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Comparing deliantra/server/server/player.C (file contents):
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC vs.
Revision 1.209 by root, Thu Dec 18 05:13:38 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>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
184 186
185 if (ob->map) 187 if (ob->map)
186 maplevel = ob->map->path; 188 maplevel = ob->map->path;
187 189
188 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 192 ob->map = 0;
190 party = 0; 193 party = 0;
191 194
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 196
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
219 222
220 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_skills ();
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
226 229
227 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
229 { 232 {
230 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
231 234
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 240 skin = tmp;
241 241
242 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
243 } 243 }
244 244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 246
247 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
248 303
249 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
252 307
269 combat_ob = op; 324 combat_ob = op;
270 break; 325 break;
271 } 326 }
272 327
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
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 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325} 330}
326 331
327void 332void
328player::set_observe (object *op) 333player::set_observe (object *op)
329{ 334{
343 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
344 349
345 gen_sp_armour = 10; 350 gen_sp_armour = 10;
346 bowtype = bow_normal; 351 bowtype = bow_normal;
347 petmode = pet_normal; 352 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 353 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
351 do_los = 1; 355 do_los = 1;
352 356
353 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
364 if (ob) 368 if (ob)
365 { 369 {
366 ob->destroy_inv (false); 370 ob->destroy_inv (false);
367 ob->destroy (); 371 ob->destroy ();
368 } 372 }
373
374 ob = observe = 0;
369} 375}
370 376
371player::~player () 377player::~player ()
372{ 378{
373 /* Clear item stack */ 379 /* Clear item stack */
400 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
401 */ 407 */
402archetype * 408archetype *
403get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
404{ 410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
406 418
407 for (;;) 419 for (;;)
408 { 420 {
409 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
410 i = archetypes.begin (); 422 i = archetypes.begin ();
424 unsigned lastdist; 436 unsigned lastdist;
425 rv_vector rv; 437 rv_vector rv;
426 438
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 { 440 {
429 /* We should not find free objects on this friendly list, but it
430 * does periodically happen. Given that, lets deal with it.
431 * While unlikely, it is possible the next object on the friendly
432 * list is also free, so encapsulate this in a while loop.
433 */
434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
436 object *tmp = ol->ob;
437
438 /* Can't do much more other than log the fact, because the object
439 * itself will have been cleared.
440 */
441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
443 ol = ol->next;
444 remove_friendly_object (tmp);
445 if (!ol)
446 return op;
447 }
448
449 /* Remove special check for player from this. First, it looks to cause
450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
451 * complicated method of state checking would be needed in any case -
452 * as it was, a clever player could type quit, and the function would
453 * skip them over while waiting for confirmation. Remove
454 * on_same_map check, as can_detect_enemy also does this
455 */
456 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue; 442 continue;
458 443
459 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
460 { 445 {
655 640
656 return firstdir; 641 return firstdir;
657} 642}
658 643
659void 644void
660give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
661{ 646{
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL) 647 if (pl->randomitems)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666 649
667 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
668 { 651 {
669 next = op->below; 652 next = op->below;
670 653
671 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
677 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions 661 * by this player due to race restrictions
679 */ 662 */
680 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
681 { 664 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
683 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
684 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
685 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 { 672 {
688 op->destroy (); 673 op->destroy ();
689 continue; 674 continue;
690 } 675 }
691 } 676 }
714 if (op->nrof > 1) 699 if (op->nrof > 1)
715 op->nrof = 1; 700 op->nrof = 1;
716 } 701 }
717 702
718 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722 705
723 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
725 * merged properly. 708 * merged properly.
726 */ 709 */
727 if (need_identify (op)) 710 if (need_identify (op))
728 { 711 {
729 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
732 } 715 }
716
733 if (op->type == SPELL) 717 if (op->type == SPELL)
734 { 718 {
735 op->destroy (); 719 op->destroy ();
736 continue; 720 continue;
737 } 721 }
739 { 723 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0; 725 op->stats.exp = 0;
742 op->level = 1; 726 op->level = 1;
743 } 727 }
744 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
748 731
749 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
750 link_player_skills (pl); 733 pl->contr->link_skills ();
751} 734}
752 735
753void 736void
754get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
755{ 738{
856static void 839static void
857start_info (object *op) 840start_info (object *op)
858{ 841{
859 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
860 843
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 846}
866 847
867/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
872 */ 853 */
873void 854void
874player::chargen_race_done () 855player::chargen_race_done ()
875{ 856{
876 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
878 859
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 861 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
882 863
886 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
887 868
888 if (ob->msg) 869 if (ob->msg)
889 ob->msg = 0; 870 ob->msg = 0;
890 871
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899
900 start_info (ob); 872 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 876 ob->update_stats ();
906 877
907 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
908 * is one for this race 879 * is one for this race
909 */ 880 */
910 if (*first_map_ext_path) 881 if (*first_map_ext_path)
911 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 883 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
927} 885}
928 886
929void 887void
1032 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1033 return 1; 991 return 1;
1034 992
1035 next = op->below; 993 next = op->below;
1036 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1037 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1038 * destroyed */ 999 * destroyed */
1039 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1040 { 1001 {
1041 tmp = next; 1002 tmp = next;
1042 next = tmp->below; 1003 next = tmp->below;
1043 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1044 if (op->destroyed ()) 1011 if (op->destroyed ())
1045 return 0; 1012 return 0;
1046 1013
1047 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1048 continue; 1015 continue;
1049 1016
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 { 1018 {
1052 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1054 continue; 1021 continue;
1055 } 1022 }
1056 1023
1057 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1058 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1060 switch (op->contr->mode) 1027 switch (op->contr->mode)
1061 { 1028 {
1062 case 0: 1029 case 0:
1063 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1064 case 1: 1031 case 1:
1065 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1066 return 1; 1033 return 1;
1067 case 2: 1034 case 2:
1068 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1069 return 0; 1036 return 0;
1070 case 3: 1037 case 3:
1071 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1072 case 4: 1039 case 4:
1073 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1074 break; 1041 break;
1075 case 5: 1042 case 5:
1076 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1077 stop = 1; 1044 stop = 1;
1078 break; 1045 break;
1079 case 6: 1046 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1081 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1082 break; 1050 break;
1083 1051
1084 case 7: 1052 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1086 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1087 break; 1055 break;
1088 1056
1089 default: 1057 default:
1090 /* use value density */ 1058 /* use value density */
1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1093 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1094 } 1062 }
1095 } 1063 }
1096 else 1064 else
1097 { /* old model */ 1065 { /* old model */
1098 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1153 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1154 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1155 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1156 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1157 { 1125 {
1158 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1159 continue; 1127 continue;
1160 } 1128 }
1161 1129
1162 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1164 { 1132 {
1165 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1166 continue; 1134 continue;
1167 } 1135 }
1168 1136
1169 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1170 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1171 { 1139 {
1172 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1173 continue; 1141 continue;
1174 } 1142 }
1175 1143
1176 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1179 { 1147 {
1180 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1181 continue; 1149 continue;
1182 } 1150 }
1183 1151
1184 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1186 { 1154 {
1187 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1188 continue; 1156 continue;
1189 } 1157 }
1190 1158
1191 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1193 { 1161 {
1194 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1195 continue; 1163 continue;
1196 } 1164 }
1197 1165
1198 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 { 1169 {
1202 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1203 continue; 1171 continue;
1204 } 1172 }
1205 1173
1206 /* pick up all magical items */ 1174 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 { 1177 {
1210 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1211 continue; 1179 continue;
1212 } 1180 }
1213 1181
1214 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1215 { 1183 {
1216 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1217 { 1185 {
1218 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1219 continue; 1187 continue;
1220 } 1188 }
1221 } 1189 }
1222 1190
1223 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1226 { 1194 {
1227 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1228 continue; 1196 continue;
1229 } 1197 }
1230 1198
1231 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1234 { 1202 {
1235 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1236 continue; 1204 continue;
1237 } 1205 }
1238 1206
1239 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1242 { 1210 {
1243 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1244 continue; 1212 continue;
1245 } 1213 }
1246 1214
1247 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1249 { 1217 {
1250 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1251 continue; 1219 continue;
1252 } 1220 }
1253 1221
1254 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1257 { 1225 {
1258 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1259 continue; 1227 continue;
1260 } 1228 }
1261 1229
1262 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1264 { 1232 {
1265 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1266 continue; 1234 continue;
1267 } 1235 }
1268 1236
1269 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1271 { 1239 {
1272 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1273 continue; 1241 continue;
1274 } 1242 }
1275 1243
1276 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1278 { 1246 {
1279 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1280 continue; 1248 continue;
1281 } 1249 }
1282 1250
1283 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1285 { 1253 {
1286 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1287 continue; 1255 continue;
1288 } 1256 }
1289 1257
1290 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1292 { 1260 {
1293 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1294 continue; 1262 continue;
1295 } 1263 }
1296 1264
1297 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 { 1268 {
1301 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1302 continue; 1270 continue;
1303 } 1271 }
1304 1272
1305 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1308 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1309 { 1277 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 { 1280 {
1313 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1314 continue; 1282 continue;
1315 } 1283 }
1316 } 1284 }
1317 1285
1318 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1319 { 1287 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 { 1289 {
1322 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1323 continue; 1291 continue;
1324 } 1292 }
1325 } 1293 }
1326 } 1294 }
1327 1295
1328 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 { 1299 {
1332 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1333 continue; 1301 continue;
1334 } 1302 }
1335 1303
1336 /* any of the last 4 bits set means we use the ratio for value 1304 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */ 1305 * pickups */
1338 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1339 { 1307 {
1340 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1341 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits 1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1346 { 1314 {
1347 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1348#if 0 1316#if 0
1349 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1351 { 1319 {
1352 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1371 * found object is returned. 1339 * found object is returned.
1372 */ 1340 */
1373object * 1341object *
1374find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1375{ 1343{
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380 tmp = find_arrow (op, type);
1381 else if (op->type == ARROW && op->race == type) 1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1347
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type))
1351 {
1352 splay (tmp);
1382 return op; 1353 return arrow;
1354 }
1383 1355
1384 return tmp; 1356 return 0;
1385} 1357}
1386 1358
1387/* 1359/*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1389 * against the target. A full test is not performed, simply a basic test 1361 * against the target. A full test is not performed, simply a basic test
1412 } 1384 }
1413 } 1385 }
1414 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1415 { 1387 {
1416 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1418 { 1390 {
1419 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1420 { 1392 {
1421 *better = 100; 1393 *better = 100;
1422 return arrow; 1394 return arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 } 1423 }
1452 } 1424 }
1453 } 1425 }
1454 } 1426 }
1427
1455 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1456 return find_arrow (op, type); 1429 return find_arrow (op, type);
1457 1430
1458 *better = betterby; 1431 *better = betterby;
1459 return tmp; 1432 return tmp;
1605 } 1578 }
1606 1579
1607 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1608 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1609 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1610 arrow->destroy (); 1584 arrow->destroy ();
1611 return 0; 1585 return 0;
1612 } 1586 }
1613 1587
1614 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1615 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1616 if (!arrow) 1590 if (!arrow)
1617 { 1591 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619 return 0; 1593 return 0;
1620 } 1594 }
1682 1656
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686 1660
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1688 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1689 1663
1690 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1691 move_arrow (arrow); 1665 move_arrow (arrow);
1692
1693 if (op->type == PLAYER)
1694 {
1695 if (left->destroyed ())
1696 esrv_del_item (op->contr, left->count);
1697 else
1698 esrv_send_item (op, left);
1699 }
1700 1666
1701 return 1; 1667 return 1;
1702} 1668}
1703 1669
1704/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1770 1736
1771 if (item->type == WAND) 1737 if (item->type == WAND)
1772 { 1738 {
1773 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1774 { 1740 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 1743
1778 return; 1744 return;
1779 } 1745 }
1780 } 1746 }
1781 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1782 { 1748 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1784 { 1754 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1786 1756
1787 if (item->type == ROD) 1757 if (item->type == ROD)
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else 1759 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->face; 1778 item->face = item->arch->face;
1809 item->set_speed (0); 1779 item->set_speed (0);
1810 } 1780 }
1811 1781
1812 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1784 }
1815 } 1785 }
1816 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1787 drain_rod_charge (item);
1818 } 1788 }
1823bool 1793bool
1824fire (object *op, int dir) 1794fire (object *op, int dir)
1825{ 1795{
1826 int spellcost = 0; 1796 int spellcost = 0;
1827 1797
1828 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op))
1830 make_visible (op);
1831
1832 player *pl = op->contr; 1798 player *pl = op->contr;
1833 1799
1834 if (pl->golem) 1800 if (pl->golem)
1835 { 1801 {
1836 control_golem (op->contr->golem, dir); 1802 control_golem (op->contr->golem, dir);
1838 } 1804 }
1839 1805
1840 object *ob = pl->ranged_ob; 1806 object *ob = pl->ranged_ob;
1841 1807
1842 if (!ob) 1808 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false; 1809 return false;
1847 1810
1848 if (op->speed_left > 0.f) 1811 if (op->speed_left > 0.f)
1849 --op->speed_left; 1812 --op->speed_left;
1850 else 1813 else
1851 return false; 1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op))
1821 make_visible (op);
1852 1822
1853 switch (ob->type) 1823 switch (ob->type)
1854 { 1824 {
1855 case BOW: 1825 case BOW:
1856 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1979 /* If we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1980 if (key) 1950 if (key)
1981 { 1951 {
1982 object *container = key->env; 1952 object *container = key->env;
1983 1953
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
1987 make_visible (op); 1955 make_visible (op);
1988 1956
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1991 1959
1992 if (door->type == DOOR) 1960 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
1995 { 1963 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1966 }
1999 1967
2000 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */
2003 if (container != op)
2004 esrv_update_item (UPD_WEIGHT, op, container);
2005 1970
2006 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2007 } 1972 }
2008 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2009 { 1974 {
2010 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2012 return 1; 1977 return 1;
2013 } 1978 }
2014 1979
2015 return 0; 1980 return 0;
2016} 1981}
2103 2068
2104 if (op->speed_left > 0.f) 2069 if (op->speed_left > 0.f)
2105 { 2070 {
2106 --op->speed_left; 2071 --op->speed_left;
2107 2072
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2073 op->play_sound (sound_find ("push_player"));
2109 push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2110 2075
2111 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2112 make_visible (op); 2077 make_visible (op);
2113 2078
2114 return true; 2079 return true;
2115 } 2080 }
2116 else 2081 else
2132 { 2097 {
2133 --op->speed_left; 2098 --op->speed_left;
2134 2099
2135 if (!op->contr->braced) 2100 if (!op->contr->braced)
2136 { 2101 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2139 } 2104 }
2140 else 2105 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2142 2107
2143 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 2109 make_visible (op);
2145 2110
2146 return true; 2111 return true;
2147 } 2112 }
2148 } 2113 }
2190bool 2155bool
2191move_player (object *op, int dir) 2156move_player (object *op, int dir)
2192{ 2157{
2193 int pick; 2158 int pick;
2194 2159
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2161 return 0;
2197 2162
2198 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2200 { 2165 {
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2173
2209 op->facing = dir; 2174 op->facing = dir;
2210 2175
2211 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2177 do_hidden_move (op);
2213 2178
2214 bool retval; 2179 bool retval;
2215 2180
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2285 return 0; 2250 return 0;
2286 2251
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 { 2254 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292
2293 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count);
2295 2257
2296 tmp->destroy (); 2258 tmp->destroy ();
2297 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298 2260
2299 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2312 return 0; 2274 return 0;
2313} 2275}
2314 2276
2315/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* This goes throws the inventory and removes unpaid objects, and puts them
2316 * back in the map (location and map determined by values of env). This 2278 * back in the map (location and map determined by values of env). This
2317 * function will descend into containers. op is the object to start the search 2279 * function will descend into containers. op is the object to start the search
2318 * from. 2280 * from.
2319 */ 2281 */
2282static void
2283drop_unpaid_items (object *op, object *env)
2284{
2285 while (op)
2286 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288
2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2290 op->insert_at (env);
2291 else if (op->inv)
2292 drop_unpaid_items (op->inv, env);
2293
2294 op = next;
2295 }
2296}
2297
2320void 2298void
2321remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2322{ 2300{
2323 while (op) 2301 if (!flag [FLAG_REMOVED])
2324 { 2302 ::drop_unpaid_items (inv, this);
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326
2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2328 {
2329 if (env->type == PLAYER)
2330 esrv_del_item (env->contr, op->count);
2331
2332 op->insert_at (env);
2333 }
2334 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env);
2336
2337 op = next;
2338 }
2339} 2303}
2340 2304
2341/* 2305/*
2342 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2344 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2345 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2346 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2347 */ 2311 */
2348char * 2312const char *
2349gravestone_text (object *op) 2313gravestone_text (object *op)
2350{ 2314{
2351 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2352 char buf[MAX_BUF];
2353 time_t now = time (NULL);
2354 2316
2355 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2356 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2358 else
2359 sprintf (buf, "%s\n", &op->name);
2360 2322
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2362 strcat (buf2, buf); 2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2363 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 2331
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370 if (op->type == PLAYER)
2371 { 2332 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2374 strcat (buf2, buf);
2375 }
2376
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2379 strcat (buf2, buf); 2337 }
2380 2338
2381 return buf2; 2339 return buf;
2382} 2340}
2383 2341
2384void 2342void
2385do_some_living (object *op) 2343do_some_living (object *op)
2386{ 2344{
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else 2397 else
2440 { 2398 {
2441 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443 }
2444
2445 /* Regenerate Spell Points */
2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449 if (op->stats.sp < op->stats.maxsp)
2450 {
2451 op->stats.sp++;
2452 /* dms do not consume food */
2453 if (!QUERY_FLAG (op, FLAG_WIZ))
2454 {
2455 op->stats.food--;
2456 if (op->contr->digestion < 0)
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2460 }
2461 }
2462
2463 if (max_sp > 1)
2464 {
2465 over_sp = (gen_sp + 10) / rate_sp;
2466 if (over_sp > 0)
2467 {
2468 if (op->stats.sp < op->stats.maxsp)
2469 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--;
2474
2475 if (op->stats.sp > op->stats.maxsp)
2476 op->stats.sp = op->stats.maxsp;
2477 }
2478 op->last_sp = 0;
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 } 2401 }
2486 2402
2487 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2427 }
2512 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2513 } 2429 }
2514 2430
2431 if (op->stats.food > 0)
2432 {
2515 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2516 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 { 2435 {
2520 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 /* dms do not consume food */ 2437
2522 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2523 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2524 op->stats.food--; 2445 op->stats.food--;
2446
2525 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2529 } 2452 }
2530 }
2531 2453
2532 if (max_hp > 1) 2454 if (max_sp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 { 2455 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2538 op->last_heal = 0; 2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2474 }
2540 else 2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2541 { 2483 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2543 } 2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 } 2509 }
2545 else 2510 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 } 2512 }
2549 } 2513 }
2550 2514
2551 /* Digestion */ 2515 /* Digestion */
2552 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2553 { 2517 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2518 int bonus = max (0, op->contr->digestion),
2519 penalty = max (0, -op->contr->digestion);
2555 2520
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560 2522
2561 /* dms do not consume food */ 2523 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--; 2525 op->stats.food--;
2564 } 2526 }
2565 2527
2566 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 { 2529 {
2568 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2569 2531
2570 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2571 { 2533 {
2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 { 2538 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2575 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2577 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2578 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2579 break; 2544 break;
2580 } 2545 }
2581 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2582 flesh = tmp; 2547 flesh = tmp;
2583 } /* End if paid for object */ 2548 }
2584 } /* end of for loop */
2585 2549
2586 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2587 * eat flesh instead. 2551 * eat flesh instead.
2588 */ 2552 */
2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 { 2554 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2592 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2593 } 2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2594 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2595 2570
2596 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2597 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2598 2577
2578 /* killer should be set here already */
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op); 2580 kill_player (op);
2601 } 2581 }
2602} 2582}
2603 2583
2607 * file. 2587 * file.
2608 */ 2588 */
2609void 2589void
2610kill_player (object *op) 2590kill_player (object *op)
2611{ 2591{
2592 int x, y;
2612 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2613 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2617
2618 /* int z;
2619 int num_stats_lose;
2620 int lost_a_stat;
2621 int lose_this_stat;
2622 int this_stat; */
2623 int will_kill_again; 2595 int will_kill_again;
2624 archetype *at; 2596 archetype *at;
2625 object *tmp; 2597 object *tmp;
2626 2598
2627 if (save_life (op)) 2599 if (save_life (op))
2628 return; 2600 return;
2629
2630 2601
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused. 2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2634 */ 2605 */
2650 { 2621 {
2651 tmp->destroy (); 2622 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 } 2624 }
2654 2625
2655 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2658 op->stats.food = 999; 2629 op->stats.food = 999;
2659 2630
2660 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2662 { 2633 {
2663 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2664 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2665 sprintf (buf, " This finger has been cut off %s\n"
2666 " the %s, when he was defeated at\n level %d by %s.\n",
2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2668 tmp->msg = buf; 2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2669 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2671 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2672 } 2645 }
2673 2646
2679 2652
2680 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2681 2654
2682 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2683 2656
2684 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2685 {
2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy (op->contr->killer, "starvation");
2688 }
2689 else
2690 sprintf (buf, "%s died.", &op->name);
2691
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2693 2658
2694 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2695 x = op->x; 2660 x = op->x;
2696 y = op->y; 2661 y = op->y;
2697 map = op->map; 2662 map = op->map;
2804 lost_a_stat = 1; 2769 lost_a_stat = 1;
2805 } 2770 }
2806 } 2771 }
2807 } 2772 }
2808 } 2773 }
2774
2809 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat) 2776 if (!lost_a_stat)
2811 { 2777 {
2812 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2818 else 2784 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2820 } 2786 }
2821#else 2787#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2823#endif 2789#endif
2824 2790
2825 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2826 * exp loss on the stone. 2792 * exp loss on the stone.
2827 */ 2793 */
2828 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2829 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2830 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2831 sprintf (buf, "%s's gravestones", &op->name); 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2832 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
2833 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);
2834 tmp->msg = buf;
2835 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2836 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2837 2801
2838 /**************************************/ 2802 /**************************************/
2839 /* */ 2803 /* */
2860 { 2824 {
2861 tmp->destroy (); 2825 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 } 2827 }
2864 2828
2865 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2866 2842
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2869 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2870 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2871 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2852
2875 /* 2853 /*
2876 * Check to see if the player has any unpaid items. If so, remove them 2854 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map. 2855 * and put them back in the map.
2878 */ 2856 */
2879 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2880 2858
2881 /****************************************/ 2859 /****************************************/
2882 /* */ 2860 /* */
2883 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2913 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2914 force->resist[at] = 100; 2892 force->resist[at] = 100;
2915 2893
2916 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
2917 op->update_stats (); 2895 op->update_stats ();
2918
2919 } 2896 }
2920 2897
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2922} 2899}
2923 2900
2943 2920
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 { 2922 {
2946 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2947 { 2924 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 } 2927 }
2952 else 2928 else
2953 tmp->destroy (); 2929 tmp->destroy ();
2954 } 2930 }
2965void 2941void
2966fix_weight (void) 2942fix_weight (void)
2967{ 2943{
2968 for_all_players (pl) 2944 for_all_players (pl)
2969 { 2945 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
2971 2947
2972 if (old == sum) 2948 pl->ob->update_weight ();
2973 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
2974 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
2976 } 2955 }
2977} 2956}
2978 2957
2979void 2958void
2980fix_luck (void) 2959fix_luck (void)
3022} 3001}
3023 3002
3024void 3003void
3025make_visible (object *op) 3004make_visible (object *op)
3026{ 3005{
3027 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3028 op->invisible = 0; 3007 op->invisible = 0;
3008
3029 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3030 { 3010 {
3031 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3033 } 3013 }
3046 3026
3047/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3049 * indicate greater hideability. 3029 * indicate greater hideability.
3050 */ 3030 */
3051
3052int 3031int
3053hideability (object *ob) 3032hideability (object *ob)
3054{ 3033{
3055 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3056 sint16 x, y; 3035 sint16 x, y;
3066 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3068 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3069 3048
3070 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3071 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 { 3053 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue; 3056 continue;
3077 } 3057
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2; 3059 level += 2;
3080 else /* open terrain! */ 3060 else /* open terrain! */
3081 level -= 1; 3061 level -= 1;
3082 } 3062 }
3093 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3094 */ 3074 */
3095void 3075void
3096do_hidden_move (object *op) 3076do_hidden_move (object *op)
3097{ 3077{
3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3099 object *skop;
3100 3079
3101 if (!op || !op->map) 3080 if (!op || !op->map)
3102 return; 3081 return;
3103 3082
3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3105 3085
3106 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3107 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3108 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3109 { 3089 {
3119 num -= hide; 3099 num -= hide;
3120 3100
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 { 3102 {
3123 make_visible (op); 3103 make_visible (op);
3104
3124 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 } 3107 }
3127 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3181 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in 3163 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3189 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t. 3171 * -b.t.
3191 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3192 */ 3173 */
3193
3194int 3174int
3195player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3196{ 3176{
3197 rv_vector rv; 3177 rv_vector rv;
3198 int dx, dy; 3178 int dx, dy;
3210 3190
3211 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3212 3192
3213 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any 3194 * through the object and find if it has any
3215 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3216 * a blocked los square. 3196 * a blocked los square.
3217 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3218 */ 3198 */
3219 while (op) 3199 while (op)
3220 { 3200 {
3223 3203
3224 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values 3205 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values. 3206 * for any meaningful values.
3227 */ 3207 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1; 3211 return 1;
3212
3232 op = op->more; 3213 op = op->more;
3233 } 3214 }
3215
3234 return 0; 3216 return 0;
3235} 3217}
3236 3218
3237/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3241 * return 0. 3223 * return 0.
3242 */ 3224 */
3243int 3225int
3244action_makes_visible (object *op) 3226action_makes_visible (object *op)
3245{ 3227{
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 { 3229 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0; 3231 return 0;
3251 3232
3252 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0; 3234 return 0;
3254 3235
3255 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3237 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3257 { 3238 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3259 return 1; 3240 return 1;
3260 } 3241 }
3261 } 3242 }
3243
3262 return 0; 3244 return 0;
3263} 3245}
3264 3246
3265/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3271 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */ 3254 */
3273int 3255int
3274op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3275{ 3257{
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3285 { 3265 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 { 3267 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3269 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3290 { 3272 {
3291 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 { 3275 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3297 { 3277 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 { 3279 {
3300 if (x != NULL && y != NULL) 3280 if (x && y)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3302 return 1; 3283 return 1;
3303 } 3284 }
3304 } 3285 }
3305 } 3286 }
3287
3306 if (x != NULL && y != NULL) 3288 if (x && y)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3308 return 1; 3291 return 1;
3309 } 3292 }
3310 } 3293 }
3311 } 3294 }
3295
3312 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3313 return 0; 3297 return 0;
3314} 3298}
3315 3299
3316/* 3300/*
3332 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0; 3317 int i = 0, j = 0;
3334 3318
3335 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3338 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3340 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3342 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3344 3328
3345 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3346 return; 3330 return;
3347 3331
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 { 3405 {
3422 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3423 object *skin; 3407 object *skin;
3424 3408
3425 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3428 ; 3411 ;
3429 3412
3430 if (!skin) 3413 if (!skin)
3431 return; 3414 return;
3432 3415
3467 else 3450 else
3468 { 3451 {
3469 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3472 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3473 if (who->type == PLAYER)
3474 esrv_send_item (who, tmp);
3475 } 3456 }
3476} 3457}
3477 3458
3478/** 3459/**
3479 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0; 3490 return 0;
3510 3491
3511 return 100 - blocked_los [x][y]; 3492 return 100 - blocked_los [x][y];
3512} 3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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