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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 1.205 by root, Thu Sep 25 04:09:57 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_skills ();
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 -
344 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
345 349
346 gen_sp_armour = 10; 350 gen_sp_armour = 10;
347 bowtype = bow_normal; 351 bowtype = bow_normal;
348 petmode = pet_normal; 352 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 353 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
352 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
353} 359}
354 360
355void 361void
356player::do_destroy () 362player::do_destroy ()
357{ 363{
362 if (ob) 368 if (ob)
363 { 369 {
364 ob->destroy_inv (false); 370 ob->destroy_inv (false);
365 ob->destroy (); 371 ob->destroy ();
366 } 372 }
373
374 ob = observe = 0;
367} 375}
368 376
369player::~player () 377player::~player ()
370{ 378{
371 /* Clear item stack */ 379 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
399 */ 407 */
400archetype * 408archetype *
401get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
402{ 410{
403 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
404 418
405 for (;;) 419 for (;;)
406 { 420 {
407 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
408 at = first_archetype; 422 i = archetypes.begin ();
409 else 423 else if (*i == at)
410 at = at->next; 424 cleanup ("not a single player archetype found");
411 425
412 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
413 return at; 427 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 428 }
421} 429}
422 430
423object * 431object *
424get_nearest_player (object *mon) 432get_nearest_player (object *mon)
428 unsigned lastdist; 436 unsigned lastdist;
429 rv_vector rv; 437 rv_vector rv;
430 438
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 440 {
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)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 442 continue;
462 443
463 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
464 { 445 {
659 640
660 return firstdir; 641 return firstdir;
661} 642}
662 643
663void 644void
664give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
665{ 646{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 647 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 649
671 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
672 { 651 {
673 next = op->below; 652 next = op->below;
674 653
675 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 661 * by this player due to race restrictions
683 */ 662 */
684 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
685 { 664 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
687 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 672 {
692 op->destroy (); 673 op->destroy ();
693 continue; 674 continue;
694 } 675 }
695 } 676 }
718 if (op->nrof > 1) 699 if (op->nrof > 1)
719 op->nrof = 1; 700 op->nrof = 1;
720 } 701 }
721 702
722 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 705
727 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 708 * merged properly.
730 */ 709 */
731 if (need_identify (op)) 710 if (need_identify (op))
732 { 711 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 715 }
716
737 if (op->type == SPELL) 717 if (op->type == SPELL)
738 { 718 {
739 op->destroy (); 719 op->destroy ();
740 continue; 720 continue;
741 } 721 }
743 { 723 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 725 op->stats.exp = 0;
746 op->level = 1; 726 op->level = 1;
747 } 727 }
748 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
752 731
753 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
754 link_player_skills (pl); 733 pl->contr->link_skills ();
755} 734}
756 735
757void 736void
758get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
759{ 738{
860static void 839static void
861start_info (object *op) 840start_info (object *op)
862{ 841{
863 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
864 843
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 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} 846}
870 847
871/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
876 */ 853 */
877void 854void
878player::chargen_race_done () 855player::chargen_race_done ()
879{ 856{
880 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
882 859
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 861 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
886 863
890 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
891 868
892 if (ob->msg) 869 if (ob->msg)
893 ob->msg = 0; 870 ob->msg = 0;
894 871
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
904 start_info (ob); 872 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 876 ob->update_stats ();
910 877
911 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
912 * is one for this race 879 * is one for this race
913 */ 880 */
914 if (*first_map_ext_path) 881 if (*first_map_ext_path)
915 { 882 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 883 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
931} 885}
932 886
933void 887void
943 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
944 898
945 ob->remove_statbonus (); 899 ob->remove_statbonus ();
946 ob->remove (); 900 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
949 ob->instantiate (); 903 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
952 ob->x = x; 906 ob->x = x;
953 ob->y = y; 907 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 911 ob->add_statbonus ();
958 } 912 }
959 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
960 914
961 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1036 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1037 return 1; 991 return 1;
1038 992
1039 next = op->below; 993 next = op->below;
1040 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1041 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 999 * destroyed */
1043 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1044 { 1001 {
1045 tmp = next; 1002 tmp = next;
1046 next = tmp->below; 1003 next = tmp->below;
1047 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1048 if (op->destroyed ()) 1011 if (op->destroyed ())
1049 return 0; 1012 return 0;
1050 1013
1051 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1052 continue; 1015 continue;
1053 1016
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1018 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1058 continue; 1021 continue;
1059 } 1022 }
1060 1023
1061 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1027 switch (op->contr->mode)
1065 { 1028 {
1066 case 0: 1029 case 0:
1067 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1068 case 1: 1031 case 1:
1069 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1070 return 1; 1033 return 1;
1071 case 2: 1034 case 2:
1072 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1073 return 0; 1036 return 0;
1074 case 3: 1037 case 3:
1075 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1076 case 4: 1039 case 4:
1077 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1078 break; 1041 break;
1079 case 5: 1042 case 5:
1080 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1081 stop = 1; 1044 stop = 1;
1082 break; 1045 break;
1083 case 6: 1046 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1086 break; 1050 break;
1087 1051
1088 case 7: 1052 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1091 break; 1055 break;
1092 1056
1093 default: 1057 default:
1094 /* use value density */ 1058 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1098 } 1062 }
1099 } 1063 }
1100 else 1064 else
1101 { /* old model */ 1065 { /* old model */
1102 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1106 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 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)))); 1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else 1073 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 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)))); 1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 1076
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1078 }
1115 1079
1116 /* philosophy: 1080 /* philosophy:
1157 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1161 { 1125 {
1162 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1163 continue; 1127 continue;
1164 } 1128 }
1165 1129
1166 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1132 {
1169 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1170 continue; 1134 continue;
1171 } 1135 }
1172 1136
1173 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1175 { 1139 {
1176 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1177 continue; 1141 continue;
1178 } 1142 }
1179 1143
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1183 { 1147 {
1184 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1185 continue; 1149 continue;
1186 } 1150 }
1187 1151
1188 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1190 { 1154 {
1191 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1192 continue; 1156 continue;
1193 } 1157 }
1194 1158
1195 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1161 {
1198 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1199 continue; 1163 continue;
1200 } 1164 }
1201 1165
1202 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1169 {
1206 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1207 continue; 1171 continue;
1208 } 1172 }
1209 1173
1210 /* pick up all magical items */ 1174 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1177 {
1214 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1215 continue; 1179 continue;
1216 } 1180 }
1217 1181
1218 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1219 { 1183 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1185 {
1222 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1223 continue; 1187 continue;
1224 } 1188 }
1225 } 1189 }
1226 1190
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1194 {
1231 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1232 continue; 1196 continue;
1233 } 1197 }
1234 1198
1235 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1238 { 1202 {
1239 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1240 continue; 1204 continue;
1241 } 1205 }
1242 1206
1243 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1246 { 1210 {
1247 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1248 continue; 1212 continue;
1249 } 1213 }
1250 1214
1251 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1253 { 1217 {
1254 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1255 continue; 1219 continue;
1256 } 1220 }
1257 1221
1258 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1261 { 1225 {
1262 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1263 continue; 1227 continue;
1264 } 1228 }
1265 1229
1266 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1268 { 1232 {
1269 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1270 continue; 1234 continue;
1271 } 1235 }
1272 1236
1273 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1275 { 1239 {
1276 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1277 continue; 1241 continue;
1278 } 1242 }
1279 1243
1280 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1282 { 1246 {
1283 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1284 continue; 1248 continue;
1285 } 1249 }
1286 1250
1287 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1289 { 1253 {
1290 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1291 continue; 1255 continue;
1292 } 1256 }
1293 1257
1294 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1296 { 1260 {
1297 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1298 continue; 1262 continue;
1299 } 1263 }
1300 1264
1301 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1268 {
1305 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1306 continue; 1270 continue;
1307 } 1271 }
1308 1272
1309 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1275 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1277 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1280 {
1317 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1318 continue; 1282 continue;
1319 } 1283 }
1320 } 1284 }
1321 1285
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1287 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1289 {
1326 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1327 continue; 1291 continue;
1328 } 1292 }
1329 } 1293 }
1330 } 1294 }
1331 1295
1332 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1299 {
1336 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1337 continue; 1301 continue;
1338 } 1302 }
1339 1303
1340 /* any of the last 4 bits set means we use the ratio for value 1304 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1305 * pickups */
1342 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1343 { 1307 {
1344 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1310 /* >=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 */ 1311 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1350 { 1314 {
1351 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1352#if 0 1316#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1355 { 1319 {
1356 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1357 } 1321 }
1358 else 1322 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1326#endif
1363 continue; 1327 continue;
1364 } 1328 }
1375 * found object is returned. 1339 * found object is returned.
1376 */ 1340 */
1377object * 1341object *
1378find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1379{ 1343{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1344 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) 1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1347
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type))
1351 {
1352 splay (tmp);
1386 return op; 1353 return arrow;
1354 }
1387 1355
1388 return tmp; 1356 return 0;
1389} 1357}
1390 1358
1391/* 1359/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * 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 1361 * against the target. A full test is not performed, simply a basic test
1416 } 1384 }
1417 } 1385 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1387 {
1420 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1422 { 1390 {
1423 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1424 { 1392 {
1425 *better = 100; 1393 *better = 100;
1426 return arrow; 1394 return arrow;
1434 else 1402 else
1435 { 1403 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1405 {
1438 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1409 {
1442 tmp = arrow; 1410 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1412 }
1445 } 1413 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1415 {
1448 tmp = arrow; 1416 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1423 }
1456 } 1424 }
1457 } 1425 }
1458 } 1426 }
1427
1459 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1429 return find_arrow (op, type);
1461 1430
1462 *better = betterby; 1431 *better = betterby;
1463 return tmp; 1432 return tmp;
1614 arrow->destroy (); 1583 arrow->destroy ();
1615 return 0; 1584 return 0;
1616 } 1585 }
1617 1586
1618 left = arrow; /* these are arrows left to the player */ 1587 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1588 arrow = arrow->split ();
1620 if (!arrow) 1589 if (!arrow)
1621 { 1590 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1592 return 0;
1624 } 1593 }
1632 arrow->stats.grace = arrow->attacktype; 1601 arrow->stats.grace = arrow->attacktype;
1633 1602
1634 if (arrow->slaying) 1603 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1604 arrow->spellarg = strdup (arrow->slaying);
1636 1605
1606#if 0
1637 if (player *pl = op->contr) 1607 if (player *pl = op->contr)
1638 { 1608 {
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; 1609 float speed = pl->weapon_sp;
1646 1610
1647 /* penalize ROF for bestarrow */ 1611 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1612 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1613 speed *= .9f;
1650 else 1614 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1615 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1616
1653 op->speed_left += speed - op->speed; 1617 op->speed_left += speed - op->speed;
1618 }
1654#endif 1619#endif
1655 }
1656 1620
1657 SET_ANIMATION (arrow, arrow->direction); 1621 SET_ANIMATION (arrow, arrow->direction);
1658 1622
1659 /* update the speed */ 1623 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1624 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; 1625 + bow->stats.dam / 7.f;
1662 1626
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1627 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1628 arrow->speed_left = 0;
1665 1629
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1630 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1631
1668 if (op->type == PLAYER) 1632 if (op->type == PLAYER)
1691 1655
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1656 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1657 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1658 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1659
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1660 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1661 m->insert (arrow, sx, sy, op);
1698 1662
1699 if (!arrow->destroyed ()) 1663 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1664 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 1665
1710 return 1; 1666 return 1;
1711} 1667}
1712 1668
1713/* Special fire code for players - this takes into 1669/* Special fire code for players - this takes into
1779 1735
1780 if (item->type == WAND) 1736 if (item->type == WAND)
1781 { 1737 {
1782 if (item->stats.food <= 0) 1738 if (item->stats.food <= 0)
1783 { 1739 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1740 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)); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1742
1787 return; 1743 return;
1788 } 1744 }
1789 } 1745 }
1790 else if (item->type == ROD || item->type == HORN) 1746 else if (item->type == ROD || item->type == HORN)
1791 { 1747 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1748 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1749
1750 // using the maximum of the rods charge allows at least one spell cast
1751 // for a rod or horn, this fixes some broken rods.
1752 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1793 { 1753 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1754 op->contr->play_sound (sound_find ("wand_poof"));
1795 1755
1796 if (item->type == ROD) 1756 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)); 1757 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1758 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1812 object *tmp; 1772 object *tmp;
1813 1773
1814 if (item->arch) 1774 if (item->arch)
1815 { 1775 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1776 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1777 item->face = item->arch->face;
1818 item->set_speed (0); 1778 item->set_speed (0);
1819 } 1779 }
1820 1780
1821 if ((tmp = item->in_player ())) 1781 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1782 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1783 }
1824 } 1784 }
1825 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1786 drain_rod_charge (item);
1827 } 1787 }
1828} 1788}
1829 1789
1830/* Received a fire command for the player - go and do it. 1790/* Received a fire command for the player - go and do it.
1831 */ 1791 */
1832void 1792bool
1833fire (object *op, int dir) 1793fire (object *op, int dir)
1834{ 1794{
1835 int spellcost = 0; 1795 int spellcost = 0;
1836 1796
1837 /* check for loss of invisiblity/hide */ 1797 /* check for loss of invisiblity/hide */
1841 player *pl = op->contr; 1801 player *pl = op->contr;
1842 1802
1843 if (pl->golem) 1803 if (pl->golem)
1844 { 1804 {
1845 control_golem (op->contr->golem, dir); 1805 control_golem (op->contr->golem, dir);
1846 return; 1806 return false;
1847 } 1807 }
1848 1808
1849 object *ob = pl->ranged_ob; 1809 object *ob = pl->ranged_ob;
1850 1810
1851 if (!ob) 1811 if (!ob)
1852 return; 1812 return false;
1853 1813
1854 if (!op->change_weapon (ob)) 1814 if (!op->change_weapon (ob))
1855 return; 1815 return false;
1816
1817 if (op->speed_left > 0.f)
1818 --op->speed_left;
1819 else
1820 return false;
1856 1821
1857 switch (ob->type) 1822 switch (ob->type)
1858 { 1823 {
1859 case BOW: 1824 case BOW:
1860 player_fire_bow (op, dir); 1825 player_fire_bow (op, dir);
1874 1839
1875 default: 1840 default:
1876 fire_misc_object (op, dir); 1841 fire_misc_object (op, dir);
1877 break; 1842 break;
1878 } 1843 }
1844
1845 return true;
1879} 1846}
1880 1847
1881/* find_key 1848/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1849 * 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 1850 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1937 * 0 otherwise
1971 */ 1938 */
1972static int 1939static int
1973player_attack_door (object *op, object *door) 1940player_attack_door (object *op, object *door)
1974{ 1941{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1942 /* 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 - 1943 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1944 * otherwise, we fall through to the rest of the code.
1978 */ 1945 */
1979 object *key = find_key (op, op, door); 1946 object *key = find_key (op, op, door);
1980 1947
1981 /* IF we found a key, do some extra work */ 1948 /* If we found a key, do some extra work */
1982 if (key) 1949 if (key)
1983 { 1950 {
1984 object *container = key->env; 1951 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1952
1988 if (action_makes_visible (op)) 1953 if (action_makes_visible (op))
1989 make_visible (op); 1954 make_visible (op);
1990 1955
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1956 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1958
1994 if (door->type == DOOR) 1959 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1960 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1961 else if (door->type == LOCKED_DOOR)
1997 { 1962 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1963 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1964 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1965 }
2001 1966
2002 /* Do this after we print the message */ 1967 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1968 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 1969
2008 return 1; /* Nothing more to do below */ 1970 return 1; /* Nothing more to do below */
2009 } 1971 }
2010 else if (door->type == LOCKED_DOOR) 1972 else if (door->type == LOCKED_DOOR)
2011 { 1973 {
2012 /* Might as well return now - no other way to open this */ 1974 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1975 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1976 return 1;
2015 } 1977 }
2016 1978
2017 return 0; 1979 return 0;
2018} 1980}
2021 * It should keep the code cleaner. 1983 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1984 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1985 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1986 * going to try and move (not fire weapons).
2025 */ 1987 */
2026void 1988bool
2027move_player_attack (object *op, int dir) 1989move_player_attack (object *op, int dir)
2028{ 1990{
2029 object *tmp, *mon;
2030 int on_battleground; 1991 int on_battleground;
2031 maptile *m;
2032 1992
2033 sint16 nx = freearr_x[dir] + op->x; 1993 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1994 sint16 ny = freearr_y[dir] + op->y;
2035 1995
2036 on_battleground = op_on_battleground (op, 0, 0); 1996 on_battleground = op_on_battleground (op, 0, 0);
1997
1998 if (out_of_map (op->map, nx, ny))
1999 return false;
2000
2001 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2002 {
2003 --op->speed_left;
2004 return true;
2005 }
2037 2006
2038 /* If braced, or can't move to the square, and it is not out of the 2007 /* 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 2008 * 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 2009 * 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 2010 * 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 2011 * 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 2012 * 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 2013 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 2014 * move_ob uses.
2046 */ 2015 */
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); 2016 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 2017
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 2018 /* 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. 2019 * 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 2020 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space 2021 * on the space
2066 */ 2022 */
2067 while (tmp) 2023 object *mon;
2068 { 2024 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2069 if (tmp == op) 2025 {
2070 { 2026 if ((mon->flag [FLAG_ALIVE]
2071 tmp = tmp->above; 2027 || mon->type == LOCKED_DOOR
2072 continue; 2028 || mon->flag [FLAG_CAN_ROLL])
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp; 2029 && mon != op)
2078 break; 2030 break;
2079 } 2031 }
2080 2032
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 */ 2033 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */ 2034 return false; /* into a wall */
2089 2035
2090 if (mon->head)
2091 mon = mon->head; 2036 mon = mon->head_ ();
2092 2037
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2038 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2039 if (op->contr->weapon_sp_left > 0.f)
2094 if (player_attack_door (op, mon)) 2040 if (player_attack_door (op, mon))
2041 {
2042 --op->contr->weapon_sp_left;
2095 return; 2043 return true;
2044 }
2096 2045
2097 /* The following deals with possibly attacking peaceful 2046 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered 2047 * or friendly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the 2048 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that 2049 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently, 2050 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them. 2051 * and thus will not push them.
2103 */ 2052 */
2104 2053
2105 /* If the creature is a pet, push it even if the player is not 2054 /* 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 2055 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive. 2056 * player owns it and it is either friendly or unagressive.
2108 */ 2057 */
2109 if ((op->type == PLAYER) 2058 if (op->type == PLAYER
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr 2059 && ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2060 && same_party (mon->owner->contr->party, op->contr->party))
2114#else
2115 && mon->owner == op 2061 || mon->owner == op)
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2062 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 { 2063 {
2119 /* If we're braced, we don't want to switch places with it */ 2064 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced) 2065 if (op->contr->braced)
2121 return; 2066 return false;
2122 2067
2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2068 if (op->speed_left > 0.f)
2069 {
2070 --op->speed_left;
2071
2072 op->play_sound (sound_find ("push_player"));
2124 push_ob (mon, dir, op); 2073 push_ob (mon, dir, op);
2074
2125 if (op->contr->tmp_invis || op->hide) 2075 if (op->contr->tmp_invis || op->hide)
2126 make_visible (op); 2076 make_visible (op);
2127 2077
2128 return; 2078 return true;
2129 } 2079 }
2080 else
2081 return false;
2082 }
2130 2083
2131 /* in certain circumstances, you shouldn't attack friendly 2084 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 2085 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't 2086 * someone, but put it inside this loop so that you won't
2134 * attack them either. 2087 * attack them either.
2135 */ 2088 */
2136 if ((mon->type == PLAYER || mon->enemy != op) && 2089 if ((mon->type == PLAYER || mon->enemy != op)
2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2090 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2138#ifdef PROHIBIT_PLAYERKILL
2139 (op->contr->peaceful 2091 && ((op->contr->peaceful
2140 || (mon->type == PLAYER 2092 || (mon->type == PLAYER && mon->contr->peaceful))
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground)) 2093 && !on_battleground))
2094 {
2095 if (op->speed_left > 0.f)
2147 { 2096 {
2097 --op->speed_left;
2098
2148 if (!op->contr->braced) 2099 if (!op->contr->braced)
2149 { 2100 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 op->play_sound (sound_find ("push_player"));
2151 push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2152 } 2103 }
2153 else 2104 else
2154 new_draw_info (0, 0, op, "You withhold your attack"); 2105 op->statusmsg ("You withhold your attack");
2155 2106
2156 if (op->contr->tmp_invis || op->hide) 2107 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op); 2108 make_visible (op);
2158 }
2159 2109
2110 return true;
2111 }
2112 }
2160 /* If the object is a boulder or other rollable object, then 2113 /* 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. 2114 * roll it if not braced. You can't roll it if you are braced.
2162 */ 2115 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2116 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2117 {
2118 if (op->speed_left > 0.f)
2164 { 2119 {
2120 --op->speed_left;
2121
2165 recursive_roll (mon, dir, op); 2122 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op)) 2123 if (action_makes_visible (op))
2167 make_visible (op); 2124 make_visible (op);
2168 }
2169 2125
2126 return true;
2127 }
2128 }
2170 /* Any generic living creature. Including things like doors. 2129 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points 2130 * 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: 2131 * 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 2132 * 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. 2133 * that party_number -1 is no party, so attacks can still happen.
2175 */ 2134 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2135 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))) 2136 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 { 2137 {
2179 if (!op->contr->has_hit) 2138 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2180 { 2139 {
2181 op->contr->has_hit = 1; 2140 --op->contr->weapon_sp_left;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2183 }
2184 2141
2185 skill_attack (mon, op, 0, 0, 0); 2142 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 2143
2201 if (action_makes_visible (op)) 2144 if (action_makes_visible (op))
2202 make_visible (op); 2145 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2146
2207int 2147 return true;
2148 }
2149 }
2150
2151 return false;
2152}
2153
2154bool
2208move_player (object *op, int dir) 2155move_player (object *op, int dir)
2209{ 2156{
2210 int pick; 2157 int pick;
2211 2158
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2159 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2160 return 0;
2214 2161
2215 /* Sanity check: make sure dir is valid */ 2162 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2163 if ((dir < 0) || (dir >= 9))
2217 { 2164 {
2226 op->facing = dir; 2173 op->facing = dir;
2227 2174
2228 if (op->hide) 2175 if (op->hide)
2229 do_hidden_move (op); 2176 do_hidden_move (op);
2230 2177
2178 bool retval;
2179
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2180 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2181 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2182 else if (op->contr->fire_on)
2234 fire (op, dir); 2183 retval = fire (op, dir);
2235 else 2184 else
2236 { 2185 {
2237 move_player_attack (op, dir); 2186 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2187 pick = check_pick (op);
2239 } 2188 }
2240 2189
2241 /* Add special check for newcs players and fire on - this way, the 2190 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2191 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2198 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2199 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2200 * for players.
2252 */ 2201 */
2253 animate_object (op, op->facing); 2202 animate_object (op, op->facing);
2254 return 0; 2203
2204 return retval;
2255} 2205}
2256 2206
2257/* This is similar to handle_player, below, but is only used by the 2207/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2208 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2209 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2210 * the new speed values for commands.
2261 * 2211 *
2262 * Returns true if there are more actions we can do. 2212 * Returns true if there are more actions we can do. Should not do
2213 * many actions in a row, as that would be too unfair to other
2214 * players.
2263 */ 2215 */
2264int 2216bool
2265handle_newcs_player (object *op) 2217handle_newcs_player (object *op)
2266{ 2218{
2267 if (QUERY_FLAG (op, FLAG_SCARED)) 2219 if (QUERY_FLAG (op, FLAG_SCARED))
2268 { 2220 {
2269 flee_player (op); 2221 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 { 2222 {
2274 --op->speed_left; 2223 --op->speed_left;
2224 flee_player (op);
2225
2275 return 0; 2226 return true;
2276 } 2227 }
2228 else
2229 return false;
2277 } 2230 }
2278 2231
2279 /* call this here - we also will call this in do_ericserver, but 2232 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2233 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2234 * called, so we recheck it here.
2282 */ 2235 */
2283 if (op->contr->ns->handle_command ()) 2236 if (op->contr->ns->handle_command ())
2284 return 1; 2237 return true;
2285 2238
2286 if (op->speed_left > 0.f)
2287 {
2288 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2239 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); 2240 return move_player (op, op->direction);
2298 2241
2299 return op->speed_left > 0.f;
2300 }
2301 }
2302
2303 return 0; 2242 return false;
2304} 2243}
2305 2244
2306int 2245int
2307save_life (object *op) 2246save_life (object *op)
2308{ 2247{
2310 return 0; 2249 return 0;
2311 2250
2312 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2251 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2252 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 { 2253 {
2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2254 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)); 2255 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 2256
2321 tmp->destroy (); 2257 tmp->destroy ();
2322 CLEAR_FLAG (op, FLAG_LIFESAVE); 2258 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323 2259
2324 if (op->stats.hp < 0) 2260 if (op->stats.hp < 0)
2337 return 0; 2273 return 0;
2338} 2274}
2339 2275
2340/* This goes throws the inventory and removes unpaid objects, and puts them 2276/* 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 2277 * 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 2278 * function will descend into containers. op is the object to start the search
2343 * from. 2279 * from.
2344 */ 2280 */
2281static void
2282drop_unpaid_items (object *op, object *env)
2283{
2284 while (op)
2285 {
2286 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2287
2288 if (QUERY_FLAG (op, FLAG_UNPAID))
2289 op->insert_at (env);
2290 else if (op->inv)
2291 drop_unpaid_items (op->inv, env);
2292
2293 op = next;
2294 }
2295}
2296
2345void 2297void
2346remove_unpaid_objects (object *op, object *env) 2298object::drop_unpaid_items ()
2347{ 2299{
2348 while (op) 2300 if (!flag [FLAG_REMOVED])
2349 { 2301 ::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} 2302}
2365 2303
2366/* 2304/*
2367 * Returns pointer a static string containing gravestone text 2305 * Returns pointer a static string containing gravestone text
2368 * Moved from apply.c to player.c - player.c is what 2306 * Moved from apply.c to player.c - player.c is what
2369 * actually uses this function. player.c may not be quite the 2307 * actually uses this function. player.c may not be quite the
2370 * best, a misc file for object actions is probably better, 2308 * best, a misc file for object actions is probably better,
2371 * but there isn't one in the server directory. 2309 * but there isn't one in the server directory.
2372 */ 2310 */
2373char * 2311const char *
2374gravestone_text (object *op) 2312gravestone_text (object *op)
2375{ 2313{
2376 static char buf2[MAX_BUF]; 2314 static dynbuf_text buf;
2377 char buf[MAX_BUF];
2378 time_t now = time (NULL);
2379 2315
2380 strcpy (buf2, " R.I.P.\n\n"); 2316 buf << "---- R.I.P. ----\n\n"
2317 << op->name;
2318
2381 if (op->type == PLAYER) 2319 if (op->type == PLAYER)
2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2320 buf << " the " << op->contr->title;
2383 else
2384 sprintf (buf, "%s\n", &op->name);
2385 2321
2386 strncat (buf2, " ", 20 - strlen (buf) / 2); 2322 buf << "\n\n";
2387 strcat (buf2, buf); 2323
2324 buf << "who was level ";
2325 buf << (sint32)op->level << "\n\n" // OO breakdown
2326 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2327
2388 if (op->type == PLAYER) 2328 if (op->type == PLAYER)
2389 sprintf (buf, "who was in level %d when killed\n", op->level); 2329 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 2330
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 { 2331 {
2397 sprintf (buf, "by %s.\n\n", op->contr->killer); 2332 static char buf2[128];
2398 strncat (buf2, " ", 21 - strlen (buf) / 2); 2333 time_t now = time (NULL);
2399 strcat (buf2, buf);
2400 }
2401
2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2334 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2403 strncat (buf2, " ", 20 - strlen (buf) / 2); 2335 buf << buf2;
2404 strcat (buf2, buf); 2336 }
2405 2337
2406 return buf2; 2338 return buf;
2407} 2339}
2408 2340
2409void 2341void
2410do_some_living (object *op) 2342do_some_living (object *op)
2411{ 2343{
2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2395 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2464 else 2396 else
2465 { 2397 {
2466 gen_grace = op->stats.maxgrace; 2398 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2399 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 } 2400 }
2511 2401
2512 /* Regenerate Grace */ 2402 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2403 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2404 if (--op->last_grace < 0)
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2425 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 } 2426 }
2537 /* wearing stuff doesn't detract from grace generation. */ 2427 /* wearing stuff doesn't detract from grace generation. */
2538 } 2428 }
2539 2429
2430 if (op->stats.food > 0)
2431 {
2540 /* Regenerate Hit Points */ 2432 /* Regenerate Spell Points */
2541 if (--op->last_heal < 0) 2433 if (!op->contr->golem && --op->last_sp < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 { 2434 {
2545 op->stats.hp++; 2435 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 /* dms do not consume food */ 2436
2547 if (!QUERY_FLAG (op, FLAG_WIZ)) 2437 if (op->stats.sp < op->stats.maxsp)
2548 { 2438 {
2439 op->stats.sp++;
2440
2441 /* dms do not consume food */
2442 if (!QUERY_FLAG (op, FLAG_WIZ))
2443 {
2549 op->stats.food--; 2444 op->stats.food--;
2445
2550 if (op->contr->digestion < 0) 2446 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion; 2447 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2448 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food; 2449 op->stats.food = last_food;
2450 }
2554 } 2451 }
2555 }
2556 2452
2557 if (max_hp > 1) 2453 if (max_sp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 { 2454 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2455 over_sp = (gen_sp + 10) / rate_sp;
2456 if (over_sp > 0)
2457 {
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2461
2462 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2463 op->stats.sp--;
2464
2465 if (op->stats.sp > op->stats.maxsp)
2466 op->stats.sp = op->stats.maxsp;
2467 }
2468
2563 op->last_heal = 0; 2469 op->last_sp = 0;
2470 }
2471 else
2472 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2473 }
2565 else 2474 else
2475 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if (--op->last_heal < 0)
2480 {
2481 if (op->stats.hp < op->stats.maxhp)
2566 { 2482 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2483 op->stats.hp++;
2484
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2568 } 2495 }
2496
2497 if (max_hp > 1)
2498 {
2499 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2500
2501 if (over_hp > 0)
2502 {
2503 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2504 op->last_heal = 0;
2505 }
2506 else
2507 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2569 } 2508 }
2570 else 2509 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2510 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2511 }
2574 } 2512 }
2575 2513
2576 /* Digestion */ 2514 /* Digestion */
2577 if (--op->last_eat < 0) 2515 if (--op->last_eat < 0)
2578 { 2516 {
2579#ifdef COZY_SERVER 2517 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2518 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 2519
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2520 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 2521
2591 /* dms do not consume food */ 2522 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2523 if (!QUERY_FLAG (op, FLAG_WIZ))
2593 op->stats.food--; 2524 op->stats.food--;
2594 } 2525 }
2595 2526
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2527 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2528 {
2598 object *tmp, *flesh = 0; 2529 object *flesh = 0;
2599 2530
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2531 for_inv_removable (op, tmp)
2601 { 2532 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2533 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2534 continue;
2535
2536 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2537 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2538 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2539 "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); 2540 manual_apply (op, tmp, 0);
2541
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2542 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2543 break;
2610 } 2544 }
2611 else if (tmp->type == FLESH) 2545 else if (tmp->type == FLESH)
2612 flesh = tmp; 2546 flesh = tmp;
2613 } /* End if paid for object */ 2547 }
2614 } /* end of for loop */
2615 2548
2616 /* If player is still starving, it means they don't have any food, so 2549 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2550 * eat flesh instead.
2618 */ 2551 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2552 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2553 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2554 op->statusmsg ("You blindly grab for a bite of food. "
2555 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2556 manual_apply (op, flesh, 0);
2623 } 2557 }
2558
2559 // If player is still starving, alert him!
2560 if (op->stats.food < 0)
2561 op->failmsg ("You are starving! "
2562 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2563 }
2564
2565 if (op->stats.food < 0)
2624 } 2566 {
2567 op->stats.hp += op->stats.food;
2568 op->stats.food = 0;
2625 2569
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2570 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2571 {
2572 op->contr->killer = archetype::get ("killer_starvation");
2573 op->contr->killer->destroy ();
2574 }
2575 }
2628 2576
2577 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2578 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2630 kill_player (op); 2579 kill_player (op);
2631 } 2580 }
2632} 2581}
2633 2582
2637 * file. 2586 * file.
2638 */ 2587 */
2639void 2588void
2640kill_player (object *op) 2589kill_player (object *op)
2641{ 2590{
2591 int x, y;
2642 char buf[MAX_BUF]; 2592 char buf[MAX_BUF];
2643 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2593 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; 2594 int will_kill_again;
2654 archetype *at; 2595 archetype *at;
2655 object *tmp; 2596 object *tmp;
2656 2597
2657 if (save_life (op)) 2598 if (save_life (op))
2658 return; 2599 return;
2659
2660 2600
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2601 /* 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. 2602 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2603 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2604 */
2680 { 2620 {
2681 tmp->destroy (); 2621 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2622 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 } 2623 }
2684 2624
2685 cure_disease (op, 0); /* remove any disease */ 2625 cure_disease (op, 0, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp; 2626 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0) 2627 if (op->stats.food <= 0)
2688 op->stats.food = 999; 2628 op->stats.food = 999;
2689 2629
2690 /* create a bodypart-trophy to make the winner happy */ 2630 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2631 if (object *tmp = arch_to_object (archetype::find ("finger")))
2692 { 2632 {
2693 sprintf (buf, "%s's finger", &op->name); 2633 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2634 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; 2635 tmp->msg = format (
2636 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2637 &op->name, op->contr->title,
2638 (int)op->level,
2639 op->contr->killer_name ()
2640 );
2699 tmp->value = 0, tmp->type = 0; 2641 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2642 tmp->materialname = "organics";
2701 tmp->insert_at (op, tmp); 2643 tmp->insert_at (op, tmp);
2702 } 2644 }
2703 2645
2709 2651
2710 INVOKE_PLAYER (DEATH, op->contr); 2652 INVOKE_PLAYER (DEATH, op->contr);
2711 2653
2712 command_kill_pets (op, 0); 2654 command_kill_pets (op, 0);
2713 2655
2714 if (op->stats.food < 0) 2656 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 2657
2724 /* save the map location for corpse, gravestone */ 2658 /* save the map location for corpse, gravestone */
2725 x = op->x; 2659 x = op->x;
2726 y = op->y; 2660 y = op->y;
2727 map = op->map; 2661 map = op->map;
2834 lost_a_stat = 1; 2768 lost_a_stat = 1;
2835 } 2769 }
2836 } 2770 }
2837 } 2771 }
2838 } 2772 }
2773
2839 /* If no stat lost, tell the player. */ 2774 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2775 if (!lost_a_stat)
2841 { 2776 {
2842 /* determine_god() seems to not work sometimes... why is this? 2777 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2778 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); 2782 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2848 else 2783 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2784 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2850 } 2785 }
2851#else 2786#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2787 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2853#endif 2788#endif
2854 2789
2855 /* Put a gravestone up where the character 'almost' died. List the 2790 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2791 * exp loss on the stone.
2857 */ 2792 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2793 tmp = arch_to_object (archetype::find ("gravestone"));
2859 sprintf (buf, "%s's gravestone", &op->name); 2794 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2795 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2796 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2797 &op->name, op->contr->title, op->contr->killer_name ());
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);
2864 tmp->msg = buf;
2865 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2800
2868 /**************************************/ 2801 /**************************************/
2869 /* */ 2802 /* */
2890 { 2823 {
2891 tmp->destroy (); 2824 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2893 } 2826 }
2894 2827
2895 cure_disease (op, 0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2896 2841
2897 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
2899 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2900 op->stats.food = 900; 2846 op->stats.food = 900;
2847
2901 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2904 2851
2905 /* 2852 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2853 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2854 * and put them back in the map.
2908 */ 2855 */
2909 remove_unpaid_objects (op->inv, op); 2856 op->drop_unpaid_items ();
2910 2857
2911 /****************************************/ 2858 /****************************************/
2912 /* */ 2859 /* */
2913 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2943 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2891 force->resist[at] = 100;
2945 2892
2946 insert_ob_in_ob (force, op); 2893 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2894 op->update_stats ();
2948
2949 } 2895 }
2950 2896
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2897 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2952} 2898}
2953 2899
2973 2919
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2920 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 { 2921 {
2976 if (tmp->nrof > 1) 2922 if (tmp->nrof > 1)
2977 { 2923 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2924 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2925 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2926 }
2982 else 2927 else
2983 tmp->destroy (); 2928 tmp->destroy ();
2984 } 2929 }
2995void 2940void
2996fix_weight (void) 2941fix_weight (void)
2997{ 2942{
2998 for_all_players (pl) 2943 for_all_players (pl)
2999 { 2944 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2945 sint32 old = pl->ob->carrying;
3001 2946
3002 if (old == sum) 2947 pl->ob->update_weight ();
3003 continue; 2948
2949 if (old != pl->ob->carrying)
2950 {
3004 pl->ob->update_stats (); 2951 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2952 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2953 }
3006 } 2954 }
3007} 2955}
3008 2956
3009void 2957void
3010fix_luck (void) 2958fix_luck (void)
3054void 3002void
3055make_visible (object *op) 3003make_visible (object *op)
3056{ 3004{
3057 op->hide = 0; 3005 op->hide = 0;
3058 op->invisible = 0; 3006 op->invisible = 0;
3007
3059 if (op->type == PLAYER) 3008 if (op->type == PLAYER)
3060 { 3009 {
3061 op->contr->tmp_invis = 0; 3010 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 3011 op->contr->invis_race = 0;
3063 } 3012 }
3066} 3015}
3067 3016
3068int 3017int
3069is_true_undead (object *op) 3018is_true_undead (object *op)
3070{ 3019{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3072 return 1; 3021 return 1;
3073 3022
3074 return 0; 3023 return 0;
3075} 3024}
3076 3025
3077/* look at the surrounding terrain to determine 3026/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 3027 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 3028 * indicate greater hideability.
3080 */ 3029 */
3081
3082int 3030int
3083hideability (object *ob) 3031hideability (object *ob)
3084{ 3032{
3085 int i, level = 0, mflag; 3033 int i, level = 0, mflag;
3086 sint16 x, y; 3034 sint16 x, y;
3096 * as bad as carrying a light on a pitch dark map */ 3044 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 3045 if (has_carried_lights (ob))
3098 level = -(10 + (2 * ob->map->darkness)); 3046 level = -(10 + (2 * ob->map->darkness));
3099 3047
3100 /* scan through all nearby squares for terrain to hide in */ 3048 /* 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]) 3049 for (i = 0, x = ob->x, y = ob->y;
3050 i <= SIZEOFFREE1;
3051 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 3052 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3053 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 3054 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 3055 continue;
3107 } 3056
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3057 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 3058 level += 2;
3110 else /* open terrain! */ 3059 else /* open terrain! */
3111 level -= 1; 3060 level -= 1;
3112 } 3061 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 3069/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 3070 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 3071 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 3072 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 3073 */
3125
3126void 3074void
3127do_hidden_move (object *op) 3075do_hidden_move (object *op)
3128{ 3076{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3077 int hide = 0;
3130 object *skop;
3131 3078
3132 if (!op || !op->map) 3079 if (!op || !op->map)
3133 return; 3080 return;
3134 3081
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3082 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3083 int num = random_roll (0, 19, op, PREFER_LOW);
3136 3084
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 3085 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 3086 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 3087 if (!skop || num >= skop->level)
3140 { 3088 {
3150 num -= hide; 3098 num -= hide;
3151 3099
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3100 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 3101 {
3154 make_visible (op); 3102 make_visible (op);
3103
3155 if (op->type == PLAYER) 3104 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3105 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 3106 }
3158 else if (op->type == PLAYER && skop) 3107 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3108 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 * object op. This function works fine for monsters, 3161 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 3162 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 3163 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 3164 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 3165 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 3166 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 3167 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 3168 * 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. 3169 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 3170 * -b.t.
3222 * This function is now map tiling safe. 3171 * This function is now map tiling safe.
3223 */ 3172 */
3224
3225int 3173int
3226player_can_view (object *pl, object *op) 3174player_can_view (object *pl, object *op)
3227{ 3175{
3228 rv_vector rv; 3176 rv_vector rv;
3229 int dx, dy; 3177 int dx, dy;
3241 3189
3242 get_rangevector (pl, op, &rv, 0x1); 3190 get_rangevector (pl, op, &rv, 0x1);
3243 3191
3244 /* starting with the 'head' part, lets loop 3192 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 3193 * through the object and find if it has any
3246 * part that is in the los array but isnt on 3194 * part that is in the los array but isn't on
3247 * a blocked los square. 3195 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3196 * we use the archetype to figure out offsets.
3249 */ 3197 */
3250 while (op) 3198 while (op)
3251 { 3199 {
3252 dx = rv.distance_x + op->arch->clone.x; 3200 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3201 dy = rv.distance_y + op->arch->y;
3254 3202
3255 /* only the viewable area the player sees is updated by LOS 3203 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values 3204 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values. 3205 * for any meaningful values.
3258 */ 3206 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3207 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3260 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3208 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3209 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3262 return 1; 3210 return 1;
3211
3263 op = op->more; 3212 op = op->more;
3264 } 3213 }
3214
3265 return 0; 3215 return 0;
3266} 3216}
3267 3217
3268/* routine for both players and monsters. We call this when 3218/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3219 * there is a possibility for our action distrubing our hiding
3272 * return 0. 3222 * return 0.
3273 */ 3223 */
3274int 3224int
3275action_makes_visible (object *op) 3225action_makes_visible (object *op)
3276{ 3226{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3227 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 { 3228 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3229 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3281 return 0; 3230 return 0;
3282 3231
3288 { 3237 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3238 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3290 return 1; 3239 return 1;
3291 } 3240 }
3292 } 3241 }
3242
3293 return 0; 3243 return 0;
3294} 3244}
3295 3245
3296/* op_on_battleground - checks if the given object op (usually 3246/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3247 * 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 3252 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3253 */
3304int 3254int
3305op_on_battleground (object *op, int *x, int *y) 3255op_on_battleground (object *op, int *x, int *y)
3306{ 3256{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3257 /* 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), 3258 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3259 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3260 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3261 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3262 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3263 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3264 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3265 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 { 3266 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3267 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3268 && tmp->type == BATTLEGROUND
3269 && tmp->name == shstr_battleground
3270 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3271 {
3322 /*before we assign the exit, check if this is a teambattle */ 3272 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3273 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 { 3274 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3275 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 { 3276 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3277 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 { 3278 {
3331 if (x != NULL && y != NULL) 3279 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3280 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281
3333 return 1; 3282 return 1;
3334 } 3283 }
3335 } 3284 }
3336 } 3285 }
3286
3337 if (x != NULL && y != NULL) 3287 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3288 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289
3339 return 1; 3290 return 1;
3340 } 3291 }
3341 } 3292 }
3342 } 3293 }
3294
3343 /* If we got here, did not find a battleground */ 3295 /* If we got here, did not find a battleground */
3344 return 0; 3296 return 0;
3345} 3297}
3346 3298
3347/* 3299/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3315 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3316 int i = 0, j = 0;
3365 3317
3366 /* get the appropriate treasurelist */ 3318 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3319 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3320 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3321 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3322 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3323 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3324 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3325 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3326 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3327
3376 if (trlist == NULL || who->type != PLAYER) 3328 if (trlist == NULL || who->type != PLAYER)
3377 return; 3329 return;
3378 3330
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3331 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]); */ 3335 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3336 return;
3385 } 3337 }
3386 3338
3387 /* everything seems okay - now bring on the gift: */ 3339 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3340 item = tr->item;
3389 3341
3390 if (item->type == SPELL) 3342 if (item->type == SPELL)
3391 { 3343 {
3392 if (check_spell_known (who, item->name)) 3344 if (check_spell_known (who, item->name))
3393 return; 3345 return;
3452 { 3404 {
3453 /* forces in the treasurelist can alter the player's stats */ 3405 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3406 object *skin;
3455 3407
3456 /* first get the dragon skin force */ 3408 /* 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) 3409 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3410 ;
3460 3411
3461 if (!skin) 3412 if (!skin)
3462 return; 3413 return;
3463 3414
3498 else 3449 else
3499 { 3450 {
3500 /* generate misc. treasure */ 3451 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3452 tmp = arch_to_object (tr->item);
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3453 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); 3454 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 } 3455 }
3507} 3456}
3508 3457
3509/** 3458/**
3510 * Unready an object for a player. This function does nothing if the object was 3459 * 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)) 3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0; 3489 return 0;
3541 3490
3542 return 100 - blocked_los [x][y]; 3491 return 100 - blocked_los [x][y];
3543} 3492}
3493
3494void
3495player::infobox (const char *title, const char *msg, int color)
3496{
3497 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498}
3499
3500void
3501player::statusmsg (const char *msg, int color)
3502{
3503 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504}
3505
3506void
3507player::failmsg (const char *msg, int color)
3508{
3509 play_sound (sound_find ("generic_failure"));
3510 statusmsg (msg, color);
3511}
3512

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