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Comparing deliantra/server/server/player.C (file contents):
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC vs.
Revision 1.201 by root, Sun Aug 17 01:26:35 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>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
150} 152}
151 153
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
159static void 155static void
160set_first_map (object *op) 156set_first_map (object *op)
161{ 157{
162 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
163 op->x = -1; 159 op->x = -1;
164 op->y = -1; 160 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 161}
179 162
180void 163void
181player::activate () 164player::activate ()
182{ 165{
187 ob->remove (); 170 ob->remove ();
188 ob->map = 0; 171 ob->map = 0;
189 ob->activate_recursive (); 172 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 174 add_friendly_object (ob);
192 enter_map ();
193} 175}
194 176
195void 177void
196player::deactivate () 178player::deactivate ()
197{ 179{
204 186
205 if (ob->map) 187 if (ob->map)
206 maplevel = ob->map->path; 188 maplevel = ob->map->path;
207 189
208 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 192 ob->map = 0;
210 party = 0; 193 party = 0;
211 194
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 196
227 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
228 211
229 ns->update_look = 0; 212 ns->update_look = 0;
230 ns->look_position = 0; 213 ns->look_position = 0;
231 214
232 clear_los (ob); 215 clear_los (this);
233 216
234 ns->reset_stats (); 217 ns->reset_stats ();
235 218
236 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
239 222
240 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
241 link_player_skills (ob); 224 link_player_skills (ob);
242 225
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 227
245 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
246 229
247 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
249 { 232 {
250 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
251 234
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 238 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 240 skin = tmp;
261 241
262 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
263 } 243 }
264 244
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 246
267 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
268 307
269 for (object *op = ob->inv; op; op = op->below) 308 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 309 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 310 switch (op->type)
272 { 311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
273 case WAND: 316 case WAND:
274 case ROD: 317 case ROD:
275 case HORN: 318 case HORN:
276 case BOW: 319 case BOW:
277 case SKILL: 320 ranged_ob = op;
278 case SKILL_TOOL: 321 break;
322
279 case WEAPON: 323 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 324 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 325 break;
283 } 326 }
284 327
285 ob->update_stats (); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
286 ns->floorbox_update (); 329 ob->deactivate (); // change_weapon activates, fix this better
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299} 330}
300 331
301void 332void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op) 333player::set_observe (object *op)
326{ 334{
327 ob = op; 335 observe = op ? op : ob;
328 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333} 337}
334 338
335player::player () 339player::player ()
336{ 340{
337 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
348 petmode = pet_normal; 352 petmode = pet_normal;
349 listening = 10; 353 listening = 10;
350 usekeys = containers; 354 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
352 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
353} 360}
354 361
355void 362void
356player::do_destroy () 363player::do_destroy ()
357{ 364{
362 if (ob) 369 if (ob)
363 { 370 {
364 ob->destroy_inv (false); 371 ob->destroy_inv (false);
365 ob->destroy (); 372 ob->destroy ();
366 } 373 }
374
375 ob = observe = 0;
367} 376}
368 377
369player::~player () 378player::~player ()
370{ 379{
371 /* Clear item stack */ 380 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
399 */ 408 */
400archetype * 409archetype *
401get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
402{ 411{
403 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
404 419
405 for (;;) 420 for (;;)
406 { 421 {
407 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
408 at = first_archetype; 423 i = archetypes.begin ();
409 else 424 else if (*i == at)
410 at = at->next; 425 cleanup ("not a single player archetype found");
411 426
412 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
413 return at; 428 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 429 }
421} 430}
422 431
423object * 432object *
424get_nearest_player (object *mon) 433get_nearest_player (object *mon)
428 unsigned lastdist; 437 unsigned lastdist;
429 rv_vector rv; 438 rv_vector rv;
430 439
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 441 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 443 continue;
462 444
463 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
464 { 446 {
659 641
660 return firstdir; 642 return firstdir;
661} 643}
662 644
663void 645void
664give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
665{ 647{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 648 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 650
671 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
672 { 652 {
673 next = op->below; 653 next = op->below;
674 654
675 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 662 * by this player due to race restrictions
683 */ 663 */
684 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
685 { 665 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
687 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 673 {
692 op->destroy (); 674 op->destroy ();
693 continue; 675 continue;
694 } 676 }
695 } 677 }
718 if (op->nrof > 1) 700 if (op->nrof > 1)
719 op->nrof = 1; 701 op->nrof = 1;
720 } 702 }
721 703
722 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 706
727 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 708 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 709 * merged properly.
730 */ 710 */
731 if (need_identify (op)) 711 if (need_identify (op))
732 { 712 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 716 }
717
737 if (op->type == SPELL) 718 if (op->type == SPELL)
738 { 719 {
739 op->destroy (); 720 op->destroy ();
740 continue; 721 continue;
741 } 722 }
743 { 724 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 726 op->stats.exp = 0;
746 op->level = 1; 727 op->level = 1;
747 } 728 }
748 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
752 732
753 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
754 link_player_skills (pl); 734 link_player_skills (pl);
860static void 840static void
861start_info (object *op) 841start_info (object *op)
862{ 842{
863 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
864 844
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 845 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 846 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 847}
870 848
871/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
876 */ 854 */
877void 855void
878player::chargen_race_done () 856player::chargen_race_done ()
879{ 857{
880 /* this must before then initial items are given */ 858 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 859 esrv_new_player (ob->contr);
882 860
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 862 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
886 864
889 867
890 ob->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
891 869
892 if (ob->msg) 870 if (ob->msg)
893 ob->msg = 0; 871 ob->msg = 0;
894
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903 872
904 start_info (ob); 873 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 875 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob); 876 link_player_skills (ob);
910 879
911 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
912 * is one for this race 881 * is one for this race
913 */ 882 */
914 if (*first_map_ext_path) 883 if (*first_map_ext_path)
915 { 884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else 885 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
931} 887}
932 888
933void 889void
943 int x = ob->x, y = ob->y; 899 int x = ob->x, y = ob->y;
944 900
945 ob->remove_statbonus (); 901 ob->remove_statbonus ();
946 ob->remove (); 902 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 903 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 904 ob->arch->copy_to (ob);
949 ob->instantiate (); 905 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 906 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 907 ob->name = ob->name_pl = name;
952 ob->x = x; 908 ob->x = x;
953 ob->y = y; 909 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 910 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 911 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 912 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 913 ob->add_statbonus ();
958 } 914 }
959 while (!allowed_class (ob)); 915 while (!allowed_class (ob));
960 916
961 update_object (ob, UP_OBJ_FACE); 917 update_object (ob, UP_OBJ_FACE);
1036 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1037 return 1; 993 return 1;
1038 994
1039 next = op->below; 995 next = op->below;
1040 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1041 /* loop while there are items on the floor that are not marked as 1000 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1001 * destroyed */
1043 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1044 { 1003 {
1045 tmp = next; 1004 tmp = next;
1046 next = tmp->below; 1005 next = tmp->below;
1047 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1048 if (op->destroyed ()) 1013 if (op->destroyed ())
1049 return 0; 1014 return 0;
1050 1015
1051 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1052 continue; 1017 continue;
1053 1018
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1020 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1058 continue; 1023 continue;
1059 } 1024 }
1060 1025
1061 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1029 switch (op->contr->mode)
1065 { 1030 {
1066 case 0: 1031 case 0:
1067 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1068 case 1: 1033 case 1:
1069 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1070 return 1; 1035 return 1;
1071 case 2: 1036 case 2:
1072 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1073 return 0; 1038 return 0;
1074 case 3: 1039 case 3:
1075 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1076 case 4: 1041 case 4:
1077 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1078 break; 1043 break;
1079 case 5: 1044 case 5:
1080 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1081 stop = 1; 1046 stop = 1;
1082 break; 1047 break;
1083 case 6: 1048 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1086 break; 1052 break;
1087 1053
1088 case 7: 1054 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1091 break; 1057 break;
1092 1058
1093 default: 1059 default:
1094 /* use value density */ 1060 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1098 } 1064 }
1099 } 1065 }
1100 else 1066 else
1101 { /* old model */ 1067 { /* old model */
1102 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1072 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1075 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1078
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1080 }
1115 1081
1116 /* philosophy: 1082 /* philosophy:
1157 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1161 { 1127 {
1162 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1163 continue; 1129 continue;
1164 } 1130 }
1165 1131
1166 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1134 {
1169 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1170 continue; 1136 continue;
1171 } 1137 }
1172 1138
1173 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1175 { 1141 {
1176 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1177 continue; 1143 continue;
1178 } 1144 }
1179 1145
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1183 { 1149 {
1184 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1185 continue; 1151 continue;
1186 } 1152 }
1187 1153
1188 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1190 { 1156 {
1191 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1192 continue; 1158 continue;
1193 } 1159 }
1194 1160
1195 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1163 {
1198 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1199 continue; 1165 continue;
1200 } 1166 }
1201 1167
1202 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1171 {
1206 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1207 continue; 1173 continue;
1208 } 1174 }
1209 1175
1210 /* pick up all magical items */ 1176 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1179 {
1214 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1215 continue; 1181 continue;
1216 } 1182 }
1217 1183
1218 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1219 { 1185 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1187 {
1222 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1223 continue; 1189 continue;
1224 } 1190 }
1225 } 1191 }
1226 1192
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1196 {
1231 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1232 continue; 1198 continue;
1233 } 1199 }
1234 1200
1235 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1238 { 1204 {
1239 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1240 continue; 1206 continue;
1241 } 1207 }
1242 1208
1243 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1246 { 1212 {
1247 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1248 continue; 1214 continue;
1249 } 1215 }
1250 1216
1251 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1253 { 1219 {
1254 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1255 continue; 1221 continue;
1256 } 1222 }
1257 1223
1258 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1261 { 1227 {
1262 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1263 continue; 1229 continue;
1264 } 1230 }
1265 1231
1266 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1268 { 1234 {
1269 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1270 continue; 1236 continue;
1271 } 1237 }
1272 1238
1273 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1275 { 1241 {
1276 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1277 continue; 1243 continue;
1278 } 1244 }
1279 1245
1280 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1282 { 1248 {
1283 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1284 continue; 1250 continue;
1285 } 1251 }
1286 1252
1287 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1289 { 1255 {
1290 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1291 continue; 1257 continue;
1292 } 1258 }
1293 1259
1294 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1296 { 1262 {
1297 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1298 continue; 1264 continue;
1299 } 1265 }
1300 1266
1301 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1270 {
1305 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1306 continue; 1272 continue;
1307 } 1273 }
1308 1274
1309 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1277 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1279 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1282 {
1317 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1318 continue; 1284 continue;
1319 } 1285 }
1320 } 1286 }
1321 1287
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1289 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1291 {
1326 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1327 continue; 1293 continue;
1328 } 1294 }
1329 } 1295 }
1330 } 1296 }
1331 1297
1332 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1301 {
1336 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1337 continue; 1303 continue;
1338 } 1304 }
1339 1305
1340 /* any of the last 4 bits set means we use the ratio for value 1306 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1307 * pickups */
1342 if (op->contr->mode & PU_RATIO) 1308 if (op->contr->mode & PU_RATIO)
1343 { 1309 {
1344 /* use value density to decide what else to grab */ 1310 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */ 1311 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1313 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = op->contr->mode & PU_RATIO;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1350 { 1316 {
1351 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1352#if 0 1318#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1355 { 1321 {
1356 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1357 } 1323 }
1358 else 1324 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1325 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1326 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1328#endif
1363 continue; 1329 continue;
1364 } 1330 }
1375 * found object is returned. 1341 * found object is returned.
1376 */ 1342 */
1377object * 1343object *
1378find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1379{ 1345{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1346 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp);
1349
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type))
1353 {
1354 splay (tmp);
1386 return op; 1355 return arrow;
1356 }
1387 1357
1388 return tmp; 1358 return 0;
1389} 1359}
1390 1360
1391/* 1361/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1416 } 1386 }
1417 } 1387 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1389 {
1420 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1422 { 1392 {
1423 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1424 { 1394 {
1425 *better = 100; 1395 *better = 100;
1426 return arrow; 1396 return arrow;
1434 else 1404 else
1435 { 1405 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1407 {
1438 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1411 {
1442 tmp = arrow; 1412 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1414 }
1445 } 1415 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1417 {
1448 tmp = arrow; 1418 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1425 }
1456 } 1426 }
1457 } 1427 }
1458 } 1428 }
1429
1459 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1431 return find_arrow (op, type);
1461 1432
1462 *better = betterby; 1433 *better = betterby;
1463 return tmp; 1434 return tmp;
1614 arrow->destroy (); 1585 arrow->destroy ();
1615 return 0; 1586 return 0;
1616 } 1587 }
1617 1588
1618 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1620 if (!arrow) 1591 if (!arrow)
1621 { 1592 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1594 return 0;
1624 } 1595 }
1632 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1633 1604
1634 if (arrow->slaying) 1605 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1636 1607
1608#if 0
1637 if (player *pl = op->contr) 1609 if (player *pl = op->contr)
1638 { 1610 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1611 float speed = pl->weapon_sp;
1646 1612
1647 /* penalize ROF for bestarrow */ 1613 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1614 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1615 speed *= .9f;
1650 else 1616 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1618
1653 op->speed_left += speed - op->speed; 1619 op->speed_left += speed - op->speed;
1620 }
1654#endif 1621#endif
1655 }
1656 1622
1657 SET_ANIMATION (arrow, arrow->direction); 1623 SET_ANIMATION (arrow, arrow->direction);
1658 1624
1659 /* update the speed */ 1625 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1662 1628
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1629 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1665 1631
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1633
1668 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1691 1657
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1661
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1698 1664
1699 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1666 move_arrow (arrow);
1701
1702 if (op->type == PLAYER)
1703 {
1704 if (left->destroyed ())
1705 esrv_del_item (op->contr, left->count);
1706 else
1707 esrv_send_item (op, left);
1708 }
1709 1667
1710 return 1; 1668 return 1;
1711} 1669}
1712 1670
1713/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1779 1737
1780 if (item->type == WAND) 1738 if (item->type == WAND)
1781 { 1739 {
1782 if (item->stats.food <= 0) 1740 if (item->stats.food <= 0)
1783 { 1741 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1742 op->contr->play_sound (sound_find ("wand_poof"));
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1744
1787 return; 1745 return;
1788 } 1746 }
1789 } 1747 }
1790 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
1791 { 1749 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1751
1752 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1793 { 1755 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1795 1757
1796 if (item->type == ROD) 1758 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1760 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1812 object *tmp; 1774 object *tmp;
1813 1775
1814 if (item->arch) 1776 if (item->arch)
1815 { 1777 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1779 item->face = item->arch->face;
1818 item->set_speed (0); 1780 item->set_speed (0);
1819 } 1781 }
1820 1782
1821 if ((tmp = item->in_player ())) 1783 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1785 }
1824 } 1786 }
1825 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1788 drain_rod_charge (item);
1827 } 1789 }
1828} 1790}
1829 1791
1830/* Received a fire command for the player - go and do it. 1792/* Received a fire command for the player - go and do it.
1831 */ 1793 */
1832void 1794bool
1833fire (object *op, int dir) 1795fire (object *op, int dir)
1834{ 1796{
1835 int spellcost = 0; 1797 int spellcost = 0;
1836 1798
1837 /* check for loss of invisiblity/hide */ 1799 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1803 player *pl = op->contr;
1842 1804
1843 if (pl->golem) 1805 if (pl->golem)
1844 { 1806 {
1845 control_golem (op->contr->golem, dir); 1807 control_golem (op->contr->golem, dir);
1846 return; 1808 return false;
1847 } 1809 }
1848 1810
1849 object *ob = pl->ranged_ob; 1811 object *ob = pl->ranged_ob;
1850 1812
1851 if (!ob) 1813 if (!ob)
1852 return; 1814 return false;
1853 1815
1854 if (!op->change_weapon (ob)) 1816 if (!op->change_weapon (ob))
1855 return; 1817 return false;
1818
1819 if (op->speed_left > 0.f)
1820 --op->speed_left;
1821 else
1822 return false;
1856 1823
1857 switch (ob->type) 1824 switch (ob->type)
1858 { 1825 {
1859 case BOW: 1826 case BOW:
1860 player_fire_bow (op, dir); 1827 player_fire_bow (op, dir);
1874 1841
1875 default: 1842 default:
1876 fire_misc_object (op, dir); 1843 fire_misc_object (op, dir);
1877 break; 1844 break;
1878 } 1845 }
1846
1847 return true;
1879} 1848}
1880 1849
1881/* find_key 1850/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1851 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1852 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1939 * 0 otherwise
1971 */ 1940 */
1972static int 1941static int
1973player_attack_door (object *op, object *door) 1942player_attack_door (object *op, object *door)
1974{ 1943{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1944 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1945 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1946 * otherwise, we fall through to the rest of the code.
1978 */ 1947 */
1979 object *key = find_key (op, op, door); 1948 object *key = find_key (op, op, door);
1980 1949
1981 /* IF we found a key, do some extra work */ 1950 /* If we found a key, do some extra work */
1982 if (key) 1951 if (key)
1983 { 1952 {
1984 object *container = key->env; 1953 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1954
1988 if (action_makes_visible (op)) 1955 if (action_makes_visible (op))
1989 make_visible (op); 1956 make_visible (op);
1990 1957
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1958 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1960
1994 if (door->type == DOOR) 1961 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1962 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1963 else if (door->type == LOCKED_DOOR)
1997 { 1964 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1965 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1967 }
2001 1968
2002 /* Do this after we print the message */ 1969 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007 1971
2008 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
2009 } 1973 }
2010 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2011 { 1975 {
2012 /* Might as well return now - no other way to open this */ 1976 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1977 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1978 return 1;
2015 } 1979 }
2016 1980
2017 return 0; 1981 return 0;
2018} 1982}
2021 * It should keep the code cleaner. 1985 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1986 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1987 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1988 * going to try and move (not fire weapons).
2025 */ 1989 */
2026void 1990bool
2027move_player_attack (object *op, int dir) 1991move_player_attack (object *op, int dir)
2028{ 1992{
2029 object *tmp, *mon;
2030 int on_battleground; 1993 int on_battleground;
2031 maptile *m;
2032 1994
2033 sint16 nx = freearr_x[dir] + op->x; 1995 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1996 sint16 ny = freearr_y[dir] + op->y;
2035 1997
2036 on_battleground = op_on_battleground (op, 0, 0); 1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny))
2001 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2037 2008
2038 /* If braced, or can't move to the square, and it is not out of the 2009 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 2010 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 2011 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 2012 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 2013 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 2014 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 2015 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2016 * move_ob uses.
2046 */ 2017 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 {
2051 m = op->map->xy_find (nx, ny); 2018 maptile *m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057 2019
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if 2020 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack. 2021 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters 2022 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2023 * on the space
2066 */ 2024 */
2067 while (tmp) 2025 object *mon;
2068 { 2026 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2027 {
2070 { 2028 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2029 || mon->type == LOCKED_DOOR
2072 continue; 2030 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2031 && mon != op)
2078 break; 2032 break;
2079 } 2033 }
2080 2034
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */ 2035 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2036 return false; /* into a wall */
2089 2037
2090 if (mon->head)
2091 mon = mon->head; 2038 mon = mon->head_ ();
2092 2039
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2040 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041 if (op->contr->weapon_sp_left > 0.f)
2094 if (player_attack_door (op, mon)) 2042 if (player_attack_door (op, mon))
2043 {
2044 --op->contr->weapon_sp_left;
2095 return; 2045 return true;
2046 }
2096 2047
2097 /* The following deals with possibly attacking peaceful 2048 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2049 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2050 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2051 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2052 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2053 * and thus will not push them.
2103 */ 2054 */
2104 2055
2105 /* If the creature is a pet, push it even if the player is not 2056 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the 2057 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2058 * player owns it and it is either friendly or unagressive.
2108 */ 2059 */
2109 if ((op->type == PLAYER) 2060 if (op->type == PLAYER
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr 2061 && ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2062 && same_party (mon->owner->contr->party, op->contr->party))
2114#else
2115 && mon->owner == op 2063 || mon->owner == op)
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 { 2065 {
2119 /* If we're braced, we don't want to switch places with it */ 2066 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced) 2067 if (op->contr->braced)
2121 return; 2068 return false;
2122 2069
2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2070 if (op->speed_left > 0.f)
2071 {
2072 --op->speed_left;
2073
2074 op->play_sound (sound_find ("push_player"));
2124 push_ob (mon, dir, op); 2075 push_ob (mon, dir, op);
2076
2125 if (op->contr->tmp_invis || op->hide) 2077 if (op->contr->tmp_invis || op->hide)
2126 make_visible (op); 2078 make_visible (op);
2127 2079
2128 return; 2080 return true;
2129 } 2081 }
2082 else
2083 return false;
2084 }
2130 2085
2131 /* in certain circumstances, you shouldn't attack friendly 2086 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 2087 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 2088 * someone, but put it inside this loop so that you won't
2134 * attack them either. 2089 * attack them either.
2135 */ 2090 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 2091 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2092 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 2093 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 2094 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 2095 && !on_battleground))
2096 {
2097 if (op->speed_left > 0.f)
2147 { 2098 {
2099 --op->speed_left;
2100
2148 if (!op->contr->braced) 2101 if (!op->contr->braced)
2149 { 2102 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 2104 push_ob (mon, dir, op);
2152 } 2105 }
2153 else 2106 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 2107 op->statusmsg ("You withhold your attack");
2155 2108
2156 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op); 2110 make_visible (op);
2158 }
2159 2111
2112 return true;
2113 }
2114 }
2160 /* If the object is a boulder or other rollable object, then 2115 /* If the object is a boulder or other rollable object, then
2161 * roll it if not braced. You can't roll it if you are braced. 2116 * roll it if not braced. You can't roll it if you are braced.
2162 */ 2117 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2119 {
2120 if (op->speed_left > 0.f)
2164 { 2121 {
2122 --op->speed_left;
2123
2165 recursive_roll (mon, dir, op); 2124 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2125 if (action_makes_visible (op))
2167 make_visible (op); 2126 make_visible (op);
2168 }
2169 2127
2128 return true;
2129 }
2130 }
2170 /* Any generic living creature. Including things like doors. 2131 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2132 * Way it works is like this: First, it must have some hit points
2172 * and be living. Then, it must be one of the following: 2133 * and be living. Then, it must be one of the following:
2173 * 1) Not a player, 2) A player, but of a different party. Note 2134 * 1) Not a player, 2) A player, but of a different party. Note
2174 * that party_number -1 is no party, so attacks can still happen. 2135 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2136 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2137 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2138 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2139 {
2179 if (!op->contr->has_hit) 2140 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2141 {
2181 op->contr->has_hit = 1; 2142 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2143
2185 skill_attack (mon, op, 0, 0, 0); 2144 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2145
2201 if (action_makes_visible (op)) 2146 if (action_makes_visible (op))
2202 make_visible (op); 2147 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2148
2207int 2149 return true;
2150 }
2151 }
2152
2153 return false;
2154}
2155
2156bool
2208move_player (object *op, int dir) 2157move_player (object *op, int dir)
2209{ 2158{
2210 int pick; 2159 int pick;
2211 2160
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2162 return 0;
2214 2163
2215 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2217 { 2166 {
2226 op->facing = dir; 2175 op->facing = dir;
2227 2176
2228 if (op->hide) 2177 if (op->hide)
2229 do_hidden_move (op); 2178 do_hidden_move (op);
2230 2179
2180 bool retval;
2181
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2183 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2184 else if (op->contr->fire_on)
2234 fire (op, dir); 2185 retval = fire (op, dir);
2235 else 2186 else
2236 { 2187 {
2237 move_player_attack (op, dir); 2188 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2189 pick = check_pick (op);
2239 } 2190 }
2240 2191
2241 /* Add special check for newcs players and fire on - this way, the 2192 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2193 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2200 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2201 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2202 * for players.
2252 */ 2203 */
2253 animate_object (op, op->facing); 2204 animate_object (op, op->facing);
2254 return 0; 2205
2206 return retval;
2255} 2207}
2256 2208
2257/* This is similar to handle_player, below, but is only used by the 2209/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2210 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2211 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2212 * the new speed values for commands.
2261 * 2213 *
2262 * Returns true if there are more actions we can do. 2214 * Returns true if there are more actions we can do. Should not do
2215 * many actions in a row, as that would be too unfair to other
2216 * players.
2263 */ 2217 */
2264int 2218bool
2265handle_newcs_player (object *op) 2219handle_newcs_player (object *op)
2266{ 2220{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2221 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2222 {
2269 flee_player (op); 2223 if (op->speed_left > 0.f)
2270
2271 /* If player is still scared, that is his action for this tick */
2272 if (op->flag [FLAG_SCARED])
2273 { 2224 {
2274 --op->speed_left; 2225 --op->speed_left;
2226 flee_player (op);
2227
2275 return 0; 2228 return true;
2276 } 2229 }
2230 else
2231 return false;
2277 } 2232 }
2278 2233
2279 /* call this here - we also will call this in do_ericserver, but 2234 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2235 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2236 * called, so we recheck it here.
2282 */ 2237 */
2283 if (op->contr->ns->handle_command ()) 2238 if (op->contr->ns->handle_command ())
2284 return 1; 2239 return true;
2285 2240
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2241 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 {
2290 /* All move commands take 1 tick, at least for now */
2291 --op->speed_left;
2292
2293 /* Instead of all the stuff below, let move_player take care
2294 * of it. Also, some of the skill stuff is only put in
2295 * there, as well as the confusion stuff.
2296 */
2297 move_player (op, op->direction); 2242 return move_player (op, op->direction);
2298 2243
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2244 return false;
2304} 2245}
2305 2246
2306int 2247int
2307save_life (object *op) 2248save_life (object *op)
2308{ 2249{
2310 return 0; 2251 return 0;
2311 2252
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2253 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2255 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2256 op->play_sound (sound_find ("ob_evaporate"));
2316 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2257 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2317
2318 if (op->contr)
2319 esrv_del_item (op->contr, tmp->count);
2320 2258
2321 tmp->destroy (); 2259 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323 2261
2324 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2337 return 0; 2275 return 0;
2338} 2276}
2339 2277
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2278/* This goes throws the inventory and removes unpaid objects, and puts them
2341 * back in the map (location and map determined by values of env). This 2279 * back in the map (location and map determined by values of env). This
2342 * function will descend into containers. op is the object to start the search 2280 * function will descend into containers. op is the object to start the search
2343 * from. 2281 * from.
2344 */ 2282 */
2283static void
2284drop_unpaid_items (object *op, object *env)
2285{
2286 while (op)
2287 {
2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289
2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2291 op->insert_at (env);
2292 else if (op->inv)
2293 drop_unpaid_items (op->inv, env);
2294
2295 op = next;
2296 }
2297}
2298
2345void 2299void
2346remove_unpaid_objects (object *op, object *env) 2300object::drop_unpaid_items ()
2347{ 2301{
2348 while (op) 2302 if (!flag [FLAG_REMOVED])
2349 { 2303 ::drop_unpaid_items (inv, this);
2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2351
2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2353 {
2354 if (env->type == PLAYER)
2355 esrv_del_item (env->contr, op->count);
2356
2357 op->insert_at (env);
2358 }
2359 else if (op->inv)
2360 remove_unpaid_objects (op->inv, env);
2361
2362 op = next;
2363 }
2364} 2304}
2365 2305
2366/* 2306/*
2367 * Returns pointer a static string containing gravestone text 2307 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2369 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2370 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2371 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2372 */ 2312 */
2373char * 2313const char *
2374gravestone_text (object *op) 2314gravestone_text (object *op)
2375{ 2315{
2376 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2377 char buf[MAX_BUF];
2378 time_t now = time (NULL);
2379 2317
2380 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2381 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2383 else
2384 sprintf (buf, "%s\n", &op->name);
2385 2323
2386 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2387 strcat (buf2, buf); 2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2388 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2389 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2390 else
2391 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2392 2332
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 { 2333 {
2397 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2398 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2399 strcat (buf2, buf);
2400 }
2401
2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2403 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2404 strcat (buf2, buf); 2338 }
2405 2339
2406 return buf2; 2340 return buf;
2407} 2341}
2408 2342
2409void 2343void
2410do_some_living (object *op) 2344do_some_living (object *op)
2411{ 2345{
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2397 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2398 else
2465 { 2399 {
2466 gen_grace = op->stats.maxgrace; 2400 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2401 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2468 }
2469
2470 /* Regenerate Spell Points */
2471 if (!op->contr->golem && --op->last_sp < 0)
2472 {
2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp++;
2477 /* dms do not consume food */
2478 if (!QUERY_FLAG (op, FLAG_WIZ))
2479 {
2480 op->stats.food--;
2481 if (op->contr->digestion < 0)
2482 op->stats.food += op->contr->digestion;
2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.food = last_food;
2485 }
2486 }
2487
2488 if (max_sp > 1)
2489 {
2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 } 2402 }
2511 2403
2512 /* Regenerate Grace */ 2404 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2405 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2406 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2428 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2429 /* wearing stuff doesn't detract from grace generation. */
2538 } 2430 }
2539 2431
2432 if (op->stats.food > 0)
2433 {
2540 /* Regenerate Hit Points */ 2434 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2435 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2436 {
2545 op->stats.hp++; 2437 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2438
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2439 if (op->stats.sp < op->stats.maxsp)
2548 { 2440 {
2441 op->stats.sp++;
2442
2443 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2445 {
2549 op->stats.food--; 2446 op->stats.food--;
2447
2550 if (op->contr->digestion < 0) 2448 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2449 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2450 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2451 op->stats.food = last_food;
2452 }
2554 } 2453 }
2555 }
2556 2454
2557 if (max_hp > 1) 2455 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2456 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2457 over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0)
2459 {
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2463
2464 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2465 op->stats.sp--;
2466
2467 if (op->stats.sp > op->stats.maxsp)
2468 op->stats.sp = op->stats.maxsp;
2469 }
2470
2563 op->last_heal = 0; 2471 op->last_sp = 0;
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2475 }
2565 else 2476 else
2477 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 }
2479
2480 /* Regenerate Hit Points */
2481 if (--op->last_heal < 0)
2482 {
2483 if (op->stats.hp < op->stats.maxhp)
2566 { 2484 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2485 op->stats.hp++;
2486
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491
2492 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food;
2496 }
2568 } 2497 }
2498
2499 if (max_hp > 1)
2500 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502
2503 if (over_hp > 0)
2504 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0;
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2510 }
2570 else 2511 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2513 }
2574 } 2514 }
2575 2515
2576 /* Digestion */ 2516 /* Digestion */
2577 if (--op->last_eat < 0) 2517 if (--op->last_eat < 0)
2578 { 2518 {
2579#ifdef COZY_SERVER 2519 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2520 penalty = max (0, -op->contr->digestion);
2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2582#else
2583 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2584#endif
2585 2521
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2522 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2588 else
2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590 2523
2591 /* dms do not consume food */ 2524 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2526 op->stats.food--;
2594 } 2527 }
2595 2528
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2530 {
2598 object *tmp, *flesh = 0; 2531 object *flesh = 0;
2599 2532
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2601 { 2534 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2535 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536 continue;
2537
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2539 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2540 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2607 manual_apply (op, tmp, 0); 2542 manual_apply (op, tmp, 0);
2543
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2545 break;
2610 } 2546 }
2611 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2612 flesh = tmp; 2548 flesh = tmp;
2613 } /* End if paid for object */ 2549 }
2614 } /* end of for loop */
2615 2550
2616 /* If player is still starving, it means they don't have any food, so 2551 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2552 * eat flesh instead.
2618 */ 2553 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2555 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2556 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2623 } 2559 }
2560
2561 // If player is still starving, alert him!
2562 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! "
2564 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2565 }
2566
2567 if (op->stats.food < 0)
2624 } 2568 {
2569 op->stats.hp += op->stats.food;
2570 op->stats.food = 0;
2625 2571
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2572 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2576 }
2577 }
2628 2578
2579 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2581 kill_player (op);
2631 } 2582 }
2632} 2583}
2633 2584
2637 * file. 2588 * file.
2638 */ 2589 */
2639void 2590void
2640kill_player (object *op) 2591kill_player (object *op)
2641{ 2592{
2593 int x, y;
2642 char buf[MAX_BUF]; 2594 char buf[MAX_BUF];
2643 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2595 maptile *map; /* this is for resurrection */
2647
2648 /* int z;
2649 int num_stats_lose;
2650 int lost_a_stat;
2651 int lose_this_stat;
2652 int this_stat; */
2653 int will_kill_again; 2596 int will_kill_again;
2654 archetype *at; 2597 archetype *at;
2655 object *tmp; 2598 object *tmp;
2656 2599
2657 if (save_life (op)) 2600 if (save_life (op))
2658 return; 2601 return;
2659
2660 2602
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2603 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2662 * in cities ONLY!!! It is very important that this doesn't get abused. 2604 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2605 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2606 */
2680 { 2622 {
2681 tmp->destroy (); 2623 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 } 2625 }
2684 2626
2685 cure_disease (op, 0); /* remove any disease */ 2627 cure_disease (op, 0, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp; 2628 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0) 2629 if (op->stats.food <= 0)
2688 op->stats.food = 999; 2630 op->stats.food = 999;
2689 2631
2690 /* create a bodypart-trophy to make the winner happy */ 2632 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2633 if (object *tmp = arch_to_object (archetype::find ("finger")))
2692 { 2634 {
2693 sprintf (buf, "%s's finger", &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2636 tmp->name_pl = format ("%s's fingers", &op->name);
2695 sprintf (buf, " This finger has been cut off %s\n"
2696 " the %s, when he was defeated at\n level %d by %s.\n",
2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2698 tmp->msg = buf; 2637 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title,
2640 (int)op->level,
2641 op->contr->killer_name ()
2642 );
2699 tmp->value = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2644 tmp->materialname = "organics";
2701 tmp->insert_at (op, tmp); 2645 tmp->insert_at (op, tmp);
2702 } 2646 }
2703 2647
2709 2653
2710 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2711 2655
2712 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2713 2657
2714 if (op->stats.food < 0) 2658 op->contr->play_sound (sound_find ("player_dies"));
2715 {
2716 sprintf (buf, "%s starved to death.", &op->name);
2717 strcpy (op->contr->killer, "starvation");
2718 }
2719 else
2720 sprintf (buf, "%s died.", &op->name);
2721
2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2723 2659
2724 /* save the map location for corpse, gravestone */ 2660 /* save the map location for corpse, gravestone */
2725 x = op->x; 2661 x = op->x;
2726 y = op->y; 2662 y = op->y;
2727 map = op->map; 2663 map = op->map;
2834 lost_a_stat = 1; 2770 lost_a_stat = 1;
2835 } 2771 }
2836 } 2772 }
2837 } 2773 }
2838 } 2774 }
2775
2839 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2777 if (!lost_a_stat)
2841 { 2778 {
2842 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2848 else 2785 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2850 } 2787 }
2851#else 2788#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2853#endif 2790#endif
2854 2791
2855 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2793 * exp loss on the stone.
2857 */ 2794 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2859 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name);
2862 tmp->name_pl = buf;
2863 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); 2798 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 ());
2864 tmp->msg = buf;
2865 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2801
2868 /**************************************/ 2802 /**************************************/
2869 /* */ 2803 /* */
2890 { 2824 {
2891 tmp->destroy (); 2825 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2893 } 2827 }
2894 2828
2895 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2896 2842
2897 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2899 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2900 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2901 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2904 2852
2905 /* 2853 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2854 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2855 * and put them back in the map.
2908 */ 2856 */
2909 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2910 2858
2911 /****************************************/ 2859 /****************************************/
2912 /* */ 2860 /* */
2913 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2973 2921
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 { 2923 {
2976 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
2977 { 2925 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2928 }
2982 else 2929 else
2983 tmp->destroy (); 2930 tmp->destroy ();
2984 } 2931 }
2995void 2942void
2996fix_weight (void) 2943fix_weight (void)
2997{ 2944{
2998 for_all_players (pl) 2945 for_all_players (pl)
2999 { 2946 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
3001 2948
3002 if (old == sum) 2949 pl->ob->update_weight ();
3003 continue; 2950
2951 if (old != pl->ob->carrying)
2952 {
3004 pl->ob->update_stats (); 2953 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2954 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2955 }
3006 } 2956 }
3007} 2957}
3008 2958
3009void 2959void
3010fix_luck (void) 2960fix_luck (void)
3054void 3004void
3055make_visible (object *op) 3005make_visible (object *op)
3056{ 3006{
3057 op->hide = 0; 3007 op->hide = 0;
3058 op->invisible = 0; 3008 op->invisible = 0;
3009
3059 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3060 { 3011 {
3061 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3063 } 3014 }
3066} 3017}
3067 3018
3068int 3019int
3069is_true_undead (object *op) 3020is_true_undead (object *op)
3070{ 3021{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 3023 return 1;
3073 3024
3074 return 0; 3025 return 0;
3075} 3026}
3076 3027
3077/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 3030 * indicate greater hideability.
3080 */ 3031 */
3081
3082int 3032int
3083hideability (object *ob) 3033hideability (object *ob)
3084{ 3034{
3085 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3086 sint16 x, y; 3036 sint16 x, y;
3096 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3098 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3099 3049
3100 /* scan through all nearby squares for terrain to hide in */ 3050 /* scan through all nearby squares for terrain to hide in */
3101 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3051 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 3054 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 3057 continue;
3107 } 3058
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 3060 level += 2;
3110 else /* open terrain! */ 3061 else /* open terrain! */
3111 level -= 1; 3062 level -= 1;
3112 } 3063 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 3071/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 3072 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 3073 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 3075 */
3125
3126void 3076void
3127do_hidden_move (object *op) 3077do_hidden_move (object *op)
3128{ 3078{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3130 object *skop;
3131 3080
3132 if (!op || !op->map) 3081 if (!op || !op->map)
3133 return; 3082 return;
3134 3083
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3084 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085 int num = random_roll (0, 19, op, PREFER_LOW);
3136 3086
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 3087 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3140 { 3090 {
3150 num -= hide; 3100 num -= hide;
3151 3101
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 3103 {
3154 make_visible (op); 3104 make_visible (op);
3105
3155 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 3108 }
3158 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3220 * for them to differ. Sigh, this fctn could get a bit more complex. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 3172 * -b.t.
3222 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3223 */ 3174 */
3224
3225int 3175int
3226player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3227{ 3177{
3228 rv_vector rv; 3178 rv_vector rv;
3229 int dx, dy; 3179 int dx, dy;
3241 3191
3242 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3243 3193
3244 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 3195 * through the object and find if it has any
3246 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3247 * a blocked los square. 3197 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3249 */ 3199 */
3250 while (op) 3200 while (op)
3251 { 3201 {
3252 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3254 3204
3255 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values. 3207 * for any meaningful values.
3258 */ 3208 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3260 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3262 return 1; 3212 return 1;
3213
3263 op = op->more; 3214 op = op->more;
3264 } 3215 }
3216
3265 return 0; 3217 return 0;
3266} 3218}
3267 3219
3268/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3272 * return 0. 3224 * return 0.
3273 */ 3225 */
3274int 3226int
3275action_makes_visible (object *op) 3227action_makes_visible (object *op)
3276{ 3228{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 { 3230 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3281 return 0; 3232 return 0;
3282 3233
3288 { 3239 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3290 return 1; 3241 return 1;
3291 } 3242 }
3292 } 3243 }
3244
3293 return 0; 3245 return 0;
3294} 3246}
3295 3247
3296/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3302 * Default is to do the same as before, so only people wanting to have different points need worry about this 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3255 */
3304int 3256int
3305op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3306{ 3258{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3310 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3266 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3268 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3273 {
3322 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 { 3276 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 { 3278 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 { 3280 {
3331 if (x != NULL && y != NULL) 3281 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3333 return 1; 3284 return 1;
3334 } 3285 }
3335 } 3286 }
3336 } 3287 }
3288
3337 if (x != NULL && y != NULL) 3289 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3339 return 1; 3292 return 1;
3340 } 3293 }
3341 } 3294 }
3342 } 3295 }
3296
3343 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3344 return 0; 3298 return 0;
3345} 3299}
3346 3300
3347/* 3301/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3318 int i = 0, j = 0;
3365 3319
3366 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3329
3376 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3377 return; 3331 return;
3378 3332
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3338 return;
3385 } 3339 }
3386 3340
3387 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3342 item = tr->item;
3389 3343
3390 if (item->type == SPELL) 3344 if (item->type == SPELL)
3391 { 3345 {
3392 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3393 return; 3347 return;
3452 { 3406 {
3453 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3408 object *skin;
3455 3409
3456 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3412 ;
3460 3413
3461 if (!skin) 3414 if (!skin)
3462 return; 3415 return;
3463 3416
3498 else 3451 else
3499 { 3452 {
3500 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3503 tmp = insert_ob_in_ob (tmp, who); 3456 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3457 }
3507} 3458}
3508 3459
3509/** 3460/**
3510 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0; 3491 return 0;
3541 3492
3542 return 100 - blocked_los [x][y]; 3493 return 100 - blocked_los [x][y];
3543} 3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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