ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC vs.
Revision 1.201 by root, Sun Aug 17 01:26:35 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
150} 152}
151 153
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
159static void 155static void
160set_first_map (object *op) 156set_first_map (object *op)
161{ 157{
162 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
163 op->x = -1; 159 op->x = -1;
164 op->y = -1; 160 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 161}
179 162
180void 163void
181player::activate () 164player::activate ()
182{ 165{
187 ob->remove (); 170 ob->remove ();
188 ob->map = 0; 171 ob->map = 0;
189 ob->activate_recursive (); 172 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 174 add_friendly_object (ob);
192 enter_map ();
193} 175}
194 176
195void 177void
196player::deactivate () 178player::deactivate ()
197{ 179{
204 186
205 if (ob->map) 187 if (ob->map)
206 maplevel = ob->map->path; 188 maplevel = ob->map->path;
207 189
208 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 192 ob->map = 0;
210 party = 0; 193 party = 0;
211 194
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 196
227 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
228 211
229 ns->update_look = 0; 212 ns->update_look = 0;
230 ns->look_position = 0; 213 ns->look_position = 0;
231 214
232 clear_los (ob); 215 clear_los (this);
233 216
234 ns->reset_stats (); 217 ns->reset_stats ();
235 218
236 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
239 222
240 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
241 link_player_skills (ob); 224 link_player_skills (ob);
242 225
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 227
245 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
246 229
247 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
249 { 232 {
250 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
251 234
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 238 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 240 skin = tmp;
261 241
262 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
263 } 243 }
264 244
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 246
267 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
268 303
269 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
272 307
273 for (object *op = ob->inv; op; op = op->below) 308 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED]) 309 if (op->flag [FLAG_APPLIED])
275 switch (op->type) 310 switch (op->type)
276 { 311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
277 case WAND: 316 case WAND:
278 case ROD: 317 case ROD:
279 case HORN: 318 case HORN:
280 case BOW: 319 case BOW:
281 case SKILL_TOOL: 320 ranged_ob = op;
321 break;
322
282 case WEAPON: 323 case WEAPON:
283 op->flag [FLAG_APPLIED] = false; 324 combat_ob = op;
284 apply_special (ob, op, AP_APPLY);
285 break; 325 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 } 326 }
291 327
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307} 330}
308 331
309void 332void
310player::disconnect ()
311{
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op) 333player::set_observe (object *op)
334{ 334{
335 ob = op; 335 observe = op ? op : ob;
336 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341} 337}
342 338
343player::player () 339player::player ()
344{ 340{
345 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
356 petmode = pet_normal; 352 petmode = pet_normal;
357 listening = 10; 353 listening = 10;
358 usekeys = containers; 354 usekeys = containers;
359 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
360 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
361} 360}
362 361
363void 362void
364player::do_destroy () 363player::do_destroy ()
365{ 364{
370 if (ob) 369 if (ob)
371 { 370 {
372 ob->destroy_inv (false); 371 ob->destroy_inv (false);
373 ob->destroy (); 372 ob->destroy ();
374 } 373 }
374
375 ob = observe = 0;
375} 376}
376 377
377player::~player () 378player::~player ()
378{ 379{
379 /* Clear item stack */ 380 /* Clear item stack */
406 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
407 */ 408 */
408archetype * 409archetype *
409get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
410{ 411{
411 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
412 419
413 for (;;) 420 for (;;)
414 { 421 {
415 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
416 at = first_archetype; 423 i = archetypes.begin ();
417 else 424 else if (*i == at)
418 at = at->next; 425 cleanup ("not a single player archetype found");
419 426
420 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
421 return at; 428 return *i;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 } 429 }
429} 430}
430 431
431object * 432object *
432get_nearest_player (object *mon) 433get_nearest_player (object *mon)
436 unsigned lastdist; 437 unsigned lastdist;
437 rv_vector rv; 438 rv_vector rv;
438 439
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 { 441 {
441 /* We should not find free objects on this friendly list, but it
442 * does periodically happen. Given that, lets deal with it.
443 * While unlikely, it is possible the next object on the friendly
444 * list is also free, so encapsulate this in a while loop.
445 */
446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
448 object *tmp = ol->ob;
449
450 /* Can't do much more other than log the fact, because the object
451 * itself will have been cleared.
452 */
453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
455 ol = ol->next;
456 remove_friendly_object (tmp);
457 if (!ol)
458 return op;
459 }
460
461 /* Remove special check for player from this. First, it looks to cause
462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
463 * complicated method of state checking would be needed in any case -
464 * as it was, a clever player could type quit, and the function would
465 * skip them over while waiting for confirmation. Remove
466 * on_same_map check, as can_detect_enemy also does this
467 */
468 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue; 443 continue;
470 444
471 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
472 { 446 {
667 641
668 return firstdir; 642 return firstdir;
669} 643}
670 644
671void 645void
672give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
673{ 647{
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL) 648 if (pl->randomitems)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678 650
679 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
680 { 652 {
681 next = op->below; 653 next = op->below;
682 654
683 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
684 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
689 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
690 * by this player due to race restrictions 662 * by this player due to race restrictions
691 */ 663 */
692 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
693 { 665 {
694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
695 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
696 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
697 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
699 { 673 {
700 op->destroy (); 674 op->destroy ();
701 continue; 675 continue;
702 } 676 }
703 } 677 }
726 if (op->nrof > 1) 700 if (op->nrof > 1)
727 op->nrof = 1; 701 op->nrof = 1;
728 } 702 }
729 703
730 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734 706
735 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
736 * items. Just don't identify gold or silver, or it won't be 708 * items. Just don't identify gold or silver, or it won't be
737 * merged properly. 709 * merged properly.
738 */ 710 */
739 if (need_identify (op)) 711 if (need_identify (op))
740 { 712 {
741 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
742 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
743 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
744 } 716 }
717
745 if (op->type == SPELL) 718 if (op->type == SPELL)
746 { 719 {
747 op->destroy (); 720 op->destroy ();
748 continue; 721 continue;
749 } 722 }
751 { 724 {
752 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
753 op->stats.exp = 0; 726 op->stats.exp = 0;
754 op->level = 1; 727 op->level = 1;
755 } 728 }
756 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
757 else
758 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
759 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
760 732
761 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
762 link_player_skills (pl); 734 link_player_skills (pl);
868static void 840static void
869start_info (object *op) 841start_info (object *op)
870{ 842{
871 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
872 844
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 845 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf); 846 new_draw_info (NDI_UNIQUE, 0, op, buf);
875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
877} 847}
878 848
879/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
880 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
881 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
884 */ 854 */
885void 855void
886player::chargen_race_done () 856player::chargen_race_done ()
887{ 857{
888 /* this must before then initial items are given */ 858 /* this must before then initial items are given */
889 esrv_new_player (ob->contr, ob->weight + ob->carrying); 859 esrv_new_player (ob->contr);
890 860
891 treasurelist *tl = treasurelist::find ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl) 862 if (tl)
893 create_treasure (tl, ob, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
894 864
897 867
898 ob->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
899 869
900 if (ob->msg) 870 if (ob->msg)
901 ob->msg = 0; 871 ob->msg = 0;
902
903 /* We create this now because some of the unique maps will need it
904 * to save here.
905 */
906 {
907 char buf[MAX_BUF];
908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
909 make_path_to_file (buf);
910 }
911 872
912 start_info (ob); 873 start_info (ob);
913 CLEAR_FLAG (ob, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
914 give_initial_items (ob, ob->randomitems); 875 give_initial_items (ob, ob->randomitems);
915 link_player_skills (ob); 876 link_player_skills (ob);
918 879
919 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
920 * is one for this race 881 * is one for this race
921 */ 882 */
922 if (*first_map_ext_path) 883 if (*first_map_ext_path)
923 { 884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
924 object *tmp;
925 char mapname[MAX_BUF];
926
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
933 * if the map isn't there, then stay on the
934 * default initial map */
935 tmp->destroy ();
936 }
937 else 885 else
938 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
939} 887}
940 888
941void 889void
951 int x = ob->x, y = ob->y; 899 int x = ob->x, y = ob->y;
952 900
953 ob->remove_statbonus (); 901 ob->remove_statbonus ();
954 ob->remove (); 902 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch); 903 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob); 904 ob->arch->copy_to (ob);
957 ob->instantiate (); 905 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats; 906 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name; 907 ob->name = ob->name_pl = name;
960 ob->x = x; 908 ob->x = x;
961 ob->y = y; 909 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */ 910 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0); 911 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name); 912 assign (ob->contr->title, ob->arch->object::name);
965 ob->add_statbonus (); 913 ob->add_statbonus ();
966 } 914 }
967 while (!allowed_class (ob)); 915 while (!allowed_class (ob));
968 916
969 update_object (ob, UP_OBJ_FACE); 917 update_object (ob, UP_OBJ_FACE);
1044 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1045 return 1; 993 return 1;
1046 994
1047 next = op->below; 995 next = op->below;
1048 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1049 /* loop while there are items on the floor that are not marked as 1000 /* loop while there are items on the floor that are not marked as
1050 * destroyed */ 1001 * destroyed */
1051 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1052 { 1003 {
1053 tmp = next; 1004 tmp = next;
1054 next = tmp->below; 1005 next = tmp->below;
1055 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1056 if (op->destroyed ()) 1013 if (op->destroyed ())
1057 return 0; 1014 return 0;
1058 1015
1059 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1060 continue; 1017 continue;
1061 1018
1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1063 { 1020 {
1064 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1065 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1066 continue; 1023 continue;
1067 } 1024 }
1068 1025
1069 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1070 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1072 switch (op->contr->mode) 1029 switch (op->contr->mode)
1073 { 1030 {
1074 case 0: 1031 case 0:
1075 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1076 case 1: 1033 case 1:
1077 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1078 return 1; 1035 return 1;
1079 case 2: 1036 case 2:
1080 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1081 return 0; 1038 return 0;
1082 case 3: 1039 case 3:
1083 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1084 case 4: 1041 case 4:
1085 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1086 break; 1043 break;
1087 case 5: 1044 case 5:
1088 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1089 stop = 1; 1046 stop = 1;
1090 break; 1047 break;
1091 case 6: 1048 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1093 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1094 break; 1052 break;
1095 1053
1096 case 7: 1054 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1098 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1099 break; 1057 break;
1100 1058
1101 default: 1059 default:
1102 /* use value density */ 1060 /* use value density */
1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1105 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1106 } 1064 }
1107 } 1065 }
1108 else 1066 else
1109 { /* old model */ 1067 { /* old model */
1110 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1114 if (tmp->name != NULL) 1072 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else 1075 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120 1078
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 } 1080 }
1123 1081
1124 /* philosophy: 1082 /* philosophy:
1165 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1169 { 1127 {
1170 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1171 continue; 1129 continue;
1172 } 1130 }
1173 1131
1174 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 { 1134 {
1177 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1178 continue; 1136 continue;
1179 } 1137 }
1180 1138
1181 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1183 { 1141 {
1184 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1185 continue; 1143 continue;
1186 } 1144 }
1187 1145
1188 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1191 { 1149 {
1192 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1193 continue; 1151 continue;
1194 } 1152 }
1195 1153
1196 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1198 { 1156 {
1199 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1200 continue; 1158 continue;
1201 } 1159 }
1202 1160
1203 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1205 { 1163 {
1206 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1207 continue; 1165 continue;
1208 } 1166 }
1209 1167
1210 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 { 1171 {
1214 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1215 continue; 1173 continue;
1216 } 1174 }
1217 1175
1218 /* pick up all magical items */ 1176 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 { 1179 {
1222 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1223 continue; 1181 continue;
1224 } 1182 }
1225 1183
1226 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1227 { 1185 {
1228 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1229 { 1187 {
1230 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1231 continue; 1189 continue;
1232 } 1190 }
1233 } 1191 }
1234 1192
1235 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1238 { 1196 {
1239 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1240 continue; 1198 continue;
1241 } 1199 }
1242 1200
1243 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1246 { 1204 {
1247 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1248 continue; 1206 continue;
1249 } 1207 }
1250 1208
1251 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1254 { 1212 {
1255 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1256 continue; 1214 continue;
1257 } 1215 }
1258 1216
1259 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1261 { 1219 {
1262 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1263 continue; 1221 continue;
1264 } 1222 }
1265 1223
1266 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1269 { 1227 {
1270 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1271 continue; 1229 continue;
1272 } 1230 }
1273 1231
1274 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1276 { 1234 {
1277 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1278 continue; 1236 continue;
1279 } 1237 }
1280 1238
1281 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1283 { 1241 {
1284 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1285 continue; 1243 continue;
1286 } 1244 }
1287 1245
1288 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1290 { 1248 {
1291 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1292 continue; 1250 continue;
1293 } 1251 }
1294 1252
1295 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1297 { 1255 {
1298 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1299 continue; 1257 continue;
1300 } 1258 }
1301 1259
1302 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1304 { 1262 {
1305 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1306 continue; 1264 continue;
1307 } 1265 }
1308 1266
1309 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 { 1270 {
1313 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1314 continue; 1272 continue;
1315 } 1273 }
1316 1274
1317 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1319 { 1277 {
1320 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1321 { 1279 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1282 {
1325 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1326 continue; 1284 continue;
1327 } 1285 }
1328 } 1286 }
1329 1287
1330 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1331 { 1289 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1333 { 1291 {
1334 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1335 continue; 1293 continue;
1336 } 1294 }
1337 } 1295 }
1338 } 1296 }
1339 1297
1340 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 { 1301 {
1344 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1345 continue; 1303 continue;
1346 } 1304 }
1347 1305
1348 /* any of the last 4 bits set means we use the ratio for value 1306 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */ 1307 * pickups */
1350 if (op->contr->mode & PU_RATIO) 1308 if (op->contr->mode & PU_RATIO)
1351 { 1309 {
1352 /* use value density to decide what else to grab */ 1310 /* use value density to decide what else to grab */
1353 /* >=7 was >= op->contr->mode */ 1311 /* >=7 was >= op->contr->mode */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits 1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */ 1313 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = op->contr->mode & PU_RATIO;
1357 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1358 { 1316 {
1359 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1360#if 0 1318#if 0
1361 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1362 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1363 { 1321 {
1364 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1365 } 1323 }
1366 else 1324 else
1367 fprintf (stderr, "%s", tmp->arch->name); 1325 fprintf (stderr, "%s", tmp->arch->archname);
1368 fprintf (stderr, ",%d] = ", tmp->type); 1326 fprintf (stderr, ",%d] = ", tmp->type);
1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1370#endif 1328#endif
1371 continue; 1329 continue;
1372 } 1330 }
1383 * found object is returned. 1341 * found object is returned.
1384 */ 1342 */
1385object * 1343object *
1386find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1387{ 1345{
1388 object *tmp = 0;
1389
1390 for (op = op->inv; op; op = op->below) 1346 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1392 tmp = find_arrow (op, type);
1393 else if (op->type == ARROW && op->race == type) 1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp);
1349
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type))
1353 {
1354 splay (tmp);
1394 return op; 1355 return arrow;
1356 }
1395 1357
1396 return tmp; 1358 return 0;
1397} 1359}
1398 1360
1399/* 1361/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1424 } 1386 }
1425 } 1387 }
1426 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1427 { 1389 {
1428 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1430 { 1392 {
1431 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1432 { 1394 {
1433 *better = 100; 1395 *better = 100;
1434 return arrow; 1396 return arrow;
1442 else 1404 else
1443 { 1405 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 { 1407 {
1446 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1449 { 1411 {
1450 tmp = arrow; 1412 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1452 } 1414 }
1453 } 1415 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1417 {
1456 tmp = arrow; 1418 tmp = arrow;
1462 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1463 } 1425 }
1464 } 1426 }
1465 } 1427 }
1466 } 1428 }
1429
1467 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1468 return find_arrow (op, type); 1431 return find_arrow (op, type);
1469 1432
1470 *better = betterby; 1433 *better = betterby;
1471 return tmp; 1434 return tmp;
1622 arrow->destroy (); 1585 arrow->destroy ();
1623 return 0; 1586 return 0;
1624 } 1587 }
1625 1588
1626 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1627 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1628 if (!arrow) 1591 if (!arrow)
1629 { 1592 {
1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1631 return 0; 1594 return 0;
1632 } 1595 }
1640 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1641 1604
1642 if (arrow->slaying) 1605 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1644 1607
1608#if 0
1645 if (player *pl = op->contr) 1609 if (player *pl = op->contr)
1646 { 1610 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp; 1611 float speed = pl->weapon_sp;
1654 1612
1655 /* penalize ROF for bestarrow */ 1613 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow) 1614 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f; 1615 speed *= .9f;
1658 else 1616 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660 1618
1661 op->speed_left += speed - op->speed; 1619 op->speed_left += speed - op->speed;
1620 }
1662#endif 1621#endif
1663 }
1664 1622
1665 SET_ANIMATION (arrow, arrow->direction); 1623 SET_ANIMATION (arrow, arrow->direction);
1666 1624
1667 /* update the speed */ 1625 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1669 + bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1670 1628
1671 arrow->set_speed (max (arrow->speed, 2.0)); 1629 arrow->set_speed (max (arrow->speed, 2.f));
1672 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1673 1631
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1633
1676 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1699 1657
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703 1661
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1705 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1706 1664
1707 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1708 move_arrow (arrow); 1666 move_arrow (arrow);
1709
1710 if (op->type == PLAYER)
1711 {
1712 if (left->destroyed ())
1713 esrv_del_item (op->contr, left->count);
1714 else
1715 esrv_send_item (op, left);
1716 }
1717 1667
1718 return 1; 1668 return 1;
1719} 1669}
1720 1670
1721/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1787 1737
1788 if (item->type == WAND) 1738 if (item->type == WAND)
1789 { 1739 {
1790 if (item->stats.food <= 0) 1740 if (item->stats.food <= 0)
1791 { 1741 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1742 op->contr->play_sound (sound_find ("wand_poof"));
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 1744
1795 return; 1745 return;
1796 } 1746 }
1797 } 1747 }
1798 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
1799 { 1749 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1751
1752 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1801 { 1755 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1803 1757
1804 if (item->type == ROD) 1758 if (item->type == ROD)
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806 else 1760 else
1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1820 object *tmp; 1774 object *tmp;
1821 1775
1822 if (item->arch) 1776 if (item->arch)
1823 { 1777 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1779 item->face = item->arch->face;
1826 item->set_speed (0); 1780 item->set_speed (0);
1827 } 1781 }
1828 1782
1829 if ((tmp = item->in_player ())) 1783 if (object *pl = item->visible_to ())
1830 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1831 } 1785 }
1832 } 1786 }
1833 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge (item); 1788 drain_rod_charge (item);
1835 } 1789 }
1836} 1790}
1837 1791
1838/* Received a fire command for the player - go and do it. 1792/* Received a fire command for the player - go and do it.
1839 */ 1793 */
1840void 1794bool
1841fire (object *op, int dir) 1795fire (object *op, int dir)
1842{ 1796{
1843 int spellcost = 0; 1797 int spellcost = 0;
1844 1798
1845 /* check for loss of invisiblity/hide */ 1799 /* check for loss of invisiblity/hide */
1849 player *pl = op->contr; 1803 player *pl = op->contr;
1850 1804
1851 if (pl->golem) 1805 if (pl->golem)
1852 { 1806 {
1853 control_golem (op->contr->golem, dir); 1807 control_golem (op->contr->golem, dir);
1854 return; 1808 return false;
1855 } 1809 }
1856 1810
1857 object *ob = pl->ranged_ob; 1811 object *ob = pl->ranged_ob;
1858 1812
1859 if (!ob) 1813 if (!ob)
1860 return; 1814 return false;
1861 1815
1862 if (!op->change_weapon (ob)) 1816 if (!op->change_weapon (ob))
1863 return; 1817 return false;
1818
1819 if (op->speed_left > 0.f)
1820 --op->speed_left;
1821 else
1822 return false;
1864 1823
1865 switch (ob->type) 1824 switch (ob->type)
1866 { 1825 {
1867 case BOW: 1826 case BOW:
1868 player_fire_bow (op, dir); 1827 player_fire_bow (op, dir);
1882 1841
1883 default: 1842 default:
1884 fire_misc_object (op, dir); 1843 fire_misc_object (op, dir);
1885 break; 1844 break;
1886 } 1845 }
1846
1847 return true;
1887} 1848}
1888 1849
1889/* find_key 1850/* find_key
1890 * We try to find a key for the door as passed. If we find a key 1851 * We try to find a key for the door as passed. If we find a key
1891 * and successfully use it, we return the key, otherwise NULL 1852 * and successfully use it, we return the key, otherwise NULL
1978 * 0 otherwise 1939 * 0 otherwise
1979 */ 1940 */
1980static int 1941static int
1981player_attack_door (object *op, object *door) 1942player_attack_door (object *op, object *door)
1982{ 1943{
1983 /* If its a door, try to find a use a key. If we do destroy the door, 1944 /* If its a door, try to find a key. If we do destroy the door,
1984 * might as well return immediately as there is nothing more to do - 1945 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code. 1946 * otherwise, we fall through to the rest of the code.
1986 */ 1947 */
1987 object *key = find_key (op, op, door); 1948 object *key = find_key (op, op, door);
1988 1949
1989 /* IF we found a key, do some extra work */ 1950 /* If we found a key, do some extra work */
1990 if (key) 1951 if (key)
1991 { 1952 {
1992 object *container = key->env; 1953 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995 1954
1996 if (action_makes_visible (op)) 1955 if (action_makes_visible (op))
1997 make_visible (op); 1956 make_visible (op);
1998 1957
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1958 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 1960
2002 if (door->type == DOOR) 1961 if (door->type == DOOR)
2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1962 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2004 else if (door->type == LOCKED_DOOR) 1963 else if (door->type == LOCKED_DOOR)
2005 { 1964 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1965 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1967 }
2009 1968
2010 /* Do this after we print the message */ 1969 /* Do this after we print the message */
2011 decrease_ob (key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
2012 /* Need to update the weight the container the key was in */
2013 if (container != op)
2014 esrv_update_item (UPD_WEIGHT, op, container);
2015 1971
2016 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
2017 } 1973 }
2018 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2019 { 1975 {
2020 /* Might as well return now - no other way to open this */ 1976 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1977 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2022 return 1; 1978 return 1;
2023 } 1979 }
2024 1980
2025 return 0; 1981 return 0;
2026} 1982}
2029 * It should keep the code cleaner. 1985 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated 1986 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually 1987 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons). 1988 * going to try and move (not fire weapons).
2033 */ 1989 */
2034void 1990bool
2035move_player_attack (object *op, int dir) 1991move_player_attack (object *op, int dir)
2036{ 1992{
2037 object *tmp, *mon;
2038 int on_battleground; 1993 int on_battleground;
2039 maptile *m;
2040 1994
2041 sint16 nx = freearr_x[dir] + op->x; 1995 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y; 1996 sint16 ny = freearr_y[dir] + op->y;
2043 1997
2044 on_battleground = op_on_battleground (op, 0, 0); 1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny))
2001 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2045 2008
2046 /* If braced, or can't move to the square, and it is not out of the 2009 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't 2010 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the 2011 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could 2012 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should 2013 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through 2014 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what 2015 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 2016 * move_ob uses.
2054 */ 2017 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058 {
2059 m = op->map->xy_find (nx, ny); 2018 maptile *m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065 2019
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return;
2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if 2020 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack. 2021 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters 2022 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space 2023 * on the space
2074 */ 2024 */
2075 while (tmp) 2025 object *mon;
2076 { 2026 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2077 if (tmp == op) 2027 {
2078 { 2028 if ((mon->flag [FLAG_ALIVE]
2079 tmp = tmp->above; 2029 || mon->type == LOCKED_DOOR
2080 continue; 2030 || mon->flag [FLAG_CAN_ROLL])
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp; 2031 && mon != op)
2086 break; 2032 break;
2087 } 2033 }
2088 2034
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */ 2035 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */ 2036 return false; /* into a wall */
2097 2037
2098 if (mon->head)
2099 mon = mon->head; 2038 mon = mon->head_ ();
2100 2039
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2040 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041 if (op->contr->weapon_sp_left > 0.f)
2102 if (player_attack_door (op, mon)) 2042 if (player_attack_door (op, mon))
2043 {
2044 --op->contr->weapon_sp_left;
2103 return; 2045 return true;
2046 }
2104 2047
2105 /* The following deals with possibly attacking peaceful 2048 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered 2049 * or friendly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the 2050 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that 2051 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently, 2052 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them. 2053 * and thus will not push them.
2111 */ 2054 */
2112 2055
2113 /* If the creature is a pet, push it even if the player is not 2056 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the 2057 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive. 2058 * player owns it and it is either friendly or unagressive.
2116 */ 2059 */
2117 if (op->type == PLAYER 2060 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr 2061 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) 2062 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op) 2063 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 { 2065 {
2123 /* If we're braced, we don't want to switch places with it */ 2066 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced) 2067 if (op->contr->braced)
2125 return; 2068 return false;
2126 2069
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2070 if (op->speed_left > 0.f)
2071 {
2072 --op->speed_left;
2073
2074 op->play_sound (sound_find ("push_player"));
2128 push_ob (mon, dir, op); 2075 push_ob (mon, dir, op);
2076
2129 if (op->contr->tmp_invis || op->hide) 2077 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op); 2078 make_visible (op);
2131 2079
2132 return; 2080 return true;
2133 } 2081 }
2082 else
2083 return false;
2084 }
2134 2085
2135 /* in certain circumstances, you shouldn't attack friendly 2086 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 2087 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 2088 * someone, but put it inside this loop so that you won't
2138 * attack them either. 2089 * attack them either.
2139 */ 2090 */
2140 if ((mon->type == PLAYER || mon->enemy != op) 2091 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2092 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful 2093 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful)) 2094 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground)) 2095 && !on_battleground))
2096 {
2097 if (op->speed_left > 0.f)
2145 { 2098 {
2099 --op->speed_left;
2100
2146 if (!op->contr->braced) 2101 if (!op->contr->braced)
2147 { 2102 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2104 push_ob (mon, dir, op);
2150 } 2105 }
2151 else 2106 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2107 op->statusmsg ("You withhold your attack");
2153 2108
2154 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2110 make_visible (op);
2156 }
2157 2111
2112 return true;
2113 }
2114 }
2158 /* If the object is a boulder or other rollable object, then 2115 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced. 2116 * roll it if not braced. You can't roll it if you are braced.
2160 */ 2117 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2119 {
2120 if (op->speed_left > 0.f)
2162 { 2121 {
2122 --op->speed_left;
2123
2163 recursive_roll (mon, dir, op); 2124 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op)) 2125 if (action_makes_visible (op))
2165 make_visible (op); 2126 make_visible (op);
2166 }
2167 2127
2128 return true;
2129 }
2130 }
2168 /* Any generic living creature. Including things like doors. 2131 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points 2132 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following: 2133 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note 2134 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen. 2135 * that party_number -1 is no party, so attacks can still happen.
2173 */ 2136 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2137 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2138 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 { 2139 {
2177 if (!op->contr->has_hit) 2140 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2178 { 2141 {
2179 op->contr->has_hit = 1; 2142 --op->contr->weapon_sp_left;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182 2143
2183 skill_attack (mon, op, 0, 0, 0); 2144 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198 2145
2199 if (action_makes_visible (op)) 2146 if (action_makes_visible (op))
2200 make_visible (op); 2147 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203}
2204 2148
2205int 2149 return true;
2150 }
2151 }
2152
2153 return false;
2154}
2155
2156bool
2206move_player (object *op, int dir) 2157move_player (object *op, int dir)
2207{ 2158{
2208 int pick; 2159 int pick;
2209 2160
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2211 return 0; 2162 return 0;
2212 2163
2213 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2215 { 2166 {
2224 op->facing = dir; 2175 op->facing = dir;
2225 2176
2226 if (op->hide) 2177 if (op->hide)
2227 do_hidden_move (op); 2178 do_hidden_move (op);
2228 2179
2180 bool retval;
2181
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ; 2183 retval = RESULT_INT (0);
2231 else if (op->contr->fire_on) 2184 else if (op->contr->fire_on)
2232 fire (op, dir); 2185 retval = fire (op, dir);
2233 else 2186 else
2234 { 2187 {
2235 move_player_attack (op, dir); 2188 retval = move_player_attack (op, dir);
2236 pick = check_pick (op); 2189 pick = check_pick (op);
2237 } 2190 }
2238 2191
2239 /* Add special check for newcs players and fire on - this way, the 2192 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing. 2193 * server can handle repeat firing.
2247 /* Update how the player looks. Use the facing, so direction may 2200 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities 2201 * get reset to zero. This allows for full animation capabilities
2249 * for players. 2202 * for players.
2250 */ 2203 */
2251 animate_object (op, op->facing); 2204 animate_object (op, op->facing);
2252 return 0; 2205
2206 return retval;
2253} 2207}
2254 2208
2255/* This is similar to handle_player, below, but is only used by the 2209/* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff. 2210 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses 2211 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands. 2212 * the new speed values for commands.
2259 * 2213 *
2260 * Returns true if there are more actions we can do. 2214 * Returns true if there are more actions we can do. Should not do
2215 * many actions in a row, as that would be too unfair to other
2216 * players.
2261 */ 2217 */
2262int 2218bool
2263handle_newcs_player (object *op) 2219handle_newcs_player (object *op)
2264{ 2220{
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2221 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2222 {
2267 flee_player (op); 2223 if (op->speed_left > 0.f)
2268
2269 /* If player is still scared, that is his action for this tick */
2270 if (op->flag [FLAG_SCARED])
2271 { 2224 {
2272 --op->speed_left; 2225 --op->speed_left;
2226 flee_player (op);
2227
2273 return 0; 2228 return true;
2274 } 2229 }
2230 else
2231 return false;
2275 } 2232 }
2276 2233
2277 /* call this here - we also will call this in do_ericserver, but 2234 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2235 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2236 * called, so we recheck it here.
2280 */ 2237 */
2281 if (op->contr->ns->handle_command ()) 2238 if (op->contr->ns->handle_command ())
2282 return 1; 2239 return true;
2283 2240
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2241 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 --op->speed_left;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2242 return move_player (op, op->direction);
2296 2243
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0; 2244 return false;
2302} 2245}
2303 2246
2304int 2247int
2305save_life (object *op) 2248save_life (object *op)
2306{ 2249{
2308 return 0; 2251 return 0;
2309 2252
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2253 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2255 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2256 op->play_sound (sound_find ("ob_evaporate"));
2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2257 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318 2258
2319 tmp->destroy (); 2259 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321 2261
2322 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2335 return 0; 2275 return 0;
2336} 2276}
2337 2277
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2278/* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This 2279 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search 2280 * function will descend into containers. op is the object to start the search
2341 * from. 2281 * from.
2342 */ 2282 */
2283static void
2284drop_unpaid_items (object *op, object *env)
2285{
2286 while (op)
2287 {
2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289
2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2291 op->insert_at (env);
2292 else if (op->inv)
2293 drop_unpaid_items (op->inv, env);
2294
2295 op = next;
2296 }
2297}
2298
2343void 2299void
2344remove_unpaid_objects (object *op, object *env) 2300object::drop_unpaid_items ()
2345{ 2301{
2346 while (op) 2302 if (!flag [FLAG_REMOVED])
2347 { 2303 ::drop_unpaid_items (inv, this);
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362} 2304}
2363 2305
2364/* 2306/*
2365 * Returns pointer a static string containing gravestone text 2307 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2370 */ 2312 */
2371char * 2313const char *
2372gravestone_text (object *op) 2314gravestone_text (object *op)
2373{ 2315{
2374 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377 2317
2378 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2379 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383 2323
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2385 strcat (buf2, buf); 2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2386 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2388 else
2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390 2332
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 { 2333 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2396 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2402 strcat (buf2, buf); 2338 }
2403 2339
2404 return buf2; 2340 return buf;
2405} 2341}
2406 2342
2407void 2343void
2408do_some_living (object *op) 2344do_some_living (object *op)
2409{ 2345{
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2397 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2398 else
2463 { 2399 {
2464 gen_grace = op->stats.maxgrace; 2400 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2401 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2402 }
2509 2403
2510 /* Regenerate Grace */ 2404 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2405 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2406 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2428 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2429 /* wearing stuff doesn't detract from grace generation. */
2536 } 2430 }
2537 2431
2432 if (op->stats.food > 0)
2433 {
2538 /* Regenerate Hit Points */ 2434 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2435 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2436 {
2543 op->stats.hp++; 2437 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2438
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2439 if (op->stats.sp < op->stats.maxsp)
2546 { 2440 {
2441 op->stats.sp++;
2442
2443 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2445 {
2547 op->stats.food--; 2446 op->stats.food--;
2447
2548 if (op->contr->digestion < 0) 2448 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2449 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2450 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2451 op->stats.food = last_food;
2452 }
2552 } 2453 }
2553 }
2554 2454
2555 if (max_hp > 1) 2455 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2456 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2457 over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0)
2459 {
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2463
2464 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2465 op->stats.sp--;
2466
2467 if (op->stats.sp > op->stats.maxsp)
2468 op->stats.sp = op->stats.maxsp;
2469 }
2470
2561 op->last_heal = 0; 2471 op->last_sp = 0;
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2475 }
2563 else 2476 else
2477 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 }
2479
2480 /* Regenerate Hit Points */
2481 if (--op->last_heal < 0)
2482 {
2483 if (op->stats.hp < op->stats.maxhp)
2564 { 2484 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2485 op->stats.hp++;
2486
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491
2492 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food;
2496 }
2566 } 2497 }
2498
2499 if (max_hp > 1)
2500 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502
2503 if (over_hp > 0)
2504 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0;
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2510 }
2568 else 2511 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2513 }
2572 } 2514 }
2573 2515
2574 /* Digestion */ 2516 /* Digestion */
2575 if (--op->last_eat < 0) 2517 if (--op->last_eat < 0)
2576 { 2518 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2519 int bonus = max (0, op->contr->digestion),
2520 penalty = max (0, -op->contr->digestion);
2578 2521
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2522 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2523
2584 /* dms do not consume food */ 2524 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--; 2526 op->stats.food--;
2587 } 2527 }
2588 2528
2589 if (op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 { 2530 {
2591 object *tmp, *flesh = 0; 2531 object *flesh = 0;
2592 2532
2593 for (tmp = op->inv; tmp; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2594 { 2534 {
2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2535 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536 continue;
2537
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2596 { 2539 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2540 op->statusmsg ("You blindly grab for a bite of food. "
2598 { 2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2600 manual_apply (op, tmp, 0); 2542 manual_apply (op, tmp, 0);
2543
2601 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2602 break; 2545 break;
2603 } 2546 }
2604 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2605 flesh = tmp; 2548 flesh = tmp;
2606 } /* End if paid for object */ 2549 }
2607 } /* end of for loop */
2608 2550
2609 /* If player is still starving, it means they don't have any food, so 2551 /* If player is still starving, it means they don't have any food, so
2610 * eat flesh instead. 2552 * eat flesh instead.
2611 */ 2553 */
2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 { 2555 {
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2556 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2616 } 2559 }
2560
2561 // If player is still starving, alert him!
2562 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! "
2564 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2565 }
2566
2567 if (op->stats.food < 0)
2617 } 2568 {
2569 op->stats.hp += op->stats.food;
2570 op->stats.food = 0;
2618 2571
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2572 if (op->stats.hp < 0)
2620 op->stats.food++, op->stats.hp--; 2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2576 }
2577 }
2621 2578
2579 /* killer should be set here already */
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op); 2581 kill_player (op);
2624 } 2582 }
2625} 2583}
2626 2584
2630 * file. 2588 * file.
2631 */ 2589 */
2632void 2590void
2633kill_player (object *op) 2591kill_player (object *op)
2634{ 2592{
2593 int x, y;
2635 char buf[MAX_BUF]; 2594 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2595 maptile *map; /* this is for resurrection */
2640
2641 /* int z;
2642 int num_stats_lose;
2643 int lost_a_stat;
2644 int lose_this_stat;
2645 int this_stat; */
2646 int will_kill_again; 2596 int will_kill_again;
2647 archetype *at; 2597 archetype *at;
2648 object *tmp; 2598 object *tmp;
2649 2599
2650 if (save_life (op)) 2600 if (save_life (op))
2651 return; 2601 return;
2652
2653 2602
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2603 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655 * in cities ONLY!!! It is very important that this doesn't get abused. 2604 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV 2605 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2606 */
2673 { 2622 {
2674 tmp->destroy (); 2623 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 } 2625 }
2677 2626
2678 cure_disease (op, 0); /* remove any disease */ 2627 cure_disease (op, 0, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp; 2628 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0) 2629 if (op->stats.food <= 0)
2681 op->stats.food = 999; 2630 op->stats.food = 999;
2682 2631
2683 /* create a bodypart-trophy to make the winner happy */ 2632 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2633 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 { 2634 {
2686 sprintf (buf, "%s's finger", &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2636 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n"
2689 " the %s, when he was defeated at\n level %d by %s.\n",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2691 tmp->msg = buf; 2637 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title,
2640 (int)op->level,
2641 op->contr->killer_name ()
2642 );
2692 tmp->value = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2644 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp); 2645 tmp->insert_at (op, tmp);
2695 } 2646 }
2696 2647
2702 2653
2703 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2704 2655
2705 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2706 2657
2707 if (op->stats.food < 0) 2658 op->contr->play_sound (sound_find ("player_dies"));
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2716 2659
2717 /* save the map location for corpse, gravestone */ 2660 /* save the map location for corpse, gravestone */
2718 x = op->x; 2661 x = op->x;
2719 y = op->y; 2662 y = op->y;
2720 map = op->map; 2663 map = op->map;
2827 lost_a_stat = 1; 2770 lost_a_stat = 1;
2828 } 2771 }
2829 } 2772 }
2830 } 2773 }
2831 } 2774 }
2775
2832 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat) 2777 if (!lost_a_stat)
2834 { 2778 {
2835 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2841 else 2785 else
2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843 } 2787 }
2844#else 2788#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2846#endif 2790#endif
2847 2791
2848 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2849 * exp loss on the stone. 2793 * exp loss on the stone.
2850 */ 2794 */
2851 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2852 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2853 tmp->name = buf; 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
2854 sprintf (buf, "%s's gravestones", &op->name);
2855 tmp->name_pl = buf;
2856 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2798 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2857 tmp->msg = buf;
2858 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2859 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2860 2801
2861 /**************************************/ 2802 /**************************************/
2862 /* */ 2803 /* */
2883 { 2824 {
2884 tmp->destroy (); 2825 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 } 2827 }
2887 2828
2888 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2889 2842
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2892 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2893 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2894 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2897 2852
2898 /* 2853 /*
2899 * Check to see if the player has any unpaid items. If so, remove them 2854 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map. 2855 * and put them back in the map.
2901 */ 2856 */
2902 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2903 2858
2904 /****************************************/ 2859 /****************************************/
2905 /* */ 2860 /* */
2906 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2966 2921
2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 { 2923 {
2969 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
2970 { 2925 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 } 2928 }
2975 else 2929 else
2976 tmp->destroy (); 2930 tmp->destroy ();
2977 } 2931 }
2988void 2942void
2989fix_weight (void) 2943fix_weight (void)
2990{ 2944{
2991 for_all_players (pl) 2945 for_all_players (pl)
2992 { 2946 {
2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
2994 2948
2995 if (old == sum) 2949 pl->ob->update_weight ();
2996 continue; 2950
2951 if (old != pl->ob->carrying)
2952 {
2997 pl->ob->update_stats (); 2953 pl->ob->update_stats ();
2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2954 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2955 }
2999 } 2956 }
3000} 2957}
3001 2958
3002void 2959void
3003fix_luck (void) 2960fix_luck (void)
3047void 3004void
3048make_visible (object *op) 3005make_visible (object *op)
3049{ 3006{
3050 op->hide = 0; 3007 op->hide = 0;
3051 op->invisible = 0; 3008 op->invisible = 0;
3009
3052 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3053 { 3011 {
3054 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3056 } 3014 }
3059} 3017}
3060 3018
3061int 3019int
3062is_true_undead (object *op) 3020is_true_undead (object *op)
3063{ 3021{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3065 return 1; 3023 return 1;
3066 3024
3067 return 0; 3025 return 0;
3068} 3026}
3069 3027
3070/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 3030 * indicate greater hideability.
3073 */ 3031 */
3074
3075int 3032int
3076hideability (object *ob) 3033hideability (object *ob)
3077{ 3034{
3078 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3079 sint16 x, y; 3036 sint16 x, y;
3089 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3090 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3092 3049
3093 /* scan through all nearby squares for terrain to hide in */ 3050 /* scan through all nearby squares for terrain to hide in */
3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3051 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 { 3054 {
3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue; 3057 continue;
3100 } 3058
3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102 level += 2; 3060 level += 2;
3103 else /* open terrain! */ 3061 else /* open terrain! */
3104 level -= 1; 3062 level -= 1;
3105 } 3063 }
3113/* For Hidden creatures - a chance of becoming 'unhidden' 3071/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 3072 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 3073 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 3075 */
3118
3119void 3076void
3120do_hidden_move (object *op) 3077do_hidden_move (object *op)
3121{ 3078{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3123 object *skop;
3124 3080
3125 if (!op || !op->map) 3081 if (!op || !op->map)
3126 return; 3082 return;
3127 3083
3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3084 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085 int num = random_roll (0, 19, op, PREFER_LOW);
3129 3086
3130 /* its *extremely* hard to run and sneak/hide at the same time! */ 3087 /* its *extremely* hard to run and sneak/hide at the same time! */
3131 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3132 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3133 { 3090 {
3143 num -= hide; 3100 num -= hide;
3144 3101
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 { 3103 {
3147 make_visible (op); 3104 make_visible (op);
3105
3148 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 } 3108 }
3151 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3205 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3172 * -b.t.
3215 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3216 */ 3174 */
3217
3218int 3175int
3219player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3220{ 3177{
3221 rv_vector rv; 3178 rv_vector rv;
3222 int dx, dy; 3179 int dx, dy;
3234 3191
3235 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3236 3193
3237 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 3195 * through the object and find if it has any
3239 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3240 * a blocked los square. 3197 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3242 */ 3199 */
3243 while (op) 3200 while (op)
3244 { 3201 {
3245 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3247 3204
3248 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values. 3207 * for any meaningful values.
3251 */ 3208 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3212 return 1;
3213
3256 op = op->more; 3214 op = op->more;
3257 } 3215 }
3216
3258 return 0; 3217 return 0;
3259} 3218}
3260 3219
3261/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3265 * return 0. 3224 * return 0.
3266 */ 3225 */
3267int 3226int
3268action_makes_visible (object *op) 3227action_makes_visible (object *op)
3269{ 3228{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 { 3230 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0; 3232 return 0;
3275 3233
3281 { 3239 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1; 3241 return 1;
3284 } 3242 }
3285 } 3243 }
3244
3286 return 0; 3245 return 0;
3287} 3246}
3288 3247
3289/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3295 * Default is to do the same as before, so only people wanting to have different points need worry about this 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */ 3255 */
3297int 3256int
3298op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3299{ 3258{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3266 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 { 3268 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3314 { 3273 {
3315 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 { 3276 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3321 { 3278 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3323 { 3280 {
3324 if (x != NULL && y != NULL) 3281 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3326 return 1; 3284 return 1;
3327 } 3285 }
3328 } 3286 }
3329 } 3287 }
3288
3330 if (x != NULL && y != NULL) 3289 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3332 return 1; 3292 return 1;
3333 } 3293 }
3334 } 3294 }
3335 } 3295 }
3296
3336 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3337 return 0; 3298 return 0;
3338} 3299}
3339 3300
3340/* 3301/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3318 int i = 0, j = 0;
3358 3319
3359 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3329
3369 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3370 return; 3331 return;
3371 3332
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return; 3338 return;
3378 } 3339 }
3379 3340
3380 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3342 item = tr->item;
3382 3343
3383 if (item->type == SPELL) 3344 if (item->type == SPELL)
3384 { 3345 {
3385 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3386 return; 3347 return;
3445 { 3406 {
3446 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3408 object *skin;
3448 3409
3449 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3452 ; 3412 ;
3453 3413
3454 if (!skin) 3414 if (!skin)
3455 return; 3415 return;
3456 3416
3491 else 3451 else
3492 { 3452 {
3493 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3494 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3496 tmp = insert_ob_in_ob (tmp, who); 3456 who->insert (tmp);
3497 if (who->type == PLAYER)
3498 esrv_send_item (who, tmp);
3499 } 3457 }
3500} 3458}
3501 3459
3502/** 3460/**
3503 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0; 3491 return 0;
3534 3492
3535 return 100 - blocked_los [x][y]; 3493 return 100 - blocked_los [x][y];
3536} 3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines