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Comparing deliantra/server/server/player.C (file contents):
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC vs.
Revision 1.182 by root, Thu Apr 17 14:06:03 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors 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>
184 183
185 if (ob->map) 184 if (ob->map)
186 maplevel = ob->map->path; 185 maplevel = ob->map->path;
187 186
188 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 189 ob->map = 0;
190 party = 0; 190 party = 0;
191 191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 193
213 213
214 ns->reset_stats (); 214 ns->reset_stats ();
215 215
216 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob); 221 link_player_skills (ob);
222 222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 224
225 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
226 226
227 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
229 { 229 {
230 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
231 231
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) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 235 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 237 skin = tmp;
241 238
242 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
243 } 240 }
244 241
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 243
247 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
248 300
249 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
252 304
269 combat_ob = op; 321 combat_ob = op;
270 break; 322 break;
271 } 323 }
272 324
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 326 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}
289
290void
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)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 327}
324 328
325void 329void
326player::set_observe (object *op) 330player::set_observe (object *op)
327{ 331{
362 if (ob) 366 if (ob)
363 { 367 {
364 ob->destroy_inv (false); 368 ob->destroy_inv (false);
365 ob->destroy (); 369 ob->destroy ();
366 } 370 }
371
372 ob = observe = 0;
367} 373}
368 374
369player::~player () 375player::~player ()
370{ 376{
371 /* Clear item stack */ 377 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
399 */ 405 */
400archetype * 406archetype *
401get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
402{ 408{
403 archetype *start = at; 409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 410
405 for (;;) 411 for (;;)
406 { 412 {
407 if (at == NULL || at->next == NULL) 413 if (++i == archetypes.end ())
408 at = first_archetype; 414 i = archetypes.begin ();
409 else 415 else if (*i == at)
410 at = at->next; 416 cleanup ("not a single player archetype found");
411 417
412 if (at->clone.type == PLAYER) 418 if ((*i)->type == PLAYER)
413 return at; 419 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 420 }
421} 421}
422 422
423object * 423object *
424get_nearest_player (object *mon) 424get_nearest_player (object *mon)
428 unsigned lastdist; 428 unsigned lastdist;
429 rv_vector rv; 429 rv_vector rv;
430 430
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 432 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 434 continue;
462 435
463 if (lastdist > rv.distance) 436 if (lastdist > rv.distance)
464 { 437 {
659 632
660 return firstdir; 633 return firstdir;
661} 634}
662 635
663void 636void
664give_initial_items (object *pl, treasurelist * items) 637give_initial_items (object *pl, treasurelist *items)
665{ 638{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 639 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 641
671 for (op = pl->inv; op; op = next) 642 for (object *next, *op = pl->inv; op; op = next)
672 { 643 {
673 next = op->below; 644 next = op->below;
674 645
675 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 653 * by this player due to race restrictions
683 */ 654 */
684 if (pl->type == PLAYER) 655 if (pl->type == PLAYER)
685 { 656 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658 &&
687 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 660 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 661 || op->type == SHIELD || op->type == GLOVES
662 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 663 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 664 {
692 op->destroy (); 665 op->destroy ();
693 continue; 666 continue;
694 } 667 }
695 } 668 }
718 if (op->nrof > 1) 691 if (op->nrof > 1)
719 op->nrof = 1; 692 op->nrof = 1;
720 } 693 }
721 694
722 if (op->type == SPELLBOOK && op->inv) 695 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 697
727 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 700 * merged properly.
730 */ 701 */
731 if (need_identify (op)) 702 if (need_identify (op))
732 { 703 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 707 }
708
737 if (op->type == SPELL) 709 if (op->type == SPELL)
738 { 710 {
739 op->destroy (); 711 op->destroy ();
740 continue; 712 continue;
741 } 713 }
743 { 715 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 717 op->stats.exp = 0;
746 op->level = 1; 718 op->level = 1;
747 } 719 }
748 /* lock all 'normal items by default */ 720 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
752 723
753 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
754 link_player_skills (pl); 725 link_player_skills (pl);
860static void 831static void
861start_info (object *op) 832start_info (object *op)
862{ 833{
863 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
864 835
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 836 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 838}
870 839
871/* This function takes the key that is passed, and does the 840/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 841 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 842 * The function name is for historical reasons - now we have
943 int x = ob->x, y = ob->y; 912 int x = ob->x, y = ob->y;
944 913
945 ob->remove_statbonus (); 914 ob->remove_statbonus ();
946 ob->remove (); 915 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 916 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 917 ob->arch->copy_to (ob);
949 ob->instantiate (); 918 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 919 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 920 ob->name = ob->name_pl = name;
952 ob->x = x; 921 ob->x = x;
953 ob->y = y; 922 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 923 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 924 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 925 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 926 ob->add_statbonus ();
958 } 927 }
959 while (!allowed_class (ob)); 928 while (!allowed_class (ob));
960 929
961 update_object (ob, UP_OBJ_FACE); 930 update_object (ob, UP_OBJ_FACE);
1036 if (op->move_type & MOVE_FLYING) 1005 if (op->move_type & MOVE_FLYING)
1037 return 1; 1006 return 1;
1038 1007
1039 next = op->below; 1008 next = op->below;
1040 1009
1010 int cnt = MAX_ITEM_PER_DROP;
1011#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012
1041 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1014 * destroyed */
1043 while (next && !next->destroyed ()) 1015 while (next && !next->destroyed ())
1044 { 1016 {
1045 tmp = next; 1017 tmp = next;
1046 next = tmp->below; 1018 next = tmp->below;
1047 1019
1020 if (cnt <= 0)
1021 {
1022 op->failmsg ("Couldn't pickup all items at once.");
1023 return 0;
1024 }
1025
1048 if (op->destroyed ()) 1026 if (op->destroyed ())
1049 return 0; 1027 return 0;
1050 1028
1051 if (!can_pick (op, tmp)) 1029 if (!can_pick (op, tmp))
1052 continue; 1030 continue;
1053 1031
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1033 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1034 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1058 continue; 1036 continue;
1059 } 1037 }
1060 1038
1061 /* high not bit set? We're using the old autopickup model */ 1039 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1040 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1042 switch (op->contr->mode)
1065 { 1043 {
1066 case 0: 1044 case 0:
1067 return 1; /* don't pick up */ 1045 return 1; /* don't pick up */
1068 case 1: 1046 case 1:
1069 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1070 return 1; 1048 return 1;
1071 case 2: 1049 case 2:
1072 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1073 return 0; 1051 return 0;
1074 case 3: 1052 case 3:
1075 return 0; /* stop before pickup */ 1053 return 0; /* stop before pickup */
1076 case 4: 1054 case 4:
1077 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1078 break; 1056 break;
1079 case 5: 1057 case 5:
1080 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1081 stop = 1; 1059 stop = 1;
1082 break; 1060 break;
1083 case 6: 1061 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064 CHK_PICK_PICKUP;
1086 break; 1065 break;
1087 1066
1088 case 7: 1067 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1068 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1069 CHK_PICK_PICKUP;
1091 break; 1070 break;
1092 1071
1093 default: 1072 default:
1094 /* use value density */ 1073 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1076 CHK_PICK_PICKUP;
1098 } 1077 }
1099 } 1078 }
1100 else 1079 else
1101 { /* old model */ 1080 { /* old model */
1102 /* NEW pickup handling */ 1081 /* NEW pickup handling */
1157 /* all food and drink if desired */ 1136 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1137 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1138 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1139 if (tmp->type == FOOD)
1161 { 1140 {
1162 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1163 continue; 1142 continue;
1164 } 1143 }
1165 1144
1166 if (op->contr->mode & PU_DRINK) 1145 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1147 {
1169 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1170 continue; 1149 continue;
1171 } 1150 }
1172 1151
1173 if (op->contr->mode & PU_POTION) 1152 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1153 if (tmp->type == POTION)
1175 { 1154 {
1176 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1177 continue; 1156 continue;
1178 } 1157 }
1179 1158
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1159 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1160 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1161 if (tmp->type == SPELLBOOK)
1183 { 1162 {
1184 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1185 continue; 1164 continue;
1186 } 1165 }
1187 1166
1188 if (op->contr->mode & PU_SKILLSCROLL) 1167 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1168 if (tmp->type == SKILLSCROLL)
1190 { 1169 {
1191 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1192 continue; 1171 continue;
1193 } 1172 }
1194 1173
1195 if (op->contr->mode & PU_READABLES) 1174 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1176 {
1198 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1199 continue; 1178 continue;
1200 } 1179 }
1201 1180
1202 /* wands/staves/rods/horns */ 1181 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1184 {
1206 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1207 continue; 1186 continue;
1208 } 1187 }
1209 1188
1210 /* pick up all magical items */ 1189 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1190 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1192 {
1214 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1215 continue; 1194 continue;
1216 } 1195 }
1217 1196
1218 if (op->contr->mode & PU_VALUABLES) 1197 if (op->contr->mode & PU_VALUABLES)
1219 { 1198 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1199 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1200 {
1222 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1223 continue; 1202 continue;
1224 } 1203 }
1225 } 1204 }
1226 1205
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1206 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1207 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1208 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1209 {
1231 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1232 continue; 1211 continue;
1233 } 1212 }
1234 1213
1235 /* we don't forget dragon food */ 1214 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1215 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1216 if (tmp->type == FLESH)
1238 { 1217 {
1239 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1240 continue; 1219 continue;
1241 } 1220 }
1242 1221
1243 /* bows and arrows. Bows are good for selling! */ 1222 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1223 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1224 if (tmp->type == BOW)
1246 { 1225 {
1247 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1248 continue; 1227 continue;
1249 } 1228 }
1250 1229
1251 if (op->contr->mode & PU_ARROW) 1230 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1231 if (tmp->type == ARROW)
1253 { 1232 {
1254 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1255 continue; 1234 continue;
1256 } 1235 }
1257 1236
1258 /* all kinds of armor etc. */ 1237 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1238 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1239 if (tmp->type == ARMOUR)
1261 { 1240 {
1262 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1263 continue; 1242 continue;
1264 } 1243 }
1265 1244
1266 if (op->contr->mode & PU_HELMET) 1245 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1246 if (tmp->type == HELMET)
1268 { 1247 {
1269 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1270 continue; 1249 continue;
1271 } 1250 }
1272 1251
1273 if (op->contr->mode & PU_SHIELD) 1252 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1253 if (tmp->type == SHIELD)
1275 { 1254 {
1276 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1277 continue; 1256 continue;
1278 } 1257 }
1279 1258
1280 if (op->contr->mode & PU_BOOTS) 1259 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1260 if (tmp->type == BOOTS)
1282 { 1261 {
1283 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1284 continue; 1263 continue;
1285 } 1264 }
1286 1265
1287 if (op->contr->mode & PU_GLOVES) 1266 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1267 if (tmp->type == GLOVES)
1289 { 1268 {
1290 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1291 continue; 1270 continue;
1292 } 1271 }
1293 1272
1294 if (op->contr->mode & PU_CLOAK) 1273 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1274 if (tmp->type == CLOAK)
1296 { 1275 {
1297 pick_up (op, tmp); 1276 CHK_PICK_PICKUP;
1298 continue; 1277 continue;
1299 } 1278 }
1300 1279
1301 /* hoping to catch throwing daggers here */ 1280 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1281 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1283 {
1305 pick_up (op, tmp); 1284 CHK_PICK_PICKUP;
1306 continue; 1285 continue;
1307 } 1286 }
1308 1287
1309 /* careful: chairs and tables are weapons! */ 1288 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1289 if (op->contr->mode & PU_ALLWEAPON)
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1291 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1292 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1295 {
1317 pick_up (op, tmp); 1296 CHK_PICK_PICKUP;
1318 continue; 1297 continue;
1319 } 1298 }
1320 } 1299 }
1321 1300
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1301 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1302 {
1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1304 {
1326 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1327 continue; 1306 continue;
1328 } 1307 }
1329 } 1308 }
1330 } 1309 }
1331 1310
1332 /* misc stuff that's useful */ 1311 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1312 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1314 {
1336 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1337 continue; 1316 continue;
1338 } 1317 }
1339 1318
1340 /* any of the last 4 bits set means we use the ratio for value 1319 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1320 * pickups */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */ 1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1327 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1329 {
1351 pick_up (op, tmp); 1330 CHK_PICK_PICKUP;
1352#if 0 1331#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1333 if (tmp->name != NULL)
1355 { 1334 {
1356 fprintf (stderr, "%s", tmp->name); 1335 fprintf (stderr, "%s", tmp->name);
1375 * found object is returned. 1354 * found object is returned.
1376 */ 1355 */
1377object * 1356object *
1378find_arrow (object *op, const char *type) 1357find_arrow (object *op, const char *type)
1379{ 1358{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1359 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 return splay (tmp);
1362
1363 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1364 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1365 if (object *arrow = find_arrow (tmp, type))
1366 {
1367 splay (tmp);
1386 return op; 1368 return arrow;
1369 }
1387 1370
1388 return tmp; 1371 return 0;
1389} 1372}
1390 1373
1391/* 1374/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1375 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1376 * against the target. A full test is not performed, simply a basic test
1434 else 1417 else
1435 { 1418 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1419 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1420 {
1438 attacktype = 1 << attacknum; 1421 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1422 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1423 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1424 {
1442 tmp = arrow; 1425 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1426 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1427 }
1445 } 1428 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1429 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1430 {
1448 tmp = arrow; 1431 tmp = arrow;
1686 1669
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1670 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1688 arrow->move_type = MOVE_FLY_LOW; 1671 arrow->move_type = MOVE_FLY_LOW;
1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1672 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1690 1673
1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1674 op->play_sound (sound_find ("fire_arrow"));
1692 m->insert (arrow, sx, sy, op); 1675 m->insert (arrow, sx, sy, op);
1693 1676
1694 if (!arrow->destroyed ()) 1677 if (!arrow->destroyed ())
1695 move_arrow (arrow); 1678 move_arrow (arrow);
1696 1679
1774 1757
1775 if (item->type == WAND) 1758 if (item->type == WAND)
1776 { 1759 {
1777 if (item->stats.food <= 0) 1760 if (item->stats.food <= 0)
1778 { 1761 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1762 op->contr->play_sound (sound_find ("wand_poof"));
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1764
1782 return; 1765 return;
1783 } 1766 }
1784 } 1767 }
1785 else if (item->type == ROD || item->type == HORN) 1768 else if (item->type == ROD || item->type == HORN)
1786 { 1769 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 { 1771 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 op->contr->play_sound (sound_find ("wand_poof"));
1790 1773
1791 if (item->type == ROD) 1774 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1776 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 object *tmp; 1790 object *tmp;
1808 1791
1809 if (item->arch) 1792 if (item->arch)
1810 { 1793 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1795 item->face = item->arch->face;
1813 item->set_speed (0); 1796 item->set_speed (0);
1814 } 1797 }
1815 1798
1816 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
1817 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1983 /* If we found a key, do some extra work */ 1966 /* If we found a key, do some extra work */
1984 if (key) 1967 if (key)
1985 { 1968 {
1986 object *container = key->env; 1969 object *container = key->env;
1987 1970
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1990 if (action_makes_visible (op)) 1971 if (action_makes_visible (op))
1991 make_visible (op); 1972 make_visible (op);
1992 1973
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1974 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op); 1975 spring_trap (door->inv, op);
1995 1976
1996 if (door->type == DOOR) 1977 if (door->type == DOOR)
1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1978 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 else if (door->type == LOCKED_DOOR) 1979 else if (door->type == LOCKED_DOOR)
1999 { 1980 {
2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1981 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2001 remove_door2 (door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
2002 } 1983 }
2003 1984
2004 /* Do this after we print the message */ 1985 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */ 1986 decrease_ob (key); /* Use up one of the keys */
2010 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
2011 } 1992 }
2012 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
2013 { 1994 {
2014 /* Might as well return now - no other way to open this */ 1995 /* Might as well return now - no other way to open this */
2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2016 return 1; 1997 return 1;
2017 } 1998 }
2018 1999
2019 return 0; 2000 return 0;
2020} 2001}
2107 2088
2108 if (op->speed_left > 0.f) 2089 if (op->speed_left > 0.f)
2109 { 2090 {
2110 --op->speed_left; 2091 --op->speed_left;
2111 2092
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2093 op->play_sound (sound_find ("push_player"));
2113 push_ob (mon, dir, op); 2094 push_ob (mon, dir, op);
2114 2095
2115 if (op->contr->tmp_invis || op->hide) 2096 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2097 make_visible (op);
2117 2098
2136 { 2117 {
2137 --op->speed_left; 2118 --op->speed_left;
2138 2119
2139 if (!op->contr->braced) 2120 if (!op->contr->braced)
2140 { 2121 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 op->play_sound (sound_find ("push_player"));
2142 push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2143 } 2124 }
2144 else 2125 else
2145 new_draw_info (0, 0, op, "You withhold your attack"); 2126 op->statusmsg ("You withhold your attack");
2146 2127
2147 if (op->contr->tmp_invis || op->hide) 2128 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op); 2129 make_visible (op);
2149 2130
2150 return true; 2131 return true;
2194bool 2175bool
2195move_player (object *op, int dir) 2176move_player (object *op, int dir)
2196{ 2177{
2197 int pick; 2178 int pick;
2198 2179
2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2200 return 0; 2181 return 0;
2201 2182
2202 /* Sanity check: make sure dir is valid */ 2183 /* Sanity check: make sure dir is valid */
2203 if ((dir < 0) || (dir >= 9)) 2184 if ((dir < 0) || (dir >= 9))
2204 { 2185 {
2289 return 0; 2270 return 0;
2290 2271
2291 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 { 2274 {
2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2275 op->play_sound (sound_find ("ob_evaporate"));
2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 2277
2297 if (op->contr) 2278 if (op->contr)
2298 esrv_del_item (op->contr, tmp->count); 2279 esrv_del_item (op->contr, tmp->count);
2299 2280
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2300/* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This 2301 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search 2302 * function will descend into containers. op is the object to start the search
2322 * from. 2303 * from.
2323 */ 2304 */
2324void 2305static void
2325remove_unpaid_objects (object *op, object *env) 2306drop_unpaid_items (object *op, object *env)
2326{ 2307{
2327 while (op) 2308 while (op)
2328 { 2309 {
2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2310 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 2311
2334 esrv_del_item (env->contr, op->count); 2315 esrv_del_item (env->contr, op->count);
2335 2316
2336 op->insert_at (env); 2317 op->insert_at (env);
2337 } 2318 }
2338 else if (op->inv) 2319 else if (op->inv)
2339 remove_unpaid_objects (op->inv, env); 2320 drop_unpaid_items (op->inv, env);
2340 2321
2341 op = next; 2322 op = next;
2342 } 2323 }
2324}
2325
2326void
2327object::drop_unpaid_items ()
2328{
2329 if (!flag [FLAG_REMOVED])
2330 ::drop_unpaid_items (inv, this);
2343} 2331}
2344 2332
2345/* 2333/*
2346 * Returns pointer a static string containing gravestone text 2334 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2335 * Moved from apply.c to player.c - player.c is what
2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2430 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2443 else 2431 else
2444 { 2432 {
2445 gen_grace = op->stats.maxgrace; 2433 gen_grace = op->stats.maxgrace;
2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2434 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2447 }
2448
2449 /* Regenerate Spell Points */
2450 if (!op->contr->golem && --op->last_sp < 0)
2451 {
2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2453 if (op->stats.sp < op->stats.maxsp)
2454 {
2455 op->stats.sp++;
2456 /* dms do not consume food */
2457 if (!QUERY_FLAG (op, FLAG_WIZ))
2458 {
2459 op->stats.food--;
2460 if (op->contr->digestion < 0)
2461 op->stats.food += op->contr->digestion;
2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2463 op->stats.food = last_food;
2464 }
2465 }
2466
2467 if (max_sp > 1)
2468 {
2469 over_sp = (gen_sp + 10) / rate_sp;
2470 if (over_sp > 0)
2471 {
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2477 op->stats.sp--;
2478
2479 if (op->stats.sp > op->stats.maxsp)
2480 op->stats.sp = op->stats.maxsp;
2481 }
2482 op->last_sp = 0;
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 } 2435 }
2490 2436
2491 /* Regenerate Grace */ 2437 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2438 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0) 2439 if (--op->last_grace < 0)
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2460 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2461 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2462 /* wearing stuff doesn't detract from grace generation. */
2517 } 2463 }
2518 2464
2465 if (op->stats.food > 0)
2466 {
2519 /* Regenerate Hit Points */ 2467 /* Regenerate Spell Points */
2520 if (--op->last_heal < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2523 { 2469 {
2524 op->stats.hp++; 2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2525 /* dms do not consume food */ 2471
2526 if (!QUERY_FLAG (op, FLAG_WIZ)) 2472 if (op->stats.sp < op->stats.maxsp)
2527 { 2473 {
2474 op->stats.sp++;
2475
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2528 op->stats.food--; 2479 op->stats.food--;
2480
2529 if (op->contr->digestion < 0) 2481 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food; 2484 op->stats.food = last_food;
2485 }
2533 } 2486 }
2534 }
2535 2487
2536 if (max_hp > 1) 2488 if (max_sp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 { 2489 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503
2542 op->last_heal = 0; 2504 op->last_sp = 0;
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2543 } 2508 }
2544 else 2509 else
2510 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2545 { 2517 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2518 op->stats.hp++;
2519
2520 /* dms do not consume food */
2521 if (!QUERY_FLAG (op, FLAG_WIZ))
2522 {
2523 op->stats.food--;
2524
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2547 } 2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2543 }
2549 else 2544 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 } 2546 }
2553 } 2547 }
2554 2548
2555 /* Digestion */ 2549 /* Digestion */
2556 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2557 { 2551 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2552 int bonus = max (0, op->contr->digestion),
2553 penalty = max (0, -op->contr->digestion);
2559 2554
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2562 else
2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564 2556
2565 /* dms do not consume food */ 2557 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2558 if (!QUERY_FLAG (op, FLAG_WIZ))
2567 op->stats.food--; 2559 op->stats.food--;
2568 } 2560 }
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, flesh, 0); 2588 manual_apply (op, flesh, 0);
2597 } 2589 }
2598 } 2590 }
2599 2591
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2592 if (op->stats.food < 0)
2601 op->stats.food++, op->stats.hp--; 2593 {
2594 op->stats.hp += op->stats.food;
2595 op->stats.food = 0;
2596 }
2602 2597
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2598 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2599 kill_player (op);
2605 } 2600 }
2606} 2601}
2611 * file. 2606 * file.
2612 */ 2607 */
2613void 2608void
2614kill_player (object *op) 2609kill_player (object *op)
2615{ 2610{
2611 int x, y;
2616 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2617 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2614 int will_kill_again;
2628 archetype *at; 2615 archetype *at;
2629 object *tmp; 2616 object *tmp;
2630 2617
2631 if (save_life (op)) 2618 if (save_life (op))
2632 return; 2619 return;
2633
2634 2620
2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2636 * in cities ONLY!!! It is very important that this doesn't get abused. 2622 * in cities ONLY!!! It is very important that this doesn't get abused.
2637 * Look at op_on_battleground() for more info --AndreasV 2623 * Look at op_on_battleground() for more info --AndreasV
2638 */ 2624 */
2654 { 2640 {
2655 tmp->destroy (); 2641 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2642 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2657 } 2643 }
2658 2644
2659 cure_disease (op, 0); /* remove any disease */ 2645 cure_disease (op, 0, 0); /* remove any disease */
2660 op->stats.hp = op->stats.maxhp; 2646 op->stats.hp = op->stats.maxhp;
2661 if (op->stats.food <= 0) 2647 if (op->stats.food <= 0)
2662 op->stats.food = 999; 2648 op->stats.food = 999;
2663 2649
2664 /* create a bodypart-trophy to make the winner happy */ 2650 /* create a bodypart-trophy to make the winner happy */
2665 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2651 if (object *tmp = arch_to_object (archetype::find ("finger")))
2666 { 2652 {
2667 sprintf (buf, "%s's finger", &op->name); 2653 tmp->name = format ("%s's finger" , &op->name);
2668 tmp->name = buf; 2654 tmp->name_pl = format ("%s's fingers", &op->name);
2669 sprintf (buf, " This finger has been cut off %s\n" 2655 tmp->msg = format (
2670 " the %s, when he was defeated at\n level %d by %s.\n", 2656 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2657 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2672 tmp->msg = buf; 2658 );
2673 tmp->value = 0, tmp->type = 0; 2659 tmp->value = 0, tmp->type = 0;
2674 tmp->materialname = "organics"; 2660 tmp->materialname = "organics";
2675 tmp->insert_at (op, tmp); 2661 tmp->insert_at (op, tmp);
2676 } 2662 }
2677 2663
2684 INVOKE_PLAYER (DEATH, op->contr); 2670 INVOKE_PLAYER (DEATH, op->contr);
2685 2671
2686 command_kill_pets (op, 0); 2672 command_kill_pets (op, 0);
2687 2673
2688 if (op->stats.food < 0) 2674 if (op->stats.food < 0)
2689 {
2690 sprintf (buf, "%s starved to death.", &op->name);
2691 strcpy (op->contr->killer, "starvation"); 2675 strcpy (op->contr->killer, "starvation");
2692 }
2693 else
2694 sprintf (buf, "%s died.", &op->name);
2695 2676
2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2697 2678
2698 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2699 x = op->x; 2680 x = op->x;
2700 y = op->y; 2681 y = op->y;
2701 map = op->map; 2682 map = op->map;
2864 { 2845 {
2865 tmp->destroy (); 2846 tmp->destroy ();
2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2867 } 2848 }
2868 2849
2869 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2870 2851
2871 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2872 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
2873 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
2874 op->stats.food = 900; 2855 op->stats.food = 900;
2878 2859
2879 /* 2860 /*
2880 * Check to see if the player has any unpaid items. If so, remove them 2861 * Check to see if the player has any unpaid items. If so, remove them
2881 * and put them back in the map. 2862 * and put them back in the map.
2882 */ 2863 */
2883 remove_unpaid_objects (op->inv, op); 2864 op->drop_unpaid_items ();
2884 2865
2885 /****************************************/ 2866 /****************************************/
2886 /* */ 2867 /* */
2887 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2888 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
3028void 3009void
3029make_visible (object *op) 3010make_visible (object *op)
3030{ 3011{
3031 op->hide = 0; 3012 op->hide = 0;
3032 op->invisible = 0; 3013 op->invisible = 0;
3014
3033 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3034 { 3016 {
3035 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3036 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3037 } 3019 }
3040} 3022}
3041 3023
3042int 3024int
3043is_true_undead (object *op) 3025is_true_undead (object *op)
3044{ 3026{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3046 return 1; 3028 return 1;
3047 3029
3048 return 0; 3030 return 0;
3049} 3031}
3050 3032
3051/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3052 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3053 * indicate greater hideability. 3035 * indicate greater hideability.
3054 */ 3036 */
3055
3056int 3037int
3057hideability (object *ob) 3038hideability (object *ob)
3058{ 3039{
3059 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3060 sint16 x, y; 3041 sint16 x, y;
3070 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3071 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3072 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3073 3054
3074 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3075 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3076 { 3059 {
3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3078 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue; 3062 continue;
3081 } 3063
3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3083 level += 2; 3065 level += 2;
3084 else /* open terrain! */ 3066 else /* open terrain! */
3085 level -= 1; 3067 level -= 1;
3086 } 3068 }
3185 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3186 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3187 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3188 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3189 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3190 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3191 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3192 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3193 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3194 * -b.t. 3176 * -b.t.
3195 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3196 */ 3178 */
3197
3198int 3179int
3199player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3200{ 3181{
3201 rv_vector rv; 3182 rv_vector rv;
3202 int dx, dy; 3183 int dx, dy;
3214 3195
3215 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3216 3197
3217 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any 3199 * through the object and find if it has any
3219 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3220 * a blocked los square. 3201 * a blocked los square.
3221 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3222 */ 3203 */
3223 while (op) 3204 while (op)
3224 { 3205 {
3225 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3226 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3227 3208
3228 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values. 3211 * for any meaningful values.
3231 */ 3212 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1; 3216 return 1;
3217
3236 op = op->more; 3218 op = op->more;
3237 } 3219 }
3220
3238 return 0; 3221 return 0;
3239} 3222}
3240 3223
3241/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3242 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3245 * return 0. 3228 * return 0.
3246 */ 3229 */
3247int 3230int
3248action_makes_visible (object *op) 3231action_makes_visible (object *op)
3249{ 3232{
3250
3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 { 3234 {
3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3254 return 0; 3236 return 0;
3255 3237
3261 { 3243 {
3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3263 return 1; 3245 return 1;
3264 } 3246 }
3265 } 3247 }
3248
3266 return 0; 3249 return 0;
3267} 3250}
3268 3251
3269/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3270 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3275 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3276 */ 3259 */
3277int 3260int
3278op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3279{ 3262{
3280 object *tmp;
3281
3282 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3283 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3285 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3286 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3287 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3289 { 3270 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 { 3272 {
3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3294 { 3277 {
3295 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 { 3280 {
3298 object *invtmp;
3299
3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 { 3282 {
3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 { 3284 {
3304 if (x != NULL && y != NULL) 3285 if (x && y)
3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3306 return 1; 3288 return 1;
3307 } 3289 }
3308 } 3290 }
3309 } 3291 }
3292
3310 if (x != NULL && y != NULL) 3293 if (x && y)
3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3312 return 1; 3296 return 1;
3313 } 3297 }
3314 } 3298 }
3315 } 3299 }
3300
3316 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3317 return 0; 3302 return 0;
3318} 3303}
3319 3304
3320/* 3305/*
3336 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3337 int i = 0, j = 0; 3322 int i = 0, j = 0;
3338 3323
3339 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3340 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3341 trlist = treasurelist::find ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3342 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3343 trlist = treasurelist::find ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3344 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3345 trlist = treasurelist::find ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3346 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3347 trlist = treasurelist::find ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3348 3333
3349 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3350 return; 3335 return;
3351 3336
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return; 3342 return;
3358 } 3343 }
3359 3344
3360 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone); 3346 item = tr->item;
3362 3347
3363 if (item->type == SPELL) 3348 if (item->type == SPELL)
3364 { 3349 {
3365 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3366 return; 3351 return;
3425 { 3410 {
3426 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3427 object *skin; 3412 object *skin;
3428 3413
3429 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ; 3416 ;
3433 3417
3434 if (!skin) 3418 if (!skin)
3435 return; 3419 return;
3436 3420
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0; 3497 return 0;
3514 3498
3515 return 100 - blocked_los [x][y]; 3499 return 100 - blocked_los [x][y];
3516} 3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

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