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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 1.194 by root, Sun May 4 19:41:51 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 (©) 2005,2006,2007,2008 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->update_weight ();
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);
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 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
404 416
405 for (;;) 417 for (;;)
406 { 418 {
407 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
408 at = first_archetype; 420 i = archetypes.begin ();
409 else 421 else if (*i == at)
410 at = at->next; 422 cleanup ("not a single player archetype found");
411 423
412 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
413 return at; 425 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 426 }
421} 427}
422 428
423object * 429object *
424get_nearest_player (object *mon) 430get_nearest_player (object *mon)
428 unsigned lastdist; 434 unsigned lastdist;
429 rv_vector rv; 435 rv_vector rv;
430 436
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 440 continue;
462 441
463 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
464 { 443 {
659 638
660 return firstdir; 639 return firstdir;
661} 640}
662 641
663void 642void
664give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
665{ 644{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 645 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 647
671 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
672 { 649 {
673 next = op->below; 650 next = op->below;
674 651
675 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 659 * by this player due to race restrictions
683 */ 660 */
684 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
685 { 662 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
687 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 670 {
692 op->destroy (); 671 op->destroy ();
693 continue; 672 continue;
694 } 673 }
695 } 674 }
718 if (op->nrof > 1) 697 if (op->nrof > 1)
719 op->nrof = 1; 698 op->nrof = 1;
720 } 699 }
721 700
722 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 703
727 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 706 * merged properly.
730 */ 707 */
731 if (need_identify (op)) 708 if (need_identify (op))
732 { 709 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 713 }
714
737 if (op->type == SPELL) 715 if (op->type == SPELL)
738 { 716 {
739 op->destroy (); 717 op->destroy ();
740 continue; 718 continue;
741 } 719 }
743 { 721 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 723 op->stats.exp = 0;
746 op->level = 1; 724 op->level = 1;
747 } 725 }
748 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
752 729
753 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
754 link_player_skills (pl); 731 link_player_skills (pl);
860static void 837static void
861start_info (object *op) 838start_info (object *op)
862{ 839{
863 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
864 841
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 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} 844}
870 845
871/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
876 */ 851 */
877void 852void
878player::chargen_race_done () 853player::chargen_race_done ()
879{ 854{
880 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
882 857
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 859 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
886 861
943 int x = ob->x, y = ob->y; 918 int x = ob->x, y = ob->y;
944 919
945 ob->remove_statbonus (); 920 ob->remove_statbonus ();
946 ob->remove (); 921 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 922 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 923 ob->arch->copy_to (ob);
949 ob->instantiate (); 924 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 926 ob->name = ob->name_pl = name;
952 ob->x = x; 927 ob->x = x;
953 ob->y = y; 928 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 932 ob->add_statbonus ();
958 } 933 }
959 while (!allowed_class (ob)); 934 while (!allowed_class (ob));
960 935
961 update_object (ob, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1036 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1037 return 1; 1012 return 1;
1038 1013
1039 next = op->below; 1014 next = op->below;
1040 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1041 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 1020 * destroyed */
1043 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1044 { 1022 {
1045 tmp = next; 1023 tmp = next;
1046 next = tmp->below; 1024 next = tmp->below;
1047 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1048 if (op->destroyed ()) 1032 if (op->destroyed ())
1049 return 0; 1033 return 0;
1050 1034
1051 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1052 continue; 1036 continue;
1053 1037
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1039 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1058 continue; 1042 continue;
1059 } 1043 }
1060 1044
1061 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1064 switch (op->contr->mode) 1048 switch (op->contr->mode)
1065 { 1049 {
1066 case 0: 1050 case 0:
1067 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1068 case 1: 1052 case 1:
1069 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1070 return 1; 1054 return 1;
1071 case 2: 1055 case 2:
1072 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1073 return 0; 1057 return 0;
1074 case 3: 1058 case 3:
1075 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1076 case 4: 1060 case 4:
1077 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1078 break; 1062 break;
1079 case 5: 1063 case 5:
1080 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1081 stop = 1; 1065 stop = 1;
1082 break; 1066 break;
1083 case 6: 1067 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1085 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1086 break; 1071 break;
1087 1072
1088 case 7: 1073 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1091 break; 1076 break;
1092 1077
1093 default: 1078 default:
1094 /* use value density */ 1079 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1098 } 1083 }
1099 } 1084 }
1100 else 1085 else
1101 { /* old model */ 1086 { /* old model */
1102 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1157 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1161 { 1146 {
1162 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1163 continue; 1148 continue;
1164 } 1149 }
1165 1150
1166 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 { 1153 {
1169 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1170 continue; 1155 continue;
1171 } 1156 }
1172 1157
1173 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1175 { 1160 {
1176 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1177 continue; 1162 continue;
1178 } 1163 }
1179 1164
1180 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1183 { 1168 {
1184 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1185 continue; 1170 continue;
1186 } 1171 }
1187 1172
1188 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1190 { 1175 {
1191 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1192 continue; 1177 continue;
1193 } 1178 }
1194 1179
1195 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1197 { 1182 {
1198 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1199 continue; 1184 continue;
1200 } 1185 }
1201 1186
1202 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 { 1190 {
1206 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1207 continue; 1192 continue;
1208 } 1193 }
1209 1194
1210 /* pick up all magical items */ 1195 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 { 1198 {
1214 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1215 continue; 1200 continue;
1216 } 1201 }
1217 1202
1218 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1219 { 1204 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1221 { 1206 {
1222 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1223 continue; 1208 continue;
1224 } 1209 }
1225 } 1210 }
1226 1211
1227 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1230 { 1215 {
1231 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1232 continue; 1217 continue;
1233 } 1218 }
1234 1219
1235 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1238 { 1223 {
1239 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1240 continue; 1225 continue;
1241 } 1226 }
1242 1227
1243 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1246 { 1231 {
1247 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1248 continue; 1233 continue;
1249 } 1234 }
1250 1235
1251 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1253 { 1238 {
1254 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1255 continue; 1240 continue;
1256 } 1241 }
1257 1242
1258 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1261 { 1246 {
1262 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1263 continue; 1248 continue;
1264 } 1249 }
1265 1250
1266 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1268 { 1253 {
1269 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1270 continue; 1255 continue;
1271 } 1256 }
1272 1257
1273 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1275 { 1260 {
1276 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1277 continue; 1262 continue;
1278 } 1263 }
1279 1264
1280 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1282 { 1267 {
1283 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1284 continue; 1269 continue;
1285 } 1270 }
1286 1271
1287 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1289 { 1274 {
1290 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1291 continue; 1276 continue;
1292 } 1277 }
1293 1278
1294 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1296 { 1281 {
1297 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1298 continue; 1283 continue;
1299 } 1284 }
1300 1285
1301 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 { 1289 {
1305 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1306 continue; 1291 continue;
1307 } 1292 }
1308 1293
1309 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1298 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1301 {
1317 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1318 continue; 1303 continue;
1319 } 1304 }
1320 } 1305 }
1321 1306
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1308 {
1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1310 {
1326 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1327 continue; 1312 continue;
1328 } 1313 }
1329 } 1314 }
1330 } 1315 }
1331 1316
1332 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 { 1320 {
1336 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1337 continue; 1322 continue;
1338 } 1323 }
1339 1324
1340 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */ 1326 * pickups */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=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 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 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) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 { 1335 {
1351 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1352#if 0 1337#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1355 { 1340 {
1356 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1375 * found object is returned. 1360 * found object is returned.
1376 */ 1361 */
1377object * 1362object *
1378find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1379{ 1364{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1365 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) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1386 return op; 1374 return arrow;
1375 }
1387 1376
1388 return tmp; 1377 return 0;
1389} 1378}
1390 1379
1391/* 1380/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * 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 1382 * against the target. A full test is not performed, simply a basic test
1416 } 1405 }
1417 } 1406 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1407 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1408 {
1420 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1422 { 1411 {
1423 if (arrow->attacktype & AT_DEATH) 1412 if (arrow->attacktype & AT_DEATH)
1424 { 1413 {
1425 *better = 100; 1414 *better = 100;
1426 return arrow; 1415 return arrow;
1434 else 1423 else
1435 { 1424 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1426 {
1438 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1430 {
1442 tmp = arrow; 1431 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1433 }
1445 } 1434 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1436 {
1448 tmp = arrow; 1437 tmp = arrow;
1614 arrow->destroy (); 1603 arrow->destroy ();
1615 return 0; 1604 return 0;
1616 } 1605 }
1617 1606
1618 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1620 if (!arrow) 1609 if (!arrow)
1621 { 1610 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1612 return 0;
1624 } 1613 }
1686 1675
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1688 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1690 1679
1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1692 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1693 1682
1694 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1695 move_arrow (arrow); 1684 move_arrow (arrow);
1696
1697 if (op->type == PLAYER)
1698 {
1699 if (left->destroyed ())
1700 esrv_del_item (op->contr, left->count);
1701 else
1702 esrv_send_item (op, left);
1703 }
1704 1685
1705 return 1; 1686 return 1;
1706} 1687}
1707 1688
1708/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1774 1755
1775 if (item->type == WAND) 1756 if (item->type == WAND)
1776 { 1757 {
1777 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
1778 { 1759 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 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)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781 1762
1782 return; 1763 return;
1783 } 1764 }
1784 } 1765 }
1785 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
1786 { 1767 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769
1770 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1788 { 1773 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1774 op->contr->play_sound (sound_find ("wand_poof"));
1790 1775
1791 if (item->type == ROD) 1776 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)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else 1778 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 object *tmp; 1792 object *tmp;
1808 1793
1809 if (item->arch) 1794 if (item->arch)
1810 { 1795 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1797 item->face = item->arch->face;
1813 item->set_speed (0); 1798 item->set_speed (0);
1814 } 1799 }
1815 1800
1816 if ((tmp = item->in_player ())) 1801 if (object *pl = item->visible_to ())
1817 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1803 }
1819 } 1804 }
1820 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item); 1806 drain_rod_charge (item);
1822 } 1807 }
1983 /* If we found a key, do some extra work */ 1968 /* If we found a key, do some extra work */
1984 if (key) 1969 if (key)
1985 { 1970 {
1986 object *container = key->env; 1971 object *container = key->env;
1987 1972
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1990 if (action_makes_visible (op)) 1973 if (action_makes_visible (op))
1991 make_visible (op); 1974 make_visible (op);
1992 1975
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op); 1977 spring_trap (door->inv, op);
1995 1978
1996 if (door->type == DOOR) 1979 if (door->type == DOOR)
1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 else if (door->type == LOCKED_DOOR) 1981 else if (door->type == LOCKED_DOOR)
1999 { 1982 {
2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1983 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2001 remove_door2 (door); /* remove door without violence ;-) */ 1984 remove_door2 (door); /* remove door without violence ;-) */
2002 } 1985 }
2003 1986
2004 /* Do this after we print the message */ 1987 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */ 1988 key->decrease (); /* Use up one of the keys */
2006 /* Need to update the weight the container the key was in */
2007 if (container != op)
2008 esrv_update_item (UPD_WEIGHT, op, container);
2009 1989
2010 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
2011 } 1991 }
2012 else if (door->type == LOCKED_DOOR) 1992 else if (door->type == LOCKED_DOOR)
2013 { 1993 {
2014 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2016 return 1; 1996 return 1;
2017 } 1997 }
2018 1998
2019 return 0; 1999 return 0;
2020} 2000}
2107 2087
2108 if (op->speed_left > 0.f) 2088 if (op->speed_left > 0.f)
2109 { 2089 {
2110 --op->speed_left; 2090 --op->speed_left;
2111 2091
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2092 op->play_sound (sound_find ("push_player"));
2113 push_ob (mon, dir, op); 2093 push_ob (mon, dir, op);
2114 2094
2115 if (op->contr->tmp_invis || op->hide) 2095 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2096 make_visible (op);
2117 2097
2136 { 2116 {
2137 --op->speed_left; 2117 --op->speed_left;
2138 2118
2139 if (!op->contr->braced) 2119 if (!op->contr->braced)
2140 { 2120 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2121 op->play_sound (sound_find ("push_player"));
2142 push_ob (mon, dir, op); 2122 push_ob (mon, dir, op);
2143 } 2123 }
2144 else 2124 else
2145 new_draw_info (0, 0, op, "You withhold your attack"); 2125 op->statusmsg ("You withhold your attack");
2146 2126
2147 if (op->contr->tmp_invis || op->hide) 2127 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op); 2128 make_visible (op);
2149 2129
2150 return true; 2130 return true;
2194bool 2174bool
2195move_player (object *op, int dir) 2175move_player (object *op, int dir)
2196{ 2176{
2197 int pick; 2177 int pick;
2198 2178
2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2179 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2200 return 0; 2180 return 0;
2201 2181
2202 /* Sanity check: make sure dir is valid */ 2182 /* Sanity check: make sure dir is valid */
2203 if ((dir < 0) || (dir >= 9)) 2183 if ((dir < 0) || (dir >= 9))
2204 { 2184 {
2289 return 0; 2269 return 0;
2290 2270
2291 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 { 2273 {
2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2274 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)); 2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296
2297 if (op->contr)
2298 esrv_del_item (op->contr, tmp->count);
2299 2276
2300 tmp->destroy (); 2277 tmp->destroy ();
2301 CLEAR_FLAG (op, FLAG_LIFESAVE); 2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2302 2279
2303 if (op->stats.hp < 0) 2280 if (op->stats.hp < 0)
2316 return 0; 2293 return 0;
2317} 2294}
2318 2295
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2296/* 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 2297 * 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 2298 * function will descend into containers. op is the object to start the search
2322 * from. 2299 * from.
2323 */ 2300 */
2301static void
2302drop_unpaid_items (object *op, object *env)
2303{
2304 while (op)
2305 {
2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2307
2308 if (QUERY_FLAG (op, FLAG_UNPAID))
2309 op->insert_at (env);
2310 else if (op->inv)
2311 drop_unpaid_items (op->inv, env);
2312
2313 op = next;
2314 }
2315}
2316
2324void 2317void
2325remove_unpaid_objects (object *op, object *env) 2318object::drop_unpaid_items ()
2326{ 2319{
2327 while (op) 2320 if (!flag [FLAG_REMOVED])
2328 { 2321 ::drop_unpaid_items (inv, this);
2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330
2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 {
2333 if (env->type == PLAYER)
2334 esrv_del_item (env->contr, op->count);
2335
2336 op->insert_at (env);
2337 }
2338 else if (op->inv)
2339 remove_unpaid_objects (op->inv, env);
2340
2341 op = next;
2342 }
2343} 2322}
2344 2323
2345/* 2324/*
2346 * Returns pointer a static string containing gravestone text 2325 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2326 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2327 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2328 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2329 * but there isn't one in the server directory.
2351 */ 2330 */
2352char * 2331const char *
2353gravestone_text (object *op) 2332gravestone_text (object *op)
2354{ 2333{
2355 static char buf2[MAX_BUF]; 2334 static dynbuf_text buf;
2356 char buf[MAX_BUF];
2357 time_t now = time (NULL);
2358 2335
2359 strcpy (buf2, " R.I.P.\n\n"); 2336 buf << "---- R.I.P. ----\n\n";
2337 op->name;
2338
2360 if (op->type == PLAYER) 2339 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2340 buf << " the " << op->contr->title;
2362 else
2363 sprintf (buf, "%s\n", &op->name);
2364 2341
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2342 buf << "\n\n";
2366 strcat (buf2, buf); 2343
2344 buf << "who was level ";
2345 buf << (sint32)op->level << "\n\n" // OO breakdown
2346 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2347
2367 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level); 2349 buf << "by " << op->contr->killer_name () << ".\n\n";
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371 2350
2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2373 strcat (buf2, buf);
2374 if (op->type == PLAYER)
2375 { 2351 {
2376 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 static char buf2[128];
2377 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 time_t now = time (NULL);
2378 strcat (buf2, buf);
2379 }
2380
2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2354 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2355 buf << buf2;
2383 strcat (buf2, buf); 2356 }
2384 2357
2385 return buf2; 2358 return buf;
2386} 2359}
2387 2360
2388void 2361void
2389do_some_living (object *op) 2362do_some_living (object *op)
2390{ 2363{
2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2415 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2443 else 2416 else
2444 { 2417 {
2445 gen_grace = op->stats.maxgrace; 2418 gen_grace = op->stats.maxgrace;
2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2419 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 } 2420 }
2490 2421
2491 /* Regenerate Grace */ 2422 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2423 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0) 2424 if (--op->last_grace < 0)
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2445 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2446 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2447 /* wearing stuff doesn't detract from grace generation. */
2517 } 2448 }
2518 2449
2450 if (op->stats.food > 0)
2451 {
2519 /* Regenerate Hit Points */ 2452 /* Regenerate Spell Points */
2520 if (--op->last_heal < 0) 2453 if (!op->contr->golem && --op->last_sp < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2523 { 2454 {
2524 op->stats.hp++; 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2525 /* dms do not consume food */ 2456
2526 if (!QUERY_FLAG (op, FLAG_WIZ)) 2457 if (op->stats.sp < op->stats.maxsp)
2527 { 2458 {
2459 op->stats.sp++;
2460
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2528 op->stats.food--; 2464 op->stats.food--;
2465
2529 if (op->contr->digestion < 0) 2466 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion; 2467 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2468 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food; 2469 op->stats.food = last_food;
2470 }
2533 } 2471 }
2534 }
2535 2472
2536 if (max_hp > 1) 2473 if (max_sp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 { 2474 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2475 over_sp = (gen_sp + 10) / rate_sp;
2476 if (over_sp > 0)
2477 {
2478 if (op->stats.sp < op->stats.maxsp)
2479 {
2480 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2481
2482 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2483 op->stats.sp--;
2484
2485 if (op->stats.sp > op->stats.maxsp)
2486 op->stats.sp = op->stats.maxsp;
2487 }
2488
2542 op->last_heal = 0; 2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2543 } 2493 }
2544 else 2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497
2498 /* Regenerate Hit Points */
2499 if (--op->last_heal < 0)
2500 {
2501 if (op->stats.hp < op->stats.maxhp)
2545 { 2502 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2503 op->stats.hp++;
2504
2505 /* dms do not consume food */
2506 if (!QUERY_FLAG (op, FLAG_WIZ))
2507 {
2508 op->stats.food--;
2509
2510 if (op->contr->digestion < 0)
2511 op->stats.food += op->contr->digestion;
2512 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2513 op->stats.food = last_food;
2514 }
2547 } 2515 }
2516
2517 if (max_hp > 1)
2518 {
2519 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2520
2521 if (over_hp > 0)
2522 {
2523 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2524 op->last_heal = 0;
2525 }
2526 else
2527 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2528 }
2549 else 2529 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 } 2531 }
2553 } 2532 }
2554 2533
2555 /* Digestion */ 2534 /* Digestion */
2556 if (--op->last_eat < 0) 2535 if (--op->last_eat < 0)
2557 { 2536 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2537 int bonus = max (0, op->contr->digestion),
2538 penalty = max (0, -op->contr->digestion);
2559 2539
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2540 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 2541
2565 /* dms do not consume food */ 2542 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2567 op->stats.food--; 2544 op->stats.food--;
2568 } 2545 }
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, flesh, 0); 2573 manual_apply (op, flesh, 0);
2597 } 2574 }
2598 } 2575 }
2599 2576
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2577 if (op->stats.food < 0 && op->stats.hp >= -op->stats.food)
2601 op->stats.food++, op->stats.hp--; 2578 {
2579 op->stats.hp += op->stats.food;
2580 op->stats.food = 0;
2581 }
2602 2582
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2583 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2584 kill_player (op);
2605 } 2585 }
2606} 2586}
2611 * file. 2591 * file.
2612 */ 2592 */
2613void 2593void
2614kill_player (object *op) 2594kill_player (object *op)
2615{ 2595{
2596 int x, y;
2616 char buf[MAX_BUF]; 2597 char buf[MAX_BUF];
2617 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2598 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; 2599 int will_kill_again;
2628 archetype *at; 2600 archetype *at;
2629 object *tmp; 2601 object *tmp;
2630 2602
2631 if (save_life (op)) 2603 if (save_life (op))
2632 return; 2604 return;
2633
2634 2605
2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2606 /* 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. 2607 * in cities ONLY!!! It is very important that this doesn't get abused.
2637 * Look at op_on_battleground() for more info --AndreasV 2608 * Look at op_on_battleground() for more info --AndreasV
2638 */ 2609 */
2654 { 2625 {
2655 tmp->destroy (); 2626 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2627 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2657 } 2628 }
2658 2629
2659 cure_disease (op, 0); /* remove any disease */ 2630 cure_disease (op, 0, 0); /* remove any disease */
2660 op->stats.hp = op->stats.maxhp; 2631 op->stats.hp = op->stats.maxhp;
2661 if (op->stats.food <= 0) 2632 if (op->stats.food <= 0)
2662 op->stats.food = 999; 2633 op->stats.food = 999;
2663 2634
2664 /* create a bodypart-trophy to make the winner happy */ 2635 /* create a bodypart-trophy to make the winner happy */
2665 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2636 if (object *tmp = arch_to_object (archetype::find ("finger")))
2666 { 2637 {
2667 sprintf (buf, "%s's finger", &op->name); 2638 tmp->name = format ("%s's finger" , &op->name);
2668 tmp->name = buf; 2639 tmp->name_pl = format ("%s's fingers", &op->name);
2669 sprintf (buf, " This finger has been cut off %s\n"
2670 " the %s, when he was defeated at\n level %d by %s.\n",
2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2672 tmp->msg = buf; 2640 tmp->msg = format (
2641 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2642 &op->name, op->contr->title,
2643 (int)op->level,
2644 op->contr->killer_name ()
2645 );
2673 tmp->value = 0, tmp->type = 0; 2646 tmp->value = 0, tmp->type = 0;
2674 tmp->materialname = "organics"; 2647 tmp->materialname = "organics";
2675 tmp->insert_at (op, tmp); 2648 tmp->insert_at (op, tmp);
2676 } 2649 }
2677 2650
2685 2658
2686 command_kill_pets (op, 0); 2659 command_kill_pets (op, 0);
2687 2660
2688 if (op->stats.food < 0) 2661 if (op->stats.food < 0)
2689 { 2662 {
2690 sprintf (buf, "%s starved to death.", &op->name); 2663 op->contr->killer = archetype::get ("killer_starvation");
2691 strcpy (op->contr->killer, "starvation"); 2664 op->contr->killer->destroy ();
2692 } 2665 }
2693 else
2694 sprintf (buf, "%s died.", &op->name);
2695 2666
2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2667 op->contr->play_sound (sound_find ("player_dies"));
2697 2668
2698 /* save the map location for corpse, gravestone */ 2669 /* save the map location for corpse, gravestone */
2699 x = op->x; 2670 x = op->x;
2700 y = op->y; 2671 y = op->y;
2701 map = op->map; 2672 map = op->map;
2832 tmp = arch_to_object (archetype::find ("gravestone")); 2803 tmp = arch_to_object (archetype::find ("gravestone"));
2833 sprintf (buf, "%s's gravestone", &op->name); 2804 sprintf (buf, "%s's gravestone", &op->name);
2834 tmp->name = buf; 2805 tmp->name = buf;
2835 sprintf (buf, "%s's gravestones", &op->name); 2806 sprintf (buf, "%s's gravestones", &op->name);
2836 tmp->name_pl = buf; 2807 tmp->name_pl = buf;
2837 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); 2808 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_name ());
2838 tmp->msg = buf; 2809 tmp->msg = buf;
2839 tmp->x = op->x, tmp->y = op->y; 2810 tmp->x = op->x, tmp->y = op->y;
2840 insert_ob_in_map (tmp, op->map, NULL, 0); 2811 insert_ob_in_map (tmp, op->map, NULL, 0);
2841 2812
2842 /**************************************/ 2813 /**************************************/
2864 { 2835 {
2865 tmp->destroy (); 2836 tmp->destroy ();
2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2837 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2867 } 2838 }
2868 2839
2869 cure_disease (op, 0); /* remove any disease */ 2840 cure_disease (op, 0, 0); /* remove any disease */
2870 2841
2871 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2872 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2873 if (op->stats.food < 100) 2844 if (op->stats.food < 100)
2874 op->stats.food = 900; 2845 op->stats.food = 900;
2878 2849
2879 /* 2850 /*
2880 * Check to see if the player has any unpaid items. If so, remove them 2851 * Check to see if the player has any unpaid items. If so, remove them
2881 * and put them back in the map. 2852 * and put them back in the map.
2882 */ 2853 */
2883 remove_unpaid_objects (op->inv, op); 2854 op->drop_unpaid_items ();
2884 2855
2885 /****************************************/ 2856 /****************************************/
2886 /* */ 2857 /* */
2887 /* Move player to his current respawn- */ 2858 /* Move player to his current respawn- */
2888 /* position (usually last savebed) */ 2859 /* position (usually last savebed) */
2947 2918
2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2919 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2949 { 2920 {
2950 if (tmp->nrof > 1) 2921 if (tmp->nrof > 1)
2951 { 2922 {
2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2923 tmp->decrease (rndm (1, tmp->nrof - 1));
2953 tmp2->destroy ();
2954 insert_ob_in_map (tmp, op->map, NULL, 0); 2924 insert_ob_in_map (tmp, op->map, NULL, 0);
2955 } 2925 }
2956 else 2926 else
2957 tmp->destroy (); 2927 tmp->destroy ();
2958 } 2928 }
2969void 2939void
2970fix_weight (void) 2940fix_weight (void)
2971{ 2941{
2972 for_all_players (pl) 2942 for_all_players (pl)
2973 { 2943 {
2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2944 sint32 old = pl->ob->carrying;
2975 2945
2976 if (old == sum) 2946 pl->ob->update_weight ();
2977 continue; 2947
2948 if (old != pl->ob->carrying)
2949 {
2978 pl->ob->update_stats (); 2950 pl->ob->update_stats ();
2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2951 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2952 }
2980 } 2953 }
2981} 2954}
2982 2955
2983void 2956void
2984fix_luck (void) 2957fix_luck (void)
3028void 3001void
3029make_visible (object *op) 3002make_visible (object *op)
3030{ 3003{
3031 op->hide = 0; 3004 op->hide = 0;
3032 op->invisible = 0; 3005 op->invisible = 0;
3006
3033 if (op->type == PLAYER) 3007 if (op->type == PLAYER)
3034 { 3008 {
3035 op->contr->tmp_invis = 0; 3009 op->contr->tmp_invis = 0;
3036 op->contr->invis_race = 0; 3010 op->contr->invis_race = 0;
3037 } 3011 }
3040} 3014}
3041 3015
3042int 3016int
3043is_true_undead (object *op) 3017is_true_undead (object *op)
3044{ 3018{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3019 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3046 return 1; 3020 return 1;
3047 3021
3048 return 0; 3022 return 0;
3049} 3023}
3050 3024
3051/* look at the surrounding terrain to determine 3025/* look at the surrounding terrain to determine
3052 * the hideability of this object. Positive levels 3026 * the hideability of this object. Positive levels
3053 * indicate greater hideability. 3027 * indicate greater hideability.
3054 */ 3028 */
3055
3056int 3029int
3057hideability (object *ob) 3030hideability (object *ob)
3058{ 3031{
3059 int i, level = 0, mflag; 3032 int i, level = 0, mflag;
3060 sint16 x, y; 3033 sint16 x, y;
3070 * as bad as carrying a light on a pitch dark map */ 3043 * as bad as carrying a light on a pitch dark map */
3071 if (has_carried_lights (ob)) 3044 if (has_carried_lights (ob))
3072 level = -(10 + (2 * ob->map->darkness)); 3045 level = -(10 + (2 * ob->map->darkness));
3073 3046
3074 /* scan through all nearby squares for terrain to hide in */ 3047 /* 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]) 3048 for (i = 0, x = ob->x, y = ob->y;
3049 i <= SIZEOFFREE1;
3050 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3076 { 3051 {
3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3052 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3078 if (mflag & P_OUT_OF_MAP) 3053 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue; 3054 continue;
3081 } 3055
3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3056 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3083 level += 2; 3057 level += 2;
3084 else /* open terrain! */ 3058 else /* open terrain! */
3085 level -= 1; 3059 level -= 1;
3086 } 3060 }
3097 * spot (surrounded by clear terrain in broad daylight). -b.t. 3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3098 */ 3072 */
3099void 3073void
3100do_hidden_move (object *op) 3074do_hidden_move (object *op)
3101{ 3075{
3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3076 int hide = 0;
3103 object *skop;
3104 3077
3105 if (!op || !op->map) 3078 if (!op || !op->map)
3106 return; 3079 return;
3107 3080
3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3081 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3082 int num = random_roll (0, 19, op, PREFER_LOW);
3109 3083
3110 /* its *extremely* hard to run and sneak/hide at the same time! */ 3084 /* its *extremely* hard to run and sneak/hide at the same time! */
3111 if (op->type == PLAYER && op->contr->run_on) 3085 if (op->type == PLAYER && op->contr->run_on)
3112 if (!skop || num >= skop->level) 3086 if (!skop || num >= skop->level)
3113 { 3087 {
3123 num -= hide; 3097 num -= hide;
3124 3098
3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3126 { 3100 {
3127 make_visible (op); 3101 make_visible (op);
3102
3128 if (op->type == PLAYER) 3103 if (op->type == PLAYER)
3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3104 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3130 } 3105 }
3131 else if (op->type == PLAYER && skop) 3106 else if (op->type == PLAYER && skop)
3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3107 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 * object op. This function works fine for monsters, 3160 * object op. This function works fine for monsters,
3186 * but we dont worry if the object isnt the top one in 3161 * but we dont worry if the object isnt the top one in
3187 * a pile (say a coin under a table would return "viewable" 3162 * a pile (say a coin under a table would return "viewable"
3188 * by this routine). Another question, should we be 3163 * by this routine). Another question, should we be
3189 * concerned with the direction the player is looking 3164 * concerned with the direction the player is looking
3190 * in? Realistically, most of use cant see stuff behind 3165 * in? Realistically, most of us can't see stuff behind
3191 * our backs...on the other hand, does the "facing" direction 3166 * our backs...on the other hand, does the "facing" direction
3192 * imply the way your head, or body is facing? Its possible 3167 * 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. 3168 * for them to differ. Sigh, this fctn could get a bit more complex.
3194 * -b.t. 3169 * -b.t.
3195 * This function is now map tiling safe. 3170 * This function is now map tiling safe.
3196 */ 3171 */
3197
3198int 3172int
3199player_can_view (object *pl, object *op) 3173player_can_view (object *pl, object *op)
3200{ 3174{
3201 rv_vector rv; 3175 rv_vector rv;
3202 int dx, dy; 3176 int dx, dy;
3214 3188
3215 get_rangevector (pl, op, &rv, 0x1); 3189 get_rangevector (pl, op, &rv, 0x1);
3216 3190
3217 /* starting with the 'head' part, lets loop 3191 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any 3192 * through the object and find if it has any
3219 * part that is in the los array but isnt on 3193 * part that is in the los array but isn't on
3220 * a blocked los square. 3194 * a blocked los square.
3221 * we use the archetype to figure out offsets. 3195 * we use the archetype to figure out offsets.
3222 */ 3196 */
3223 while (op) 3197 while (op)
3224 { 3198 {
3225 dx = rv.distance_x + op->arch->clone.x; 3199 dx = rv.distance_x + op->arch->x;
3226 dy = rv.distance_y + op->arch->clone.y; 3200 dy = rv.distance_y + op->arch->y;
3227 3201
3228 /* only the viewable area the player sees is updated by LOS 3202 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values 3203 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values. 3204 * for any meaningful values.
3231 */ 3205 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3206 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3207 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3208 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1; 3209 return 1;
3210
3236 op = op->more; 3211 op = op->more;
3237 } 3212 }
3213
3238 return 0; 3214 return 0;
3239} 3215}
3240 3216
3241/* routine for both players and monsters. We call this when 3217/* routine for both players and monsters. We call this when
3242 * there is a possibility for our action distrubing our hiding 3218 * there is a possibility for our action distrubing our hiding
3245 * return 0. 3221 * return 0.
3246 */ 3222 */
3247int 3223int
3248action_makes_visible (object *op) 3224action_makes_visible (object *op)
3249{ 3225{
3250
3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3226 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 { 3227 {
3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3228 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3254 return 0; 3229 return 0;
3255 3230
3261 { 3236 {
3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3237 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3263 return 1; 3238 return 1;
3264 } 3239 }
3265 } 3240 }
3241
3266 return 0; 3242 return 0;
3267} 3243}
3268 3244
3269/* op_on_battleground - checks if the given object op (usually 3245/* op_on_battleground - checks if the given object op (usually
3270 * a player) is standing on a valid battleground-tile, 3246 * 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 3251 * Default is to do the same as before, so only people wanting to have different points need worry about this
3276 */ 3252 */
3277int 3253int
3278op_on_battleground (object *op, int *x, int *y) 3254op_on_battleground (object *op, int *x, int *y)
3279{ 3255{
3280 object *tmp;
3281
3282 /* A battleground-tile needs the following attributes to be valid: 3256 /* 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), 3257 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3258 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3285 * and the exit-coordinates sp/hp must both be > 0. 3259 * and the exit-coordinates sp/hp must both be > 0.
3286 * => The intention here is to prevent abuse of the battleground- 3260 * => The intention here is to prevent abuse of the battleground-
3287 * feature (like pickable or hidden battleground tiles). */ 3261 * feature (like pickable or hidden battleground tiles). */
3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3262 for (object *tmp = op->below; tmp; tmp = tmp->below)
3289 { 3263 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3264 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 { 3265 {
3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3266 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3267 && tmp->type == BATTLEGROUND
3268 && tmp->name == shstr_battleground
3269 && EXIT_X (tmp) && EXIT_Y (tmp))
3294 { 3270 {
3295 /*before we assign the exit, check if this is a teambattle */ 3271 /* before we assign the exit, check if this is a teambattle */
3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3272 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 { 3273 {
3298 object *invtmp;
3299
3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3274 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 { 3275 {
3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3276 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 { 3277 {
3304 if (x != NULL && y != NULL) 3278 if (x && y)
3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3279 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3280
3306 return 1; 3281 return 1;
3307 } 3282 }
3308 } 3283 }
3309 } 3284 }
3285
3310 if (x != NULL && y != NULL) 3286 if (x && y)
3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3287 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288
3312 return 1; 3289 return 1;
3313 } 3290 }
3314 } 3291 }
3315 } 3292 }
3293
3316 /* If we got here, did not find a battleground */ 3294 /* If we got here, did not find a battleground */
3317 return 0; 3295 return 0;
3318} 3296}
3319 3297
3320/* 3298/*
3336 char buf[MAX_BUF]; /* tmp. string buffer */ 3314 char buf[MAX_BUF]; /* tmp. string buffer */
3337 int i = 0, j = 0; 3315 int i = 0, j = 0;
3338 3316
3339 /* get the appropriate treasurelist */ 3317 /* get the appropriate treasurelist */
3340 if (atnr == ATNR_FIRE) 3318 if (atnr == ATNR_FIRE)
3341 trlist = treasurelist::find ("dragon_ability_fire"); 3319 trlist = treasurelist::find (shstr_dragon_ability_fire);
3342 else if (atnr == ATNR_COLD) 3320 else if (atnr == ATNR_COLD)
3343 trlist = treasurelist::find ("dragon_ability_cold"); 3321 trlist = treasurelist::find (shstr_dragon_ability_cold);
3344 else if (atnr == ATNR_ELECTRICITY) 3322 else if (atnr == ATNR_ELECTRICITY)
3345 trlist = treasurelist::find ("dragon_ability_elec"); 3323 trlist = treasurelist::find (shstr_dragon_ability_elec);
3346 else if (atnr == ATNR_POISON) 3324 else if (atnr == ATNR_POISON)
3347 trlist = treasurelist::find ("dragon_ability_poison"); 3325 trlist = treasurelist::find (shstr_dragon_ability_poison);
3348 3326
3349 if (trlist == NULL || who->type != PLAYER) 3327 if (trlist == NULL || who->type != PLAYER)
3350 return; 3328 return;
3351 3329
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3330 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]); */ 3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return; 3335 return;
3358 } 3336 }
3359 3337
3360 /* everything seems okay - now bring on the gift: */ 3338 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone); 3339 item = tr->item;
3362 3340
3363 if (item->type == SPELL) 3341 if (item->type == SPELL)
3364 { 3342 {
3365 if (check_spell_known (who, item->name)) 3343 if (check_spell_known (who, item->name))
3366 return; 3344 return;
3425 { 3403 {
3426 /* forces in the treasurelist can alter the player's stats */ 3404 /* forces in the treasurelist can alter the player's stats */
3427 object *skin; 3405 object *skin;
3428 3406
3429 /* first get the dragon skin force */ 3407 /* 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) 3408 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3432 ; 3409 ;
3433 3410
3434 if (!skin) 3411 if (!skin)
3435 return; 3412 return;
3436 3413
3471 else 3448 else
3472 { 3449 {
3473 /* generate misc. treasure */ 3450 /* generate misc. treasure */
3474 tmp = arch_to_object (tr->item); 3451 tmp = arch_to_object (tr->item);
3475 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3452 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3476 tmp = insert_ob_in_ob (tmp, who); 3453 who->insert (tmp);
3477 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp);
3479 } 3454 }
3480} 3455}
3481 3456
3482/** 3457/**
3483 * Unready an object for a player. This function does nothing if the object was 3458 * Unready an object for a player. This function does nothing if the object was
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3487 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0; 3488 return 0;
3514 3489
3515 return 100 - blocked_los [x][y]; 3490 return 100 - blocked_los [x][y];
3516} 3491}
3492
3493void
3494player::infobox (const char *title, const char *msg, int color)
3495{
3496 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3497}
3498
3499void
3500player::statusmsg (const char *msg, int color)
3501{
3502 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3503}
3504
3505void
3506player::failmsg (const char *msg, int color)
3507{
3508 play_sound (sound_find ("generic_failure"));
3509 statusmsg (msg, color);
3510}
3511

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