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Comparing deliantra/server/server/player.C (file contents):
Revision 1.152 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.203 by root, Sun Sep 7 21:31:23 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 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <sounds.h> 26#include <sounds.h>
122 continue; 122 continue;
123 123
124 if (*buf == '%') 124 if (*buf == '%')
125 { /* send one news */ 125 { /* send one news */
126 if (size > 0) 126 if (size > 0)
127 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 */
128 131
129 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
130 strip_endline (subject); 133 strip_endline (subject);
131 size = 0; 134 size = 0;
132 news[0] = '\0'; 135 news[0] = '\0';
183 186
184 if (ob->map) 187 if (ob->map)
185 maplevel = ob->map->path; 188 maplevel = ob->map->path;
186 189
187 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 192 ob->map = 0;
189 party = 0; 193 party = 0;
190 194
191 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
192 196
214 218
215 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
218 222
219 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
220 link_player_skills (ob); 224 link_player_skills (ob);
221 225
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 227
224 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
226 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
228 { 232 {
229 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
230 234
231 shstr_cmp dragon_ability_force ("dragon_ability_force");
232 shstr_cmp dragon_skin_force ("dragon_skin_force");
233
234 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
237 abil = tmp; 238 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
239 skin = tmp; 240 skin = tmp;
240 241
241 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
242 } 243 }
243 244
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 246
246 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 */
247 303
248 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
251 307
268 combat_ob = op; 324 combat_ob = op;
269 break; 325 break;
270 } 326 }
271 327
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 ns = 0;
302 }
303
304 if (ob)
305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324} 330}
325 331
326void 332void
327player::set_observe (object *op) 333player::set_observe (object *op)
328{ 334{
342 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
343 349
344 gen_sp_armour = 10; 350 gen_sp_armour = 10;
345 bowtype = bow_normal; 351 bowtype = bow_normal;
346 petmode = pet_normal; 352 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 353 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
350 do_los = 1; 355 do_los = 1;
351 356
352 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
401 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
402 */ 407 */
403archetype * 408archetype *
404get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
405{ 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
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
407 418
408 for (;;) 419 for (;;)
409 { 420 {
410 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
411 i = archetypes.begin (); 422 i = archetypes.begin ();
425 unsigned lastdist; 436 unsigned lastdist;
426 rv_vector rv; 437 rv_vector rv;
427 438
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 440 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 442 continue;
459 443
460 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
461 { 445 {
656 640
657 return firstdir; 641 return firstdir;
658} 642}
659 643
660void 644void
661give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
662{ 646{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 647 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 649
668 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
669 { 651 {
670 next = op->below; 652 next = op->below;
671 653
672 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
673 * 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
678 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 661 * by this player due to race restrictions
680 */ 662 */
681 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
682 { 664 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
684 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
687 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))
688 { 672 {
689 op->destroy (); 673 op->destroy ();
690 continue; 674 continue;
691 } 675 }
692 } 676 }
715 if (op->nrof > 1) 699 if (op->nrof > 1)
716 op->nrof = 1; 700 op->nrof = 1;
717 } 701 }
718 702
719 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 705
724 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
725 * 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
726 * merged properly. 708 * merged properly.
727 */ 709 */
728 if (need_identify (op)) 710 if (need_identify (op))
729 { 711 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 715 }
716
734 if (op->type == SPELL) 717 if (op->type == SPELL)
735 { 718 {
736 op->destroy (); 719 op->destroy ();
737 continue; 720 continue;
738 } 721 }
740 { 723 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 725 op->stats.exp = 0;
743 op->level = 1; 726 op->level = 1;
744 } 727 }
745 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
749 731
750 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
751 link_player_skills (pl); 733 link_player_skills (pl);
857static void 839static void
858start_info (object *op) 840start_info (object *op)
859{ 841{
860 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
861 843
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 846}
867 847
868/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
873 */ 853 */
874void 854void
875player::chargen_race_done () 855player::chargen_race_done ()
876{ 856{
877 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
879 859
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 861 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
883 863
886 866
887 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
888 868
889 if (ob->msg) 869 if (ob->msg)
890 ob->msg = 0; 870 ob->msg = 0;
891
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900 871
901 start_info (ob); 872 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob); 875 link_player_skills (ob);
907 878
908 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
909 * is one for this race 880 * is one for this race
910 */ 881 */
911 if (*first_map_ext_path) 882 if (*first_map_ext_path)
912 { 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 884 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
928} 886}
929 887
930void 888void
1033 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1034 return 1; 992 return 1;
1035 993
1036 next = op->below; 994 next = op->below;
1037 995
996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998
1038 /* loop while there are items on the floor that are not marked as 999 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 1000 * destroyed */
1040 while (next && !next->destroyed ()) 1001 while (next && !next->destroyed ())
1041 { 1002 {
1042 tmp = next; 1003 tmp = next;
1043 next = tmp->below; 1004 next = tmp->below;
1044 1005
1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1045 if (op->destroyed ()) 1012 if (op->destroyed ())
1046 return 0; 1013 return 0;
1047 1014
1048 if (!can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1049 continue; 1016 continue;
1050 1017
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 1019 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1055 continue; 1022 continue;
1056 } 1023 }
1057 1024
1058 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1059 if (!(op->contr->mode & PU_NEWMODE)) 1026 if (!(op->contr->mode & PU_NEWMODE))
1061 switch (op->contr->mode) 1028 switch (op->contr->mode)
1062 { 1029 {
1063 case 0: 1030 case 0:
1064 return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1065 case 1: 1032 case 1:
1066 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1067 return 1; 1034 return 1;
1068 case 2: 1035 case 2:
1069 pick_up (op, tmp); 1036 CHK_PICK_PICKUP;
1070 return 0; 1037 return 0;
1071 case 3: 1038 case 3:
1072 return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1073 case 4: 1040 case 4:
1074 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1075 break; 1042 break;
1076 case 5: 1043 case 5:
1077 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1078 stop = 1; 1045 stop = 1;
1079 break; 1046 break;
1080 case 6: 1047 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1082 pick_up (op, tmp); 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1083 break; 1051 break;
1084 1052
1085 case 7: 1053 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1088 break; 1056 break;
1089 1057
1090 default: 1058 default:
1091 /* use value density */ 1059 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp); 1062 CHK_PICK_PICKUP;
1095 } 1063 }
1096 } 1064 }
1097 else 1065 else
1098 { /* old model */ 1066 { /* old model */
1099 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1154 /* all food and drink if desired */ 1122 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */ 1123 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD) 1124 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD) 1125 if (tmp->type == FOOD)
1158 { 1126 {
1159 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1160 continue; 1128 continue;
1161 } 1129 }
1162 1130
1163 if (op->contr->mode & PU_DRINK) 1131 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 { 1133 {
1166 pick_up (op, tmp); 1134 CHK_PICK_PICKUP;
1167 continue; 1135 continue;
1168 } 1136 }
1169 1137
1170 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION) 1139 if (tmp->type == POTION)
1172 { 1140 {
1173 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1174 continue; 1142 continue;
1175 } 1143 }
1176 1144
1177 /* spellbooks, skillscrolls and normal books/scrolls */ 1145 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK) 1146 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK) 1147 if (tmp->type == SPELLBOOK)
1180 { 1148 {
1181 pick_up (op, tmp); 1149 CHK_PICK_PICKUP;
1182 continue; 1150 continue;
1183 } 1151 }
1184 1152
1185 if (op->contr->mode & PU_SKILLSCROLL) 1153 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL) 1154 if (tmp->type == SKILLSCROLL)
1187 { 1155 {
1188 pick_up (op, tmp); 1156 CHK_PICK_PICKUP;
1189 continue; 1157 continue;
1190 } 1158 }
1191 1159
1192 if (op->contr->mode & PU_READABLES) 1160 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL) 1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 { 1162 {
1195 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1196 continue; 1164 continue;
1197 } 1165 }
1198 1166
1199 /* wands/staves/rods/horns */ 1167 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE) 1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 { 1170 {
1203 pick_up (op, tmp); 1171 CHK_PICK_PICKUP;
1204 continue; 1172 continue;
1205 } 1173 }
1206 1174
1207 /* pick up all magical items */ 1175 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1176 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 { 1178 {
1211 pick_up (op, tmp); 1179 CHK_PICK_PICKUP;
1212 continue; 1180 continue;
1213 } 1181 }
1214 1182
1215 if (op->contr->mode & PU_VALUABLES) 1183 if (op->contr->mode & PU_VALUABLES)
1216 { 1184 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1185 if (tmp->type == MONEY || tmp->type == GEM)
1218 { 1186 {
1219 pick_up (op, tmp); 1187 CHK_PICK_PICKUP;
1220 continue; 1188 continue;
1221 } 1189 }
1222 } 1190 }
1223 1191
1224 /* rings & amulets - talismans seems to be typed AMULET */ 1192 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS) 1193 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET) 1194 if (tmp->type == RING || tmp->type == AMULET)
1227 { 1195 {
1228 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1229 continue; 1197 continue;
1230 } 1198 }
1231 1199
1232 /* we don't forget dragon food */ 1200 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH) 1201 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH) 1202 if (tmp->type == FLESH)
1235 { 1203 {
1236 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1237 continue; 1205 continue;
1238 } 1206 }
1239 1207
1240 /* bows and arrows. Bows are good for selling! */ 1208 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW) 1209 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW) 1210 if (tmp->type == BOW)
1243 { 1211 {
1244 pick_up (op, tmp); 1212 CHK_PICK_PICKUP;
1245 continue; 1213 continue;
1246 } 1214 }
1247 1215
1248 if (op->contr->mode & PU_ARROW) 1216 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW) 1217 if (tmp->type == ARROW)
1250 { 1218 {
1251 pick_up (op, tmp); 1219 CHK_PICK_PICKUP;
1252 continue; 1220 continue;
1253 } 1221 }
1254 1222
1255 /* all kinds of armor etc. */ 1223 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR) 1224 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR) 1225 if (tmp->type == ARMOUR)
1258 { 1226 {
1259 pick_up (op, tmp); 1227 CHK_PICK_PICKUP;
1260 continue; 1228 continue;
1261 } 1229 }
1262 1230
1263 if (op->contr->mode & PU_HELMET) 1231 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET) 1232 if (tmp->type == HELMET)
1265 { 1233 {
1266 pick_up (op, tmp); 1234 CHK_PICK_PICKUP;
1267 continue; 1235 continue;
1268 } 1236 }
1269 1237
1270 if (op->contr->mode & PU_SHIELD) 1238 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD) 1239 if (tmp->type == SHIELD)
1272 { 1240 {
1273 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1274 continue; 1242 continue;
1275 } 1243 }
1276 1244
1277 if (op->contr->mode & PU_BOOTS) 1245 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS) 1246 if (tmp->type == BOOTS)
1279 { 1247 {
1280 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1281 continue; 1249 continue;
1282 } 1250 }
1283 1251
1284 if (op->contr->mode & PU_GLOVES) 1252 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES) 1253 if (tmp->type == GLOVES)
1286 { 1254 {
1287 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1288 continue; 1256 continue;
1289 } 1257 }
1290 1258
1291 if (op->contr->mode & PU_CLOAK) 1259 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK) 1260 if (tmp->type == CLOAK)
1293 { 1261 {
1294 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1295 continue; 1263 continue;
1296 } 1264 }
1297 1265
1298 /* hoping to catch throwing daggers here */ 1266 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON) 1267 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 { 1269 {
1302 pick_up (op, tmp); 1270 CHK_PICK_PICKUP;
1303 continue; 1271 continue;
1304 } 1272 }
1305 1273
1306 /* careful: chairs and tables are weapons! */ 1274 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON) 1275 if (op->contr->mode & PU_ALLWEAPON)
1309 if (tmp->type == WEAPON && tmp->name != NULL) 1277 if (tmp->type == WEAPON && tmp->name != NULL)
1310 { 1278 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 { 1281 {
1314 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1315 continue; 1283 continue;
1316 } 1284 }
1317 } 1285 }
1318 1286
1319 if (tmp->type == WEAPON && tmp->name == NULL) 1287 if (tmp->type == WEAPON && tmp->name == NULL)
1320 { 1288 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 { 1290 {
1323 pick_up (op, tmp); 1291 CHK_PICK_PICKUP;
1324 continue; 1292 continue;
1325 } 1293 }
1326 } 1294 }
1327 } 1295 }
1328 1296
1329 /* misc stuff that's useful */ 1297 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY) 1298 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 { 1300 {
1333 pick_up (op, tmp); 1301 CHK_PICK_PICKUP;
1334 continue; 1302 continue;
1335 } 1303 }
1336 1304
1337 /* any of the last 4 bits set means we use the ratio for value 1305 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */ 1306 * pickups */
1339 if (op->contr->mode & PU_RATIO) 1307 if (op->contr->mode & PU_RATIO)
1340 { 1308 {
1341 /* use value density to decide what else to grab */ 1309 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */ 1310 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits 1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */ 1312 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5; 1313 wvratio = op->contr->mode & PU_RATIO;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1347 { 1315 {
1348 pick_up (op, tmp); 1316 CHK_PICK_PICKUP;
1349#if 0 1317#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL) 1319 if (tmp->name != NULL)
1352 { 1320 {
1353 fprintf (stderr, "%s", tmp->name); 1321 fprintf (stderr, "%s", tmp->name);
1372 * found object is returned. 1340 * found object is returned.
1373 */ 1341 */
1374object * 1342object *
1375find_arrow (object *op, const char *type) 1343find_arrow (object *op, const char *type)
1376{ 1344{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp);
1348
1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1351 if (object *arrow = find_arrow (tmp, type))
1352 {
1353 splay (tmp);
1383 return op; 1354 return arrow;
1355 }
1384 1356
1385 return tmp; 1357 return 0;
1386} 1358}
1387 1359
1388/* 1360/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1362 * against the target. A full test is not performed, simply a basic test
1413 } 1385 }
1414 } 1386 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1387 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1388 {
1417 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1419 { 1391 {
1420 if (arrow->attacktype & AT_DEATH) 1392 if (arrow->attacktype & AT_DEATH)
1421 { 1393 {
1422 *better = 100; 1394 *better = 100;
1423 return arrow; 1395 return arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1424 }
1453 } 1425 }
1454 } 1426 }
1455 } 1427 }
1428
1456 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1430 return find_arrow (op, type);
1458 1431
1459 *better = betterby; 1432 *better = betterby;
1460 return tmp; 1433 return tmp;
1611 arrow->destroy (); 1584 arrow->destroy ();
1612 return 0; 1585 return 0;
1613 } 1586 }
1614 1587
1615 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1617 if (!arrow) 1590 if (!arrow)
1618 { 1591 {
1619 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);
1620 return 0; 1593 return 0;
1621 } 1594 }
1683 1656
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1685 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1660
1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1690 1663
1691 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1665 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1666
1702 return 1; 1667 return 1;
1703} 1668}
1704 1669
1705/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1771 1736
1772 if (item->type == WAND) 1737 if (item->type == WAND)
1773 { 1738 {
1774 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1775 { 1740 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1777 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));
1778 1743
1779 return; 1744 return;
1780 } 1745 }
1781 } 1746 }
1782 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1783 { 1748 {
1784 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))
1785 { 1754 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1787 1756
1788 if (item->type == ROD) 1757 if (item->type == ROD)
1789 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));
1790 else 1759 else
1791 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));
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1778 item->face = item->arch->face;
1810 item->set_speed (0); 1779 item->set_speed (0);
1811 } 1780 }
1812 1781
1813 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1784 }
1816 } 1785 }
1817 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1787 drain_rod_charge (item);
1819 } 1788 }
1980 /* If we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1981 if (key) 1950 if (key)
1982 { 1951 {
1983 object *container = key->env; 1952 object *container = key->env;
1984 1953
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
1988 make_visible (op); 1955 make_visible (op);
1989 1956
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1992 1959
1993 if (door->type == DOOR) 1960 if (door->type == DOOR)
1994 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 */
1995 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
1996 { 1963 {
1997 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);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1966 }
2000 1967
2001 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2003 /* Need to update the weight the container the key was in */
2004 if (container != op)
2005 esrv_update_item (UPD_WEIGHT, op, container);
2006 1970
2007 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2008 } 1972 }
2009 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2010 { 1974 {
2011 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2012 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...");
2013 return 1; 1977 return 1;
2014 } 1978 }
2015 1979
2016 return 0; 1980 return 0;
2017} 1981}
2104 2068
2105 if (op->speed_left > 0.f) 2069 if (op->speed_left > 0.f)
2106 { 2070 {
2107 --op->speed_left; 2071 --op->speed_left;
2108 2072
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2073 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2111 2075
2112 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2077 make_visible (op);
2114 2078
2133 { 2097 {
2134 --op->speed_left; 2098 --op->speed_left;
2135 2099
2136 if (!op->contr->braced) 2100 if (!op->contr->braced)
2137 { 2101 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2139 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2140 } 2104 }
2141 else 2105 else
2142 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2143 2107
2144 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2145 make_visible (op); 2109 make_visible (op);
2146 2110
2147 return true; 2111 return true;
2191bool 2155bool
2192move_player (object *op, int dir) 2156move_player (object *op, int dir)
2193{ 2157{
2194 int pick; 2158 int pick;
2195 2159
2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2197 return 0; 2161 return 0;
2198 2162
2199 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2201 { 2165 {
2286 return 0; 2250 return 0;
2287 2251
2288 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 { 2254 {
2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2292 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));
2293
2294 if (op->contr)
2295 esrv_del_item (op->contr, tmp->count);
2296 2257
2297 tmp->destroy (); 2258 tmp->destroy ();
2298 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299 2260
2300 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2313 return 0; 2274 return 0;
2314} 2275}
2315 2276
2316/* 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
2317 * 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
2318 * 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
2319 * from. 2280 * from.
2320 */ 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
2321void 2298void
2322remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2323{ 2300{
2324 while (op) 2301 if (!flag [FLAG_REMOVED])
2325 { 2302 ::drop_unpaid_items (inv, this);
2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327
2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2329 {
2330 if (env->type == PLAYER)
2331 esrv_del_item (env->contr, op->count);
2332
2333 op->insert_at (env);
2334 }
2335 else if (op->inv)
2336 remove_unpaid_objects (op->inv, env);
2337
2338 op = next;
2339 }
2340} 2303}
2341 2304
2342/* 2305/*
2343 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2344 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2345 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2346 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2347 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2348 */ 2311 */
2349char * 2312const char *
2350gravestone_text (object *op) 2313gravestone_text (object *op)
2351{ 2314{
2352 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2353 char buf[MAX_BUF];
2354 time_t now = time (NULL);
2355 2316
2356 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2357 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 2322
2362 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2363 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
2364 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2365 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2366 else
2367 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2368 2331
2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf);
2371 if (op->type == PLAYER)
2372 { 2332 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2375 strcat (buf2, buf);
2376 }
2377
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2380 strcat (buf2, buf); 2337 }
2381 2338
2382 return buf2; 2339 return buf;
2383} 2340}
2384 2341
2385void 2342void
2386do_some_living (object *op) 2343do_some_living (object *op)
2387{ 2344{
2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2440 else 2397 else
2441 { 2398 {
2442 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2444 }
2445
2446 /* Regenerate Spell Points */
2447 if (!op->contr->golem && --op->last_sp < 0)
2448 {
2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2450 if (op->stats.sp < op->stats.maxsp)
2451 {
2452 op->stats.sp++;
2453 /* dms do not consume food */
2454 if (!QUERY_FLAG (op, FLAG_WIZ))
2455 {
2456 op->stats.food--;
2457 if (op->contr->digestion < 0)
2458 op->stats.food += op->contr->digestion;
2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2460 op->stats.food = last_food;
2461 }
2462 }
2463
2464 if (max_sp > 1)
2465 {
2466 over_sp = (gen_sp + 10) / rate_sp;
2467 if (over_sp > 0)
2468 {
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2474 op->stats.sp--;
2475
2476 if (op->stats.sp > op->stats.maxsp)
2477 op->stats.sp = op->stats.maxsp;
2478 }
2479 op->last_sp = 0;
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 } 2401 }
2487 2402
2488 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2489 /* 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. */
2490 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2511 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);
2512 } 2427 }
2513 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2514 } 2429 }
2515 2430
2431 if (op->stats.food > 0)
2432 {
2516 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2517 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2518 {
2519 if (op->stats.hp < op->stats.maxhp)
2520 { 2435 {
2521 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2522 /* dms do not consume food */ 2437
2523 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2524 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2525 op->stats.food--; 2445 op->stats.food--;
2446
2526 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2527 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2528 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))
2529 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2530 } 2452 }
2531 }
2532 2453
2533 if (max_hp > 1) 2454 if (max_sp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 { 2455 {
2538 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
2539 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);
2540 } 2474 }
2541 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)
2542 { 2483 {
2543 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 }
2544 } 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);
2545 } 2509 }
2546 else 2510 else
2547 {
2548 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);
2549 } 2512 }
2550 } 2513 }
2551 2514
2552 /* Digestion */ 2515 /* Digestion */
2553 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2554 { 2517 {
2555 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);
2556 2520
2557 if (op->contr->gen_hp > 0)
2558 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);
2559 else
2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561 2522
2562 /* dms do not consume food */ 2523 /* dms do not consume food */
2563 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 op->stats.food--; 2525 op->stats.food--;
2565 } 2526 }
2566 2527
2567 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 { 2529 {
2569 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2570 2531
2571 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2572 { 2533 {
2573 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)
2574 { 2538 {
2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2576 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2578 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2579 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2580 break; 2544 break;
2581 } 2545 }
2582 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2583 flesh = tmp; 2547 flesh = tmp;
2584 } /* End if paid for object */ 2548 }
2585 } /* end of for loop */
2586 2549
2587 /* 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
2588 * eat flesh instead. 2551 * eat flesh instead.
2589 */ 2552 */
2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 { 2554 {
2592 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.>");
2593 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2594 } 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)
2595 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2596 2570
2597 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2598 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2599 2577
2578 /* killer should be set here already */
2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2601 kill_player (op); 2580 kill_player (op);
2602 } 2581 }
2603} 2582}
2604 2583
2608 * file. 2587 * file.
2609 */ 2588 */
2610void 2589void
2611kill_player (object *op) 2590kill_player (object *op)
2612{ 2591{
2592 int x, y;
2613 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2614 int x, y;
2615
2616 //int i;
2617 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2618
2619 /* int z;
2620 int num_stats_lose;
2621 int lost_a_stat;
2622 int lose_this_stat;
2623 int this_stat; */
2624 int will_kill_again; 2595 int will_kill_again;
2625 archetype *at; 2596 archetype *at;
2626 object *tmp; 2597 object *tmp;
2627 2598
2628 if (save_life (op)) 2599 if (save_life (op))
2629 return; 2600 return;
2630
2631 2601
2632 /* 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
2633 * 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.
2634 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2635 */ 2605 */
2651 { 2621 {
2652 tmp->destroy (); 2622 tmp->destroy ();
2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2654 } 2624 }
2655 2625
2656 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2657 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2658 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2659 op->stats.food = 999; 2629 op->stats.food = 999;
2660 2630
2661 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2662 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2663 { 2633 {
2664 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2665 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2666 sprintf (buf, " This finger has been cut off %s\n"
2667 " the %s, when he was defeated at\n level %d by %s.\n",
2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2669 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 );
2670 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2671 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2672 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2673 } 2645 }
2674 2646
2680 2652
2681 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2682 2654
2683 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2684 2656
2685 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2686 {
2687 sprintf (buf, "%s starved to death.", &op->name);
2688 strcpy (op->contr->killer, "starvation");
2689 }
2690 else
2691 sprintf (buf, "%s died.", &op->name);
2692
2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2694 2658
2695 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2696 x = op->x; 2660 x = op->x;
2697 y = op->y; 2661 y = op->y;
2698 map = op->map; 2662 map = op->map;
2805 lost_a_stat = 1; 2769 lost_a_stat = 1;
2806 } 2770 }
2807 } 2771 }
2808 } 2772 }
2809 } 2773 }
2774
2810 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2811 if (!lost_a_stat) 2776 if (!lost_a_stat)
2812 { 2777 {
2813 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2814 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2818 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);
2819 else 2784 else
2820 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.");
2821 } 2786 }
2822#else 2787#else
2823 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.");
2824#endif 2789#endif
2825 2790
2826 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2827 * exp loss on the stone. 2792 * exp loss on the stone.
2828 */ 2793 */
2829 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2830 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2831 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2832 sprintf (buf, "%s's gravestones", &op->name);
2833 tmp->name_pl = buf;
2834 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); 2797 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2835 tmp->msg = buf;
2836 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2837 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2838 2800
2839 /**************************************/ 2801 /**************************************/
2840 /* */ 2802 /* */
2861 { 2823 {
2862 tmp->destroy (); 2824 tmp->destroy ();
2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 } 2826 }
2865 2827
2866 cure_disease (op, 0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2867 2841
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
2870 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2871 op->stats.food = 900; 2846 op->stats.food = 900;
2847
2872 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2875 2851
2876 /* 2852 /*
2877 * Check to see if the player has any unpaid items. If so, remove them 2853 * Check to see if the player has any unpaid items. If so, remove them
2878 * and put them back in the map. 2854 * and put them back in the map.
2879 */ 2855 */
2880 remove_unpaid_objects (op->inv, op); 2856 op->drop_unpaid_items ();
2881 2857
2882 /****************************************/ 2858 /****************************************/
2883 /* */ 2859 /* */
2884 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2885 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2944 2920
2945 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))))
2946 { 2922 {
2947 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2948 { 2924 {
2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2950 tmp2->destroy ();
2951 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2952 } 2927 }
2953 else 2928 else
2954 tmp->destroy (); 2929 tmp->destroy ();
2955 } 2930 }
2966void 2941void
2967fix_weight (void) 2942fix_weight (void)
2968{ 2943{
2969 for_all_players (pl) 2944 for_all_players (pl)
2970 { 2945 {
2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
2972 2947
2973 if (old == sum) 2948 pl->ob->update_weight ();
2974 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
2975 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
2976 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 }
2977 } 2955 }
2978} 2956}
2979 2957
2980void 2958void
2981fix_luck (void) 2959fix_luck (void)
3025void 3003void
3026make_visible (object *op) 3004make_visible (object *op)
3027{ 3005{
3028 op->hide = 0; 3006 op->hide = 0;
3029 op->invisible = 0; 3007 op->invisible = 0;
3008
3030 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3031 { 3010 {
3032 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3033 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3034 } 3013 }
3047 3026
3048/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3049 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3050 * indicate greater hideability. 3029 * indicate greater hideability.
3051 */ 3030 */
3052
3053int 3031int
3054hideability (object *ob) 3032hideability (object *ob)
3055{ 3033{
3056 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3057 sint16 x, y; 3035 sint16 x, y;
3067 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3068 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3069 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3070 3048
3071 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3072 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])
3073 { 3053 {
3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3075 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue; 3056 continue;
3078 } 3057
3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3080 level += 2; 3059 level += 2;
3081 else /* open terrain! */ 3060 else /* open terrain! */
3082 level -= 1; 3061 level -= 1;
3083 } 3062 }
3094 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3095 */ 3074 */
3096void 3075void
3097do_hidden_move (object *op) 3076do_hidden_move (object *op)
3098{ 3077{
3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3100 object *skop;
3101 3079
3102 if (!op || !op->map) 3080 if (!op || !op->map)
3103 return; 3081 return;
3104 3082
3105 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);
3106 3085
3107 /* 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! */
3108 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3109 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3110 { 3089 {
3120 num -= hide; 3099 num -= hide;
3121 3100
3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 { 3102 {
3124 make_visible (op); 3103 make_visible (op);
3104
3125 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3126 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!");
3127 } 3107 }
3128 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3129 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);
3182 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3183 * 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
3184 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3185 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3186 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3187 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3188 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3189 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3190 * 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.
3191 * -b.t. 3171 * -b.t.
3192 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3193 */ 3173 */
3194
3195int 3174int
3196player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3197{ 3176{
3198 rv_vector rv; 3177 rv_vector rv;
3199 int dx, dy; 3178 int dx, dy;
3211 3190
3212 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3213 3192
3214 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any 3194 * through the object and find if it has any
3216 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3217 * a blocked los square. 3196 * a blocked los square.
3218 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3219 */ 3198 */
3220 while (op) 3199 while (op)
3221 { 3200 {
3224 3203
3225 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3226 * 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
3227 * for any meaningful values. 3206 * for any meaningful values.
3228 */ 3207 */
3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3230 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3231 !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)])
3232 return 1; 3211 return 1;
3212
3233 op = op->more; 3213 op = op->more;
3234 } 3214 }
3215
3235 return 0; 3216 return 0;
3236} 3217}
3237 3218
3238/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3242 * return 0. 3223 * return 0.
3243 */ 3224 */
3244int 3225int
3245action_makes_visible (object *op) 3226action_makes_visible (object *op)
3246{ 3227{
3247
3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 { 3229 {
3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3251 return 0; 3231 return 0;
3252 3232
3258 { 3238 {
3259 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->hide ? "unhidden" : "visible");
3260 return 1; 3240 return 1;
3261 } 3241 }
3262 } 3242 }
3243
3263 return 0; 3244 return 0;
3264} 3245}
3265 3246
3266/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3267 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3272 * 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
3273 */ 3254 */
3274int 3255int
3275op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3276{ 3257{
3277 object *tmp;
3278
3279 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3280 * 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),
3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3282 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3283 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3284 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3286 { 3265 {
3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 { 3267 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3290 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))
3291 { 3272 {
3292 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3293 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))
3294 { 3275 {
3295 object *invtmp;
3296
3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 { 3277 {
3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3300 { 3279 {
3301 if (x != NULL && y != NULL) 3280 if (x && y)
3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3303 return 1; 3283 return 1;
3304 } 3284 }
3305 } 3285 }
3306 } 3286 }
3287
3307 if (x != NULL && y != NULL) 3288 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3309 return 1; 3291 return 1;
3310 } 3292 }
3311 } 3293 }
3312 } 3294 }
3295
3313 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3314 return 0; 3297 return 0;
3315} 3298}
3316 3299
3317/* 3300/*
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i = 0, j = 0; 3317 int i = 0, j = 0;
3335 3318
3336 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3338 trlist = treasurelist::find ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3340 trlist = treasurelist::find ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = treasurelist::find ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3344 trlist = treasurelist::find ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3328
3346 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3347 return; 3330 return;
3348 3331
3349 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++);
3422 { 3405 {
3423 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3424 object *skin; 3407 object *skin;
3425 3408
3426 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3428 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)
3429 ; 3411 ;
3430 3412
3431 if (!skin) 3413 if (!skin)
3432 return; 3414 return;
3433 3415
3468 else 3450 else
3469 { 3451 {
3470 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3472 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));
3473 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3474 if (who->type == PLAYER)
3475 esrv_send_item (who, tmp);
3476 } 3456 }
3477} 3457}
3478 3458
3479/** 3459/**
3480 * 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
3509 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))
3510 return 0; 3490 return 0;
3511 3491
3512 return 100 - blocked_los [x][y]; 3492 return 100 - blocked_los [x][y];
3513} 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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