->last_eat < 0)
2567 { 2537 {
2568#ifdef COZY_SERVER 2538 int bonus = max (0, op->contr->digestion),
2569 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2539 penalty = max (0, -op->contr->digestion);
2570 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2571#else
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2573#endif
2574 2540
2575 if (op->contr->gen_hp > 0)
2576 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2541 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2577 else
2578 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2579 2542
2580 /* dms do not consume food */ 2543 /* dms do not consume food */
2581 if (!QUERY_FLAG (op, FLAG_WIZ)) 2544 if (!QUERY_FLAG (op, FLAG_WIZ))
2582 op->stats.food--; 2545 op->stats.food--;
2583 } 2546 }
2584 2547
2585 if (op->stats.food < 0 && op->stats.hp >= 0) 2548 if (op->stats.food < 0 && op->stats.hp >= 0)
2586 { 2549 {
2587 object *tmp, *flesh = 0; 2550 object *flesh = 0;
2588 2551
2589 for (tmp = op->inv; tmp; tmp = tmp->below) 2552 for_inv_removable (op, tmp)
2590 { 2553 {
2591 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2554 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2555 continue;
2556
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2592 { 2558 {
2593 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2559 op->statusmsg ("You blindly grab for a bite of food. "
2594 { 2560 "H<To prevent you from starving, you ate some random item from your backpack.>");
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, tmp, 0); 2561 manual_apply (op, tmp, 0);
2562
2597 if (op->stats.food >= 0 || op->stats.hp < 0) 2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2598 break; 2564 break;
2599 } 2565 }
2600 else if (tmp->type == FLESH) 2566 else if (tmp->type == FLESH)
2601 flesh = tmp; 2567 flesh = tmp;
2602 } /* End if paid for object */ 2568 }
2603 } /* end of for loop */
2604 2569
2605 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2606 * eat flesh instead. 2571 * eat flesh instead.
2607 */ 2572 */
2608 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2609 { 2574 {
2610 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2575 op->statusmsg ("You blindly grab for a bite of food. "
2576 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 manual_apply (op, flesh, 0); 2577 manual_apply (op, flesh, 0);
2612 } 2578 }
2579
2580 // If player is still starving, alert him!
2581 if (op->stats.food < 0)
2582 op->failmsg ("You are starving! "
2583 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2584 }
2585
2586 if (op->stats.food < 0)
2613 } 2587 {
2614 2588 op->stats.hp += op->stats.food;
2615 while (op->stats.food < 0 && op->stats.hp >= 0) 2589 op->stats.food = 0;
2616 op->stats.food++, op->stats.hp--; 2590 }
2617 2591
2618 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2592 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2619 kill_player (op); 2593 kill_player (op);
2620 } 2594 }
2621} 2595}
2626 * file. 2600 * file.
2627 */ 2601 */
2628void 2602void
2629kill_player (object *op) 2603kill_player (object *op)
2630{ 2604{
2605 int x, y;
2631 char buf[MAX_BUF]; 2606 char buf[MAX_BUF];
2632 int x, y;
2633
2634 //int i;
2635 maptile *map; /* this is for resurrection */ 2607 maptile *map; /* this is for resurrection */
2636
2637 /* int z;
2638 int num_stats_lose;
2639 int lost_a_stat;
2640 int lose_this_stat;
2641 int this_stat; */
2642 int will_kill_again; 2608 int will_kill_again;
2643 archetype *at; 2609 archetype *at;
2644 object *tmp; 2610 object *tmp;
2645 2611
2646 if (save_life (op)) 2612 if (save_life (op))
2647 return; 2613 return;
2648
2649 2614
2650 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2615 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2651 * in cities ONLY!!! It is very important that this doesn't get abused. 2616 * in cities ONLY!!! It is very important that this doesn't get abused.
2652 * Look at op_on_battleground() for more info --AndreasV 2617 * Look at op_on_battleground() for more info --AndreasV
2653 */ 2618 */
2669 { 2634 {
2670 tmp->destroy (); 2635 tmp->destroy ();
2671 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2636 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2672 } 2637 }
2673 2638
2674 cure_disease (op, 0); /* remove any disease */ 2639 cure_disease (op, 0, 0); /* remove any disease */
2675 op->stats.hp = op->stats.maxhp; 2640 op->stats.hp = op->stats.maxhp;
2676 if (op->stats.food <= 0) 2641 if (op->stats.food <= 0)
2677 op->stats.food = 999; 2642 op->stats.food = 999;
2678 2643
2679 /* create a bodypart-trophy to make the winner happy */ 2644 /* create a bodypart-trophy to make the winner happy */
2680 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2645 if (object *tmp = arch_to_object (archetype::find ("finger")))
2681 { 2646 {
2682 sprintf (buf, "%s's finger", &op->name); 2647 tmp->name = format ("%s's finger" , &op->name);
2683 tmp->name = buf; 2648 tmp->name_pl = format ("%s's fingers", &op->name);
2684 sprintf (buf, " This finger has been cut off %s\n"
2685 " the %s, when he was defeated at\n level %d by %s.\n",
2686 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2687 tmp->msg = buf; 2649 tmp->msg = format (
2650 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2651 &op->name, op->contr->title,
2652 (int)op->level,
2653 op->contr->killer_name ()
2654 );
2688 tmp->value = 0, tmp->type = 0; 2655 tmp->value = 0, tmp->type = 0;
2689 tmp->materialname = "organics"; 2656 tmp->materialname = "organics";
2690 tmp->insert_at (op, tmp); 2657 tmp->insert_at (op, tmp);
2691 } 2658 }
2692 2659
2700 2667
2701 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2702 2669
2703 if (op->stats.food < 0) 2670 if (op->stats.food < 0)
2704 { 2671 {
2705 sprintf (buf, "%s starved to death.", &op->name); 2672 op->contr->killer = archetype::get ("killer_starvation");
2706 strcpy (op->contr->killer, "starvation"); 2673 op->contr->killer->destroy ();
2707 } 2674 }
2708 else
2709 sprintf (buf, "%s died.", &op->name);
2710 2675
2711 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2676 op->contr->play_sound (sound_find ("player_dies"));
2712 2677
2713 /* save the map location for corpse, gravestone */ 2678 /* save the map location for corpse, gravestone */
2714 x = op->x; 2679 x = op->x;
2715 y = op->y; 2680 y = op->y;
2716 map = op->map; 2681 map = op->map;
2823 lost_a_stat = 1; 2788 lost_a_stat = 1;
2824 } 2789 }
2825 } 2790 }
2826 } 2791 }
2827 } 2792 }
2793
2828 /* If no stat lost, tell the player. */ 2794 /* If no stat lost, tell the player. */
2829 if (!lost_a_stat) 2795 if (!lost_a_stat)
2830 { 2796 {
2831 /* determine_god() seems to not work sometimes... why is this? 2797 /* determine_god() seems to not work sometimes... why is this?
2832 Should I be using something else? GD */ 2798 Should I be using something else? GD */
2836 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2837 else 2803 else
2838 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2839 } 2805 }
2840#else 2806#else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2842#endif 2808#endif
2843 2809
2844 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
2845 * exp loss on the stone. 2811 * exp loss on the stone.
2846 */ 2812 */
2847 tmp = arch_to_object (archetype::find ("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
2848 sprintf (buf, "%s's gravestone", &op->name); 2814 tmp->name = format ("%s's gravestone", &op->name);
2849 tmp->name = buf; 2815 tmp->name_pl = format ("%s's gravestones", &op->name);
2850 sprintf (buf, "%s's gravestones", &op->name);
2851 tmp->name_pl = buf;
2852 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2816 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2853 tmp->msg = buf;
2854 tmp->x = op->x, tmp->y = op->y; 2817 tmp->x = op->x, tmp->y = op->y;
2855 insert_ob_in_map (tmp, op->map, NULL, 0); 2818 insert_ob_in_map (tmp, op->map, NULL, 0);
2856 2819
2857 /**************************************/ 2820 /**************************************/
2858 /* */ 2821 /* */
2879 { 2842 {
2880 tmp->destroy (); 2843 tmp->destroy ();
2881 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2882 } 2845 }
2883 2846
2884 cure_disease (op, 0); /* remove any disease */ 2847 cure_disease (op, 0, 0); /* remove any disease */
2848
2849 // remove all spell effects that are active
2850 // to avoid long-term effects such as word-of-recall
2851 for (object *item = op->inv; item; )
2852 {
2853 object *next = item->below;
2854
2855 if (item->type == SPELL_EFFECT && item->active)
2856 item->destroy ();
2857
2858 item = next;
2859 }
2885 2860
2886 /*add_exp(op, (op->stats.exp * -0.20)); */ 2861 /*add_exp(op, (op->stats.exp * -0.20)); */
2887 apply_death_exp_penalty (op); 2862 apply_death_exp_penalty (op);
2863
2888 if (op->stats.food < 100) 2864 if (op->stats.food < 100)
2889 op->stats.food = 900; 2865 op->stats.food = 900;
2866
2890 op->stats.hp = op->stats.maxhp; 2867 op->stats.hp = op->stats.maxhp;
2891 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2868 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2892 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2869 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2893 2870
2894 /* 2871 /*
2895 * Check to see if the player has any unpaid items. If so, remove them 2872 * Check to see if the player has any unpaid items. If so, remove them
2896 * and put them back in the map. 2873 * and put them back in the map.
2897 */ 2874 */
2898 remove_unpaid_objects (op->inv, op); 2875 op->drop_unpaid_items ();
2899 2876
2900 /****************************************/ 2877 /****************************************/
2901 /* */ 2878 /* */
2902 /* Move player to his current respawn- */ 2879 /* Move player to his current respawn- */
2903 /* position (usually last savebed) */ 2880 /* position (usually last savebed) */
2962 2939
2963 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2940 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2964 { 2941 {
2965 if (tmp->nrof > 1) 2942 if (tmp->nrof > 1)
2966 { 2943 {
2967 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2944 tmp->decrease (rndm (1, tmp->nrof - 1));
2968 tmp2->destroy ();
2969 insert_ob_in_map (tmp, op->map, NULL, 0); 2945 insert_ob_in_map (tmp, op->map, NULL, 0);
2970 } 2946 }
2971 else 2947 else
2972 tmp->destroy (); 2948 tmp->destroy ();
2973 } 2949 }
2984void 2960void
2985fix_weight (void) 2961fix_weight (void)
2986{ 2962{
2987 for_all_players (pl) 2963 for_all_players (pl)
2988 { 2964 {
2989 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2965 sint32 old = pl->ob->carrying;
2990 2966
2991 if (old == sum) 2967 pl->ob->update_weight ();
2992 continue; 2968
2969 if (old != pl->ob->carrying)
2970 {
2993 pl->ob->update_stats (); 2971 pl->ob->update_stats ();
2994 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2973 }
2995 } 2974 }
2996} 2975}
2997 2976
2998void 2977void
2999fix_luck (void) 2978fix_luck (void)
3043void 3022void
3044make_visible (object *op) 3023make_visible (object *op)
3045{ 3024{
3046 op->hide = 0; 3025 op->hide = 0;
3047 op->invisible = 0; 3026 op->invisible = 0;
3027
3048 if (op->type == PLAYER) 3028 if (op->type == PLAYER)
3049 { 3029 {
3050 op->contr->tmp_invis = 0; 3030 op->contr->tmp_invis = 0;
3051 op->contr->invis_race = 0; 3031 op->contr->invis_race = 0;
3052 } 3032 }
3055} 3035}
3056 3036
3057int 3037int
3058is_true_undead (object *op) 3038is_true_undead (object *op)
3059{ 3039{
3060 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3040 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3061 return 1; 3041 return 1;
3062 3042
3063 return 0; 3043 return 0;
3064} 3044}
3065 3045
3066/* look at the surrounding terrain to determine 3046/* look at the surrounding terrain to determine
3067 * the hideability of this object. Positive levels 3047 * the hideability of this object. Positive levels
3068 * indicate greater hideability. 3048 * indicate greater hideability.
3069 */ 3049 */
3070
3071int 3050int
3072hideability (object *ob) 3051hideability (object *ob)
3073{ 3052{
3074 int i, level = 0, mflag; 3053 int i, level = 0, mflag;
3075 sint16 x, y; 3054 sint16 x, y;
3085 * as bad as carrying a light on a pitch dark map */ 3064 * as bad as carrying a light on a pitch dark map */
3086 if (has_carried_lights (ob)) 3065 if (has_carried_lights (ob))
3087 level = -(10 + (2 * ob->map->darkness)); 3066 level = -(10 + (2 * ob->map->darkness));
3088 3067
3089 /* scan through all nearby squares for terrain to hide in */ 3068 /* scan through all nearby squares for terrain to hide in */
3090 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3069 for (i = 0, x = ob->x, y = ob->y;
3070 i <= SIZEOFFREE1;
3071 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3091 { 3072 {
3092 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3093 if (mflag & P_OUT_OF_MAP) 3074 if (mflag & P_OUT_OF_MAP)
3094 {
3095 continue; 3075 continue;
3096 } 3076
3097 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3077 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3098 level += 2; 3078 level += 2;
3099 else /* open terrain! */ 3079 else /* open terrain! */
3100 level -= 1; 3080 level -= 1;
3101 } 3081 }
3109/* For Hidden creatures - a chance of becoming 'unhidden' 3089/* For Hidden creatures - a chance of becoming 'unhidden'
3110 * every time they move - as we subtract off 'invisibility' 3090 * every time they move - as we subtract off 'invisibility'
3111 * AND, for players, if they move into a ridiculously unhideable 3091 * AND, for players, if they move into a ridiculously unhideable
3112 * spot (surrounded by clear terrain in broad daylight). -b.t. 3092 * spot (surrounded by clear terrain in broad daylight). -b.t.
3113 */ 3093 */
3114
3115void 3094void
3116do_hidden_move (object *op) 3095do_hidden_move (object *op)
3117{ 3096{
3118 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3097 int hide = 0;
3119 object *skop;
3120 3098
3121 if (!op || !op->map) 3099 if (!op || !op->map)
3122 return; 3100 return;
3123 3101
3124 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3102 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3103 int num = random_roll (0, 19, op, PREFER_LOW);
3125 3104
3126 /* its *extremely* hard to run and sneak/hide at the same time! */ 3105 /* its *extremely* hard to run and sneak/hide at the same time! */
3127 if (op->type == PLAYER && op->contr->run_on) 3106 if (op->type == PLAYER && op->contr->run_on)
3128 if (!skop || num >= skop->level) 3107 if (!skop || num >= skop->level)
3129 { 3108 {
3139 num -= hide; 3118 num -= hide;
3140 3119
3141 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3120 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3142 { 3121 {
3143 make_visible (op); 3122 make_visible (op);
3123
3144 if (op->type == PLAYER) 3124 if (op->type == PLAYER)
3145 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3146 } 3126 }
3147 else if (op->type == PLAYER && skop) 3127 else if (op->type == PLAYER && skop)
3148 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3201 * object op. This function works fine for monsters, 3181 * object op. This function works fine for monsters,
3202 * but we dont worry if the object isnt the top one in 3182 * but we dont worry if the object isnt the top one in
3203 * a pile (say a coin under a table would return "viewable" 3183 * a pile (say a coin under a table would return "viewable"
3204 * by this routine). Another question, should we be 3184 * by this routine). Another question, should we be
3205 * concerned with the direction the player is looking 3185 * concerned with the direction the player is looking
3206 * in? Realistically, most of use cant see stuff behind 3186 * in? Realistically, most of us can't see stuff behind
3207 * our backs...on the other hand, does the "facing" direction 3187 * our backs...on the other hand, does the "facing" direction
3208 * imply the way your head, or body is facing? Its possible 3188 * imply the way your head, or body is facing? It's possible
3209 * for them to differ. Sigh, this fctn could get a bit more complex. 3189 * for them to differ. Sigh, this fctn could get a bit more complex.
3210 * -b.t. 3190 * -b.t.
3211 * This function is now map tiling safe. 3191 * This function is now map tiling safe.
3212 */ 3192 */
3213
3214int 3193int
3215player_can_view (object *pl, object *op) 3194player_can_view (object *pl, object *op)
3216{ 3195{
3217 rv_vector rv; 3196 rv_vector rv;
3218 int dx, dy; 3197 int dx, dy;
3230 3209
3231 get_rangevector (pl, op, &rv, 0x1); 3210 get_rangevector (pl, op, &rv, 0x1);
3232 3211
3233 /* starting with the 'head' part, lets loop 3212 /* starting with the 'head' part, lets loop
3234 * through the object and find if it has any 3213 * through the object and find if it has any
3235 * part that is in the los array but isnt on 3214 * part that is in the los array but isn't on
3236 * a blocked los square. 3215 * a blocked los square.
3237 * we use the archetype to figure out offsets. 3216 * we use the archetype to figure out offsets.
3238 */ 3217 */
3239 while (op) 3218 while (op)
3240 { 3219 {
3241 dx = rv.distance_x + op->arch->clone.x; 3220 dx = rv.distance_x + op->arch->x;
3242 dy = rv.distance_y + op->arch->clone.y; 3221 dy = rv.distance_y + op->arch->y;
3243 3222
3244 /* only the viewable area the player sees is updated by LOS 3223 /* only the viewable area the player sees is updated by LOS
3245 * code, so we need to restrict ourselves to that range of values 3224 * code, so we need to restrict ourselves to that range of values
3246 * for any meaningful values. 3225 * for any meaningful values.
3247 */ 3226 */
3248 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3227 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3249 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3228 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3250 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3229 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3251 return 1; 3230 return 1;
3231
3252 op = op->more; 3232 op = op->more;
3253 } 3233 }
3234
3254 return 0; 3235 return 0;
3255} 3236}
3256 3237
3257/* routine for both players and monsters. We call this when 3238/* routine for both players and monsters. We call this when
3258 * there is a possibility for our action distrubing our hiding 3239 * there is a possibility for our action distrubing our hiding
3261 * return 0. 3242 * return 0.
3262 */ 3243 */
3263int 3244int
3264action_makes_visible (object *op) 3245action_makes_visible (object *op)
3265{ 3246{
3266
3267 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3268 { 3248 {
3269 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3270 return 0; 3250 return 0;
3271 3251
3277 { 3257 {
3278 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3279 return 1; 3259 return 1;
3280 } 3260 }
3281 } 3261 }
3262
3282 return 0; 3263 return 0;
3283} 3264}
3284 3265
3285/* op_on_battleground - checks if the given object op (usually 3266/* op_on_battleground - checks if the given object op (usually
3286 * a player) is standing on a valid battleground-tile, 3267 * a player) is standing on a valid battleground-tile,
3291 * Default is to do the same as before, so only people wanting to have different points need worry about this 3272 * Default is to do the same as before, so only people wanting to have different points need worry about this
3292 */ 3273 */
3293int 3274int
3294op_on_battleground (object *op, int *x, int *y) 3275op_on_battleground (object *op, int *x, int *y)
3295{ 3276{
3296 object *tmp;
3297
3298 /* A battleground-tile needs the following attributes to be valid: 3277 /* A battleground-tile needs the following attributes to be valid:
3299 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3278 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3300 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3279 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3301 * and the exit-coordinates sp/hp must both be > 0. 3280 * and the exit-coordinates sp/hp must both be > 0.
3302 * => The intention here is to prevent abuse of the battleground- 3281 * => The intention here is to prevent abuse of the battleground-
3303 * feature (like pickable or hidden battleground tiles). */ 3282 * feature (like pickable or hidden battleground tiles). */
3304 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3283 for (object *tmp = op->below; tmp; tmp = tmp->below)
3305 { 3284 {
3306 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3285 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3307 { 3286 {
3308 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3287 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3309 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3288 && tmp->type == BATTLEGROUND
3289 && tmp->name == shstr_battleground
3290 && EXIT_X (tmp) && EXIT_Y (tmp))
3310 { 3291 {
3311 /*before we assign the exit, check if this is a teambattle */ 3292 /* before we assign the exit, check if this is a teambattle */
3312 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3313 { 3294 {
3314 object *invtmp;
3315
3316 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3295 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 { 3296 {
3318 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3297 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 { 3298 {
3320 if (x != NULL && y != NULL) 3299 if (x && y)
3321 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3300 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3301
3322 return 1; 3302 return 1;
3323 } 3303 }
3324 } 3304 }
3325 } 3305 }
3306
3326 if (x != NULL && y != NULL) 3307 if (x && y)
3327 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3309
3328 return 1; 3310 return 1;
3329 } 3311 }
3330 } 3312 }
3331 } 3313 }
3314
3332 /* If we got here, did not find a battleground */ 3315 /* If we got here, did not find a battleground */
3333 return 0; 3316 return 0;
3334} 3317}
3335 3318
3336/* 3319/*
3352 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3353 int i = 0, j = 0; 3336 int i = 0, j = 0;
3354 3337
3355 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3356 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3357 trlist = treasurelist::find ("dragon_ability_fire"); 3340 trlist = treasurelist::find (shstr_dragon_ability_fire);
3358 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3359 trlist = treasurelist::find ("dragon_ability_cold"); 3342 trlist = treasurelist::find (shstr_dragon_ability_cold);
3360 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3361 trlist = treasurelist::find ("dragon_ability_elec"); 3344 trlist = treasurelist::find (shstr_dragon_ability_elec);
3362 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3363 trlist = treasurelist::find ("dragon_ability_poison"); 3346 trlist = treasurelist::find (shstr_dragon_ability_poison);
3364 3347
3365 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3366 return; 3349 return;
3367 3350
3368 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3372 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3373 return; 3356 return;
3374 } 3357 }
3375 3358
3376 /* everything seems okay - now bring on the gift: */ 3359 /* everything seems okay - now bring on the gift: */
3377 item = &(tr->item->clone); 3360 item = tr->item;
3378 3361
3379 if (item->type == SPELL) 3362 if (item->type == SPELL)
3380 { 3363 {
3381 if (check_spell_known (who, item->name)) 3364 if (check_spell_known (who, item->name))
3382 return; 3365 return;
3441 { 3424 {
3442 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3426 object *skin;
3444 3427
3445 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3446 shstr_cmp dragon_skin_force ("dragon_skin_force");
3447 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3448 ; 3430 ;
3449 3431
3450 if (!skin) 3432 if (!skin)
3451 return; 3433 return;
3452 3434
3487 else 3469 else
3488 { 3470 {
3489 /* generate misc. treasure */ 3471 /* generate misc. treasure */
3490 tmp = arch_to_object (tr->item); 3472 tmp = arch_to_object (tr->item);
3491 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3492 tmp = insert_ob_in_ob (tmp, who); 3474 who->insert (tmp);
3493 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp);
3495 } 3475 }
3496} 3476}
3497 3477
3498/** 3478/**
3499 * Unready an object for a player. This function does nothing if the object was 3479 * Unready an object for a player. This function does nothing if the object was
3528 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3529 return 0; 3509 return 0;
3530 3510
3531 return 100 - blocked_los [x][y]; 3511 return 100 - blocked_los [x][y];
3532} 3512}
3513
3514void
3515player::infobox (const char *title, const char *msg, int color)
3516{
3517 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3518}
3519
3520void
3521player::statusmsg (const char *msg, int color)
3522{
3523 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3524}
3525
3526void
3527player::failmsg (const char *msg, int color)
3528{
3529 play_sound (sound_find ("generic_failure"));
3530 statusmsg (msg, color);
3531}
3532

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