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Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.200 by root, Wed Jun 18 23:40:27 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';
184 186
185 if (ob->map) 187 if (ob->map)
186 maplevel = ob->map->path; 188 maplevel = ob->map->path;
187 189
188 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 192 ob->map = 0;
190 party = 0; 193 party = 0;
191 194
192 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
193 196
207 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
208 211
209 ns->update_look = 0; 212 ns->update_look = 0;
210 ns->look_position = 0; 213 ns->look_position = 0;
211 214
212 clear_los (ob); 215 clear_los (this);
213 216
214 ns->reset_stats (); 217 ns->reset_stats ();
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
219 222
220 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_player_skills (ob);
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
226 229
227 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
229 { 232 {
230 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
231 234
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 240 skin = tmp;
241 241
242 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
243 } 243 }
244 244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 246
247 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 */
248 303
249 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
252 307
269 combat_ob = op; 324 combat_ob = op;
270 break; 325 break;
271 } 326 }
272 327
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288} 330}
289 331
290void 332void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op) 333player::set_observe (object *op)
315{ 334{
316 ob = op; 335 observe = op ? op : ob;
317 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 337}
324 338
325player::player () 339player::player ()
326{ 340{
327 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
355 if (ob) 369 if (ob)
356 { 370 {
357 ob->destroy_inv (false); 371 ob->destroy_inv (false);
358 ob->destroy (); 372 ob->destroy ();
359 } 373 }
374
375 ob = observe = 0;
360} 376}
361 377
362player::~player () 378player::~player ()
363{ 379{
364 /* Clear item stack */ 380 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
392 */ 408 */
393archetype * 409archetype *
394get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
395{ 411{
396 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);
397 419
398 for (;;) 420 for (;;)
399 { 421 {
400 if (at == NULL || at->next == NULL) 422 if (++i == archetypes.end ())
401 at = first_archetype; 423 i = archetypes.begin ();
402 else 424 else if (*i == at)
403 at = at->next; 425 cleanup ("not a single player archetype found");
404 426
405 if (at->clone.type == PLAYER) 427 if ((*i)->type == PLAYER)
406 return at; 428 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 429 }
414} 430}
415 431
416object * 432object *
417get_nearest_player (object *mon) 433get_nearest_player (object *mon)
421 unsigned lastdist; 437 unsigned lastdist;
422 rv_vector rv; 438 rv_vector rv;
423 439
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 441 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 443 continue;
455 444
456 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
457 { 446 {
652 641
653 return firstdir; 642 return firstdir;
654} 643}
655 644
656void 645void
657give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
658{ 647{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 648 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 650
664 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
665 { 652 {
666 next = op->below; 653 next = op->below;
667 654
668 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
669 * 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
674 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 662 * by this player due to race restrictions
676 */ 663 */
677 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
678 { 665 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
680 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
683 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))
684 { 673 {
685 op->destroy (); 674 op->destroy ();
686 continue; 675 continue;
687 } 676 }
688 } 677 }
711 if (op->nrof > 1) 700 if (op->nrof > 1)
712 op->nrof = 1; 701 op->nrof = 1;
713 } 702 }
714 703
715 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 706
720 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
721 * 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
722 * merged properly. 709 * merged properly.
723 */ 710 */
724 if (need_identify (op)) 711 if (need_identify (op))
725 { 712 {
726 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 716 }
717
730 if (op->type == SPELL) 718 if (op->type == SPELL)
731 { 719 {
732 op->destroy (); 720 op->destroy ();
733 continue; 721 continue;
734 } 722 }
736 { 724 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 726 op->stats.exp = 0;
739 op->level = 1; 727 op->level = 1;
740 } 728 }
741 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
745 732
746 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
747 link_player_skills (pl); 734 link_player_skills (pl);
853static void 840static void
854start_info (object *op) 841start_info (object *op)
855{ 842{
856 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
857 844
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 845 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 846 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 847}
863 848
864/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
869 */ 854 */
870void 855void
871player::chargen_race_done () 856player::chargen_race_done ()
872{ 857{
873 /* this must before then initial items are given */ 858 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 859 esrv_new_player (ob->contr);
875 860
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl) 862 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
879 864
882 867
883 ob->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
884 869
885 if (ob->msg) 870 if (ob->msg)
886 ob->msg = 0; 871 ob->msg = 0;
887
888 /* We create this now because some of the unique maps will need it
889 * to save here.
890 */
891 {
892 char buf[MAX_BUF];
893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894 make_path_to_file (buf);
895 }
896 872
897 start_info (ob); 873 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 875 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob); 876 link_player_skills (ob);
903 879
904 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
905 * is one for this race 881 * is one for this race
906 */ 882 */
907 if (*first_map_ext_path) 883 if (*first_map_ext_path)
908 { 884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 885 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
924} 887}
925 888
926void 889void
936 int x = ob->x, y = ob->y; 899 int x = ob->x, y = ob->y;
937 900
938 ob->remove_statbonus (); 901 ob->remove_statbonus ();
939 ob->remove (); 902 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 903 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 904 ob->arch->copy_to (ob);
942 ob->instantiate (); 905 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 906 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 907 ob->name = ob->name_pl = name;
945 ob->x = x; 908 ob->x = x;
946 ob->y = y; 909 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 910 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 911 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 912 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 913 ob->add_statbonus ();
951 } 914 }
952 while (!allowed_class (ob)); 915 while (!allowed_class (ob));
953 916
954 update_object (ob, UP_OBJ_FACE); 917 update_object (ob, UP_OBJ_FACE);
1029 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1030 return 1; 993 return 1;
1031 994
1032 next = op->below; 995 next = op->below;
1033 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1034 /* 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
1035 * destroyed */ 1001 * destroyed */
1036 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1037 { 1003 {
1038 tmp = next; 1004 tmp = next;
1039 next = tmp->below; 1005 next = tmp->below;
1040 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1041 if (op->destroyed ()) 1013 if (op->destroyed ())
1042 return 0; 1014 return 0;
1043 1015
1044 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1045 continue; 1017 continue;
1046 1018
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 1020 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1051 continue; 1023 continue;
1052 } 1024 }
1053 1025
1054 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1055 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1057 switch (op->contr->mode) 1029 switch (op->contr->mode)
1058 { 1030 {
1059 case 0: 1031 case 0:
1060 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1061 case 1: 1033 case 1:
1062 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1063 return 1; 1035 return 1;
1064 case 2: 1036 case 2:
1065 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1066 return 0; 1038 return 0;
1067 case 3: 1039 case 3:
1068 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1069 case 4: 1041 case 4:
1070 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1071 break; 1043 break;
1072 case 5: 1044 case 5:
1073 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1074 stop = 1; 1046 stop = 1;
1075 break; 1047 break;
1076 case 6: 1048 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1078 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1079 break; 1052 break;
1080 1053
1081 case 7: 1054 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1084 break; 1057 break;
1085 1058
1086 default: 1059 default:
1087 /* use value density */ 1060 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (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)
1090 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1091 } 1064 }
1092 } 1065 }
1093 else 1066 else
1094 { /* old model */ 1067 { /* old model */
1095 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1099 if (tmp->name != NULL) 1072 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &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))));
1102 else 1075 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &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))));
1105 1078
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 } 1080 }
1108 1081
1109 /* philosophy: 1082 /* philosophy:
1150 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1154 { 1127 {
1155 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1156 continue; 1129 continue;
1157 } 1130 }
1158 1131
1159 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1160 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)))
1161 { 1134 {
1162 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1163 continue; 1136 continue;
1164 } 1137 }
1165 1138
1166 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1168 { 1141 {
1169 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1170 continue; 1143 continue;
1171 } 1144 }
1172 1145
1173 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1176 { 1149 {
1177 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1178 continue; 1151 continue;
1179 } 1152 }
1180 1153
1181 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1183 { 1156 {
1184 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1185 continue; 1158 continue;
1186 } 1159 }
1187 1160
1188 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1190 { 1163 {
1191 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1192 continue; 1165 continue;
1193 } 1166 }
1194 1167
1195 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 { 1171 {
1199 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1200 continue; 1173 continue;
1201 } 1174 }
1202 1175
1203 /* pick up all magical items */ 1176 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1205 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))
1206 { 1179 {
1207 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1208 continue; 1181 continue;
1209 } 1182 }
1210 1183
1211 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1212 { 1185 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1214 { 1187 {
1215 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1216 continue; 1189 continue;
1217 } 1190 }
1218 } 1191 }
1219 1192
1220 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1223 { 1196 {
1224 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1225 continue; 1198 continue;
1226 } 1199 }
1227 1200
1228 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1231 { 1204 {
1232 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1233 continue; 1206 continue;
1234 } 1207 }
1235 1208
1236 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1239 { 1212 {
1240 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1241 continue; 1214 continue;
1242 } 1215 }
1243 1216
1244 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1246 { 1219 {
1247 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1248 continue; 1221 continue;
1249 } 1222 }
1250 1223
1251 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1254 { 1227 {
1255 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1256 continue; 1229 continue;
1257 } 1230 }
1258 1231
1259 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1261 { 1234 {
1262 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1263 continue; 1236 continue;
1264 } 1237 }
1265 1238
1266 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1268 { 1241 {
1269 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1270 continue; 1243 continue;
1271 } 1244 }
1272 1245
1273 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1275 { 1248 {
1276 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1277 continue; 1250 continue;
1278 } 1251 }
1279 1252
1280 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1282 { 1255 {
1283 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1284 continue; 1257 continue;
1285 } 1258 }
1286 1259
1287 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1289 { 1262 {
1290 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1291 continue; 1264 continue;
1292 } 1265 }
1293 1266
1294 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 { 1270 {
1298 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1299 continue; 1272 continue;
1300 } 1273 }
1301 1274
1302 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1277 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1306 { 1279 {
1307 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 &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1309 { 1282 {
1310 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1311 continue; 1284 continue;
1312 } 1285 }
1313 } 1286 }
1314 1287
1315 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1316 { 1289 {
1317 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)
1318 { 1291 {
1319 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1320 continue; 1293 continue;
1321 } 1294 }
1322 } 1295 }
1323 } 1296 }
1324 1297
1325 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 { 1301 {
1329 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1330 continue; 1303 continue;
1331 } 1304 }
1332 1305
1333 /* 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
1334 * pickups */ 1307 * pickups */
1339 /* >=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
1340 * and multiply them by 5, giving 0..15*5== 5..75 */ 1313 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1315 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 { 1316 {
1344 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1345#if 0 1318#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1348 { 1321 {
1349 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1350 } 1323 }
1351 else 1324 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1325 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1326 fprintf (stderr, ",%d] = ", tmp->type);
1354 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))));
1355#endif 1328#endif
1356 continue; 1329 continue;
1357 } 1330 }
1368 * found object is returned. 1341 * found object is returned.
1369 */ 1342 */
1370object * 1343object *
1371find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1372{ 1345{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1346 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 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);
1379 return op; 1355 return arrow;
1356 }
1380 1357
1381 return tmp; 1358 return 0;
1382} 1359}
1383 1360
1384/* 1361/*
1385 * 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
1386 * 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
1409 } 1386 }
1410 } 1387 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1389 {
1413 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1415 { 1392 {
1416 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1417 { 1394 {
1418 *better = 100; 1395 *better = 100;
1419 return arrow; 1396 return arrow;
1427 else 1404 else
1428 { 1405 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1407 {
1431 attacktype = 1 << attacknum; 1408 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 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)
1434 { 1411 {
1435 tmp = arrow; 1412 tmp = arrow;
1436 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;
1437 } 1414 }
1438 } 1415 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1417 {
1441 tmp = arrow; 1418 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1425 }
1449 } 1426 }
1450 } 1427 }
1451 } 1428 }
1429
1452 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1431 return find_arrow (op, type);
1454 1432
1455 *better = betterby; 1433 *better = betterby;
1456 return tmp; 1434 return tmp;
1607 arrow->destroy (); 1585 arrow->destroy ();
1608 return 0; 1586 return 0;
1609 } 1587 }
1610 1588
1611 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1613 if (!arrow) 1591 if (!arrow)
1614 { 1592 {
1615 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);
1616 return 0; 1594 return 0;
1617 } 1595 }
1679 1657
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1661
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1686 1664
1687 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1666 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1667
1698 return 1; 1668 return 1;
1699} 1669}
1700 1670
1701/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1767 1737
1768 if (item->type == WAND) 1738 if (item->type == WAND)
1769 { 1739 {
1770 if (item->stats.food <= 0) 1740 if (item->stats.food <= 0)
1771 { 1741 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1742 op->contr->play_sound (sound_find ("wand_poof"));
1773 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));
1774 1744
1775 return; 1745 return;
1776 } 1746 }
1777 } 1747 }
1778 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
1779 { 1749 {
1780 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))
1781 { 1755 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1783 1757
1784 if (item->type == ROD) 1758 if (item->type == ROD)
1785 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));
1786 else 1760 else
1787 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));
1800 object *tmp; 1774 object *tmp;
1801 1775
1802 if (item->arch) 1776 if (item->arch)
1803 { 1777 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1779 item->face = item->arch->face;
1806 item->set_speed (0); 1780 item->set_speed (0);
1807 } 1781 }
1808 1782
1809 if ((tmp = item->in_player ())) 1783 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1785 }
1812 } 1786 }
1813 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1788 drain_rod_charge (item);
1815 } 1789 }
1976 /* If we found a key, do some extra work */ 1950 /* If we found a key, do some extra work */
1977 if (key) 1951 if (key)
1978 { 1952 {
1979 object *container = key->env; 1953 object *container = key->env;
1980 1954
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1955 if (action_makes_visible (op))
1984 make_visible (op); 1956 make_visible (op);
1985 1957
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1958 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1959 spring_trap (door->inv, op);
1988 1960
1989 if (door->type == DOOR) 1961 if (door->type == DOOR)
1990 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 */
1991 else if (door->type == LOCKED_DOOR) 1963 else if (door->type == LOCKED_DOOR)
1992 { 1964 {
1993 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);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1967 }
1996 1968
1997 /* Do this after we print the message */ 1969 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002 1971
2003 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
2004 } 1973 }
2005 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2006 { 1975 {
2007 /* Might as well return now - no other way to open this */ 1976 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1978 return 1;
2010 } 1979 }
2011 1980
2012 return 0; 1981 return 0;
2013} 1982}
2100 2069
2101 if (op->speed_left > 0.f) 2070 if (op->speed_left > 0.f)
2102 { 2071 {
2103 --op->speed_left; 2072 --op->speed_left;
2104 2073
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2074 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 2075 push_ob (mon, dir, op);
2107 2076
2108 if (op->contr->tmp_invis || op->hide) 2077 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op); 2078 make_visible (op);
2110 2079
2129 { 2098 {
2130 --op->speed_left; 2099 --op->speed_left;
2131 2100
2132 if (!op->contr->braced) 2101 if (!op->contr->braced)
2133 { 2102 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2104 push_ob (mon, dir, op);
2136 } 2105 }
2137 else 2106 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2107 op->statusmsg ("You withhold your attack");
2139 2108
2140 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2110 make_visible (op);
2142 2111
2143 return true; 2112 return true;
2187bool 2156bool
2188move_player (object *op, int dir) 2157move_player (object *op, int dir)
2189{ 2158{
2190 int pick; 2159 int pick;
2191 2160
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 2162 return 0;
2194 2163
2195 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2197 { 2166 {
2282 return 0; 2251 return 0;
2283 2252
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2253 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2255 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2256 op->play_sound (sound_find ("ob_evaporate"));
2288 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));
2289
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292 2258
2293 tmp->destroy (); 2259 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295 2261
2296 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2309 return 0; 2275 return 0;
2310} 2276}
2311 2277
2312/* 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
2313 * 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
2314 * 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
2315 * from. 2281 * from.
2316 */ 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
2317void 2299void
2318remove_unpaid_objects (object *op, object *env) 2300object::drop_unpaid_items ()
2319{ 2301{
2320 while (op) 2302 if (!flag [FLAG_REMOVED])
2321 { 2303 ::drop_unpaid_items (inv, this);
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336} 2304}
2337 2305
2338/* 2306/*
2339 * Returns pointer a static string containing gravestone text 2307 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2344 */ 2312 */
2345char * 2313const char *
2346gravestone_text (object *op) 2314gravestone_text (object *op)
2347{ 2315{
2348 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351 2317
2352 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2353 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357 2323
2358 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2359 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
2360 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364 2332
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 { 2333 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2370 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2376 strcat (buf2, buf); 2338 }
2377 2339
2378 return buf2; 2340 return buf;
2379} 2341}
2380 2342
2381void 2343void
2382do_some_living (object *op) 2344do_some_living (object *op)
2383{ 2345{
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2397 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2398 else
2437 { 2399 {
2438 gen_grace = op->stats.maxgrace; 2400 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2401 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2402 }
2483 2403
2484 /* Regenerate Grace */ 2404 /* Regenerate Grace */
2485 /* 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. */
2486 if (--op->last_grace < 0) 2406 if (--op->last_grace < 0)
2507 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);
2508 } 2428 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2429 /* wearing stuff doesn't detract from grace generation. */
2510 } 2430 }
2511 2431
2432 if (op->stats.food > 0)
2433 {
2512 /* Regenerate Hit Points */ 2434 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2435 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2436 {
2517 op->stats.hp++; 2437 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2438
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2439 if (op->stats.sp < op->stats.maxsp)
2520 { 2440 {
2441 op->stats.sp++;
2442
2443 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2445 {
2521 op->stats.food--; 2446 op->stats.food--;
2447
2522 if (op->contr->digestion < 0) 2448 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2449 op->stats.food += op->contr->digestion;
2524 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))
2525 op->stats.food = last_food; 2451 op->stats.food = last_food;
2452 }
2526 } 2453 }
2527 }
2528 2454
2529 if (max_hp > 1) 2455 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2456 {
2534 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
2535 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);
2536 } 2475 }
2537 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)
2538 { 2484 {
2539 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 }
2540 } 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);
2541 } 2510 }
2542 else 2511 else
2543 {
2544 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);
2545 } 2513 }
2546 } 2514 }
2547 2515
2548 /* Digestion */ 2516 /* Digestion */
2549 if (--op->last_eat < 0) 2517 if (--op->last_eat < 0)
2550 { 2518 {
2551 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);
2552 2521
2553 if (op->contr->gen_hp > 0)
2554 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);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2523
2558 /* dms do not consume food */ 2524 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2526 op->stats.food--;
2561 } 2527 }
2562 2528
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2530 {
2565 object *tmp, *flesh = 0; 2531 object *flesh = 0;
2566 2532
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2568 { 2534 {
2569 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)
2570 { 2539 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2540 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply (op, tmp, 0); 2542 manual_apply (op, tmp, 0);
2543
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2545 break;
2577 } 2546 }
2578 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2579 flesh = tmp; 2548 flesh = tmp;
2580 } /* End if paid for object */ 2549 }
2581 } /* end of for loop */
2582 2550
2583 /* 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
2584 * eat flesh instead. 2552 * eat flesh instead.
2585 */ 2553 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2555 {
2588 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.>");
2589 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2590 } 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)
2591 } 2568 {
2569 op->stats.hp += op->stats.food;
2570 op->stats.food = 0;
2592 2571
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2572 if (op->stats.hp < 0)
2594 op->stats.food++, op->stats.hp--; 2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2576 }
2577 }
2595 2578
2579 /* killer should be set here already */
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2581 kill_player (op);
2598 } 2582 }
2599} 2583}
2600 2584
2604 * file. 2588 * file.
2605 */ 2589 */
2606void 2590void
2607kill_player (object *op) 2591kill_player (object *op)
2608{ 2592{
2593 int x, y;
2609 char buf[MAX_BUF]; 2594 char buf[MAX_BUF];
2610 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2595 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2596 int will_kill_again;
2621 archetype *at; 2597 archetype *at;
2622 object *tmp; 2598 object *tmp;
2623 2599
2624 if (save_life (op)) 2600 if (save_life (op))
2625 return; 2601 return;
2626
2627 2602
2628 /* 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
2629 * 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.
2630 * Look at op_on_battleground() for more info --AndreasV 2605 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2606 */
2647 { 2622 {
2648 tmp->destroy (); 2623 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 } 2625 }
2651 2626
2652 cure_disease (op, 0); /* remove any disease */ 2627 cure_disease (op, 0, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp; 2628 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0) 2629 if (op->stats.food <= 0)
2655 op->stats.food = 999; 2630 op->stats.food = 999;
2656 2631
2657 /* create a bodypart-trophy to make the winner happy */ 2632 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2633 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 { 2634 {
2660 sprintf (buf, "%s's finger", &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2636 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n"
2663 " the %s, when he was defeated at\n level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2665 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 );
2666 tmp->value = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2644 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2645 tmp->insert_at (op, tmp);
2669 } 2646 }
2670 2647
2676 2653
2677 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2678 2655
2679 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2680 2657
2681 if (op->stats.food < 0) 2658 op->contr->play_sound (sound_find ("player_dies"));
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2690 2659
2691 /* save the map location for corpse, gravestone */ 2660 /* save the map location for corpse, gravestone */
2692 x = op->x; 2661 x = op->x;
2693 y = op->y; 2662 y = op->y;
2694 map = op->map; 2663 map = op->map;
2801 lost_a_stat = 1; 2770 lost_a_stat = 1;
2802 } 2771 }
2803 } 2772 }
2804 } 2773 }
2805 } 2774 }
2775
2806 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2777 if (!lost_a_stat)
2808 { 2778 {
2809 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2814 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);
2815 else 2785 else
2816 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.");
2817 } 2787 }
2818#else 2788#else
2819 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.");
2820#endif 2790#endif
2821 2791
2822 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2793 * exp loss on the stone.
2824 */ 2794 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2826 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 sprintf (buf, "%s's gravestones", &op->name);
2829 tmp->name_pl = buf;
2830 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 ());
2831 tmp->msg = buf;
2832 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2801
2835 /**************************************/ 2802 /**************************************/
2836 /* */ 2803 /* */
2857 { 2824 {
2858 tmp->destroy (); 2825 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2827 }
2861 2828
2862 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 }
2863 2842
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2866 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2867 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2868 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871 2852
2872 /* 2853 /*
2873 * 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
2874 * and put them back in the map. 2855 * and put them back in the map.
2875 */ 2856 */
2876 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2877 2858
2878 /****************************************/ 2859 /****************************************/
2879 /* */ 2860 /* */
2880 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2940 2921
2941 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))))
2942 { 2923 {
2943 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
2944 { 2925 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2928 }
2949 else 2929 else
2950 tmp->destroy (); 2930 tmp->destroy ();
2951 } 2931 }
2962void 2942void
2963fix_weight (void) 2943fix_weight (void)
2964{ 2944{
2965 for_all_players (pl) 2945 for_all_players (pl)
2966 { 2946 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
2968 2948
2969 if (old == sum) 2949 pl->ob->update_weight ();
2970 continue; 2950
2951 if (old != pl->ob->carrying)
2952 {
2971 pl->ob->update_stats (); 2953 pl->ob->update_stats ();
2972 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 }
2973 } 2956 }
2974} 2957}
2975 2958
2976void 2959void
2977fix_luck (void) 2960fix_luck (void)
3021void 3004void
3022make_visible (object *op) 3005make_visible (object *op)
3023{ 3006{
3024 op->hide = 0; 3007 op->hide = 0;
3025 op->invisible = 0; 3008 op->invisible = 0;
3009
3026 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3027 { 3011 {
3028 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3030 } 3014 }
3033} 3017}
3034 3018
3035int 3019int
3036is_true_undead (object *op) 3020is_true_undead (object *op)
3037{ 3021{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 3023 return 1;
3040 3024
3041 return 0; 3025 return 0;
3042} 3026}
3043 3027
3044/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 3030 * indicate greater hideability.
3047 */ 3031 */
3048
3049int 3032int
3050hideability (object *ob) 3033hideability (object *ob)
3051{ 3034{
3052 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3053 sint16 x, y; 3036 sint16 x, y;
3063 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3066 3049
3067 /* scan through all nearby squares for terrain to hide in */ 3050 /* scan through all nearby squares for terrain to hide in */
3068 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])
3069 { 3054 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 3057 continue;
3074 } 3058
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 3060 level += 2;
3077 else /* open terrain! */ 3061 else /* open terrain! */
3078 level -= 1; 3062 level -= 1;
3079 } 3063 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 3075 */
3092void 3076void
3093do_hidden_move (object *op) 3077do_hidden_move (object *op)
3094{ 3078{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3096 object *skop;
3097 3080
3098 if (!op || !op->map) 3081 if (!op || !op->map)
3099 return; 3082 return;
3100 3083
3101 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);
3102 3086
3103 /* 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! */
3104 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3106 { 3090 {
3116 num -= hide; 3100 num -= hide;
3117 3101
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 3103 {
3120 make_visible (op); 3104 make_visible (op);
3105
3121 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3122 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!");
3123 } 3108 }
3124 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3125 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);
3178 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3179 * 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
3180 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3186 * 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.
3187 * -b.t. 3172 * -b.t.
3188 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3189 */ 3174 */
3190
3191int 3175int
3192player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3193{ 3177{
3194 rv_vector rv; 3178 rv_vector rv;
3195 int dx, dy; 3179 int dx, dy;
3207 3191
3208 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3209 3193
3210 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3195 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3213 * a blocked los square. 3197 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3215 */ 3199 */
3216 while (op) 3200 while (op)
3217 { 3201 {
3218 dx = rv.distance_x + op->arch->clone.x; 3202 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3203 dy = rv.distance_y + op->arch->y;
3220 3204
3221 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3222 * 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
3223 * for any meaningful values. 3207 * for any meaningful values.
3224 */ 3208 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !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)])
3228 return 1; 3212 return 1;
3213
3229 op = op->more; 3214 op = op->more;
3230 } 3215 }
3216
3231 return 0; 3217 return 0;
3232} 3218}
3233 3219
3234/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3238 * return 0. 3224 * return 0.
3239 */ 3225 */
3240int 3226int
3241action_makes_visible (object *op) 3227action_makes_visible (object *op)
3242{ 3228{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3230 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0; 3232 return 0;
3248 3233
3254 { 3239 {
3255 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");
3256 return 1; 3241 return 1;
3257 } 3242 }
3258 } 3243 }
3244
3259 return 0; 3245 return 0;
3260} 3246}
3261 3247
3262/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3268 * 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
3269 */ 3255 */
3270int 3256int
3271op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3272{ 3258{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3276 * 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),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3266 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3268 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 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))
3287 { 3273 {
3288 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3289 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))
3290 { 3276 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3278 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3280 {
3297 if (x != NULL && y != NULL) 3281 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3299 return 1; 3284 return 1;
3300 } 3285 }
3301 } 3286 }
3302 } 3287 }
3288
3303 if (x != NULL && y != NULL) 3289 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3305 return 1; 3292 return 1;
3306 } 3293 }
3307 } 3294 }
3308 } 3295 }
3296
3309 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3310 return 0; 3298 return 0;
3311} 3299}
3312 3300
3313/* 3301/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3318 int i = 0, j = 0;
3331 3319
3332 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3329
3342 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3343 return; 3331 return;
3344 3332
3345 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++);
3349 /* 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]); */
3350 return; 3338 return;
3351 } 3339 }
3352 3340
3353 /* everything seems okay - now bring on the gift: */ 3341 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3342 item = tr->item;
3355 3343
3356 if (item->type == SPELL) 3344 if (item->type == SPELL)
3357 { 3345 {
3358 if (check_spell_known (who, item->name)) 3346 if (check_spell_known (who, item->name))
3359 return; 3347 return;
3418 { 3406 {
3419 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3408 object *skin;
3421 3409
3422 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 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)
3425 ; 3412 ;
3426 3413
3427 if (!skin) 3414 if (!skin)
3428 return; 3415 return;
3429 3416
3464 else 3451 else
3465 { 3452 {
3466 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3468 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));
3469 tmp = insert_ob_in_ob (tmp, who); 3456 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3457 }
3473} 3458}
3474 3459
3475/** 3460/**
3476 * 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
3505 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))
3506 return 0; 3491 return 0;
3507 3492
3508 return 100 - blocked_los [x][y]; 3493 return 100 - blocked_los [x][y];
3509} 3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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