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Comparing deliantra/server/server/player.C (file contents):
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.201 by root, Sun Aug 17 01:26:35 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);
238 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
239 } 243 }
240 244
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 246
243 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 */
244 303
245 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
248 307
265 combat_ob = op; 324 combat_ob = op;
266 break; 325 break;
267 } 326 }
268 327
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321} 330}
322 331
323void 332void
324player::set_observe (object *op) 333player::set_observe (object *op)
325{ 334{
398 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
399 */ 408 */
400archetype * 409archetype *
401get_player_archetype (archetype *at) 410get_player_archetype (archetype *at)
402{ 411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 418 archvec::iterator i = archetypes.find (nat);
404 419
405 for (;;) 420 for (;;)
406 { 421 {
407 if (++i == archetypes.end ()) 422 if (++i == archetypes.end ())
408 i = archetypes.begin (); 423 i = archetypes.begin ();
422 unsigned lastdist; 437 unsigned lastdist;
423 rv_vector rv; 438 rv_vector rv;
424 439
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 441 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 443 continue;
456 444
457 if (lastdist > rv.distance) 445 if (lastdist > rv.distance)
458 { 446 {
653 641
654 return firstdir; 642 return firstdir;
655} 643}
656 644
657void 645void
658give_initial_items (object *pl, treasurelist * items) 646give_initial_items (object *pl, treasurelist *items)
659{ 647{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 648 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 650
665 for (op = pl->inv; op; op = next) 651 for (object *next, *op = pl->inv; op; op = next)
666 { 652 {
667 next = op->below; 653 next = op->below;
668 654
669 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 662 * by this player due to race restrictions
677 */ 663 */
678 if (pl->type == PLAYER) 664 if (pl->type == PLAYER)
679 { 665 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
681 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 673 {
686 op->destroy (); 674 op->destroy ();
687 continue; 675 continue;
688 } 676 }
689 } 677 }
712 if (op->nrof > 1) 700 if (op->nrof > 1)
713 op->nrof = 1; 701 op->nrof = 1;
714 } 702 }
715 703
716 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 706
721 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 708 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 709 * merged properly.
724 */ 710 */
725 if (need_identify (op)) 711 if (need_identify (op))
726 { 712 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 716 }
717
731 if (op->type == SPELL) 718 if (op->type == SPELL)
732 { 719 {
733 op->destroy (); 720 op->destroy ();
734 continue; 721 continue;
735 } 722 }
737 { 724 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 726 op->stats.exp = 0;
740 op->level = 1; 727 op->level = 1;
741 } 728 }
742 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
746 732
747 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
748 link_player_skills (pl); 734 link_player_skills (pl);
854static void 840static void
855start_info (object *op) 841start_info (object *op)
856{ 842{
857 char buf[MAX_BUF]; 843 char buf[MAX_BUF];
858 844
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 845 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 846 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 847}
864 848
865/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
870 */ 854 */
871void 855void
872player::chargen_race_done () 856player::chargen_race_done ()
873{ 857{
874 /* this must before then initial items are given */ 858 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 859 esrv_new_player (ob->contr);
876 860
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 861 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 862 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 863 create_treasure (tl, ob, 0, 0, 0);
880 864
883 867
884 ob->contr->ns->state = ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
885 869
886 if (ob->msg) 870 if (ob->msg)
887 ob->msg = 0; 871 ob->msg = 0;
888
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897 872
898 start_info (ob); 873 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 875 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob); 876 link_player_skills (ob);
904 879
905 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
906 * is one for this race 881 * is one for this race
907 */ 882 */
908 if (*first_map_ext_path) 883 if (*first_map_ext_path)
909 { 884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 885 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
925} 887}
926 888
927void 889void
1030 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1031 return 1; 993 return 1;
1032 994
1033 next = op->below; 995 next = op->below;
1034 996
997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999
1035 /* loop while there are items on the floor that are not marked as 1000 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 1001 * destroyed */
1037 while (next && !next->destroyed ()) 1002 while (next && !next->destroyed ())
1038 { 1003 {
1039 tmp = next; 1004 tmp = next;
1040 next = tmp->below; 1005 next = tmp->below;
1041 1006
1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1042 if (op->destroyed ()) 1013 if (op->destroyed ())
1043 return 0; 1014 return 0;
1044 1015
1045 if (!can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1046 continue; 1017 continue;
1047 1018
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1020 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1052 continue; 1023 continue;
1053 } 1024 }
1054 1025
1055 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1027 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1029 switch (op->contr->mode)
1059 { 1030 {
1060 case 0: 1031 case 0:
1061 return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1062 case 1: 1033 case 1:
1063 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1064 return 1; 1035 return 1;
1065 case 2: 1036 case 2:
1066 pick_up (op, tmp); 1037 CHK_PICK_PICKUP;
1067 return 0; 1038 return 0;
1068 case 3: 1039 case 3:
1069 return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1070 case 4: 1041 case 4:
1071 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1072 break; 1043 break;
1073 case 5: 1044 case 5:
1074 pick_up (op, tmp); 1045 CHK_PICK_PICKUP;
1075 stop = 1; 1046 stop = 1;
1076 break; 1047 break;
1077 case 6: 1048 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1080 break; 1052 break;
1081 1053
1082 case 7: 1054 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1085 break; 1057 break;
1086 1058
1087 default: 1059 default:
1088 /* use value density */ 1060 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp); 1063 CHK_PICK_PICKUP;
1092 } 1064 }
1093 } 1065 }
1094 else 1066 else
1095 { /* old model */ 1067 { /* old model */
1096 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1151 /* all food and drink if desired */ 1123 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1124 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1125 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1126 if (tmp->type == FOOD)
1155 { 1127 {
1156 pick_up (op, tmp); 1128 CHK_PICK_PICKUP;
1157 continue; 1129 continue;
1158 } 1130 }
1159 1131
1160 if (op->contr->mode & PU_DRINK) 1132 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 { 1134 {
1163 pick_up (op, tmp); 1135 CHK_PICK_PICKUP;
1164 continue; 1136 continue;
1165 } 1137 }
1166 1138
1167 if (op->contr->mode & PU_POTION) 1139 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1140 if (tmp->type == POTION)
1169 { 1141 {
1170 pick_up (op, tmp); 1142 CHK_PICK_PICKUP;
1171 continue; 1143 continue;
1172 } 1144 }
1173 1145
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1146 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1147 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1148 if (tmp->type == SPELLBOOK)
1177 { 1149 {
1178 pick_up (op, tmp); 1150 CHK_PICK_PICKUP;
1179 continue; 1151 continue;
1180 } 1152 }
1181 1153
1182 if (op->contr->mode & PU_SKILLSCROLL) 1154 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1155 if (tmp->type == SKILLSCROLL)
1184 { 1156 {
1185 pick_up (op, tmp); 1157 CHK_PICK_PICKUP;
1186 continue; 1158 continue;
1187 } 1159 }
1188 1160
1189 if (op->contr->mode & PU_READABLES) 1161 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1163 {
1192 pick_up (op, tmp); 1164 CHK_PICK_PICKUP;
1193 continue; 1165 continue;
1194 } 1166 }
1195 1167
1196 /* wands/staves/rods/horns */ 1168 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1171 {
1200 pick_up (op, tmp); 1172 CHK_PICK_PICKUP;
1201 continue; 1173 continue;
1202 } 1174 }
1203 1175
1204 /* pick up all magical items */ 1176 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1177 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 { 1179 {
1208 pick_up (op, tmp); 1180 CHK_PICK_PICKUP;
1209 continue; 1181 continue;
1210 } 1182 }
1211 1183
1212 if (op->contr->mode & PU_VALUABLES) 1184 if (op->contr->mode & PU_VALUABLES)
1213 { 1185 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1186 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1187 {
1216 pick_up (op, tmp); 1188 CHK_PICK_PICKUP;
1217 continue; 1189 continue;
1218 } 1190 }
1219 } 1191 }
1220 1192
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1193 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1194 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1195 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1196 {
1225 pick_up (op, tmp); 1197 CHK_PICK_PICKUP;
1226 continue; 1198 continue;
1227 } 1199 }
1228 1200
1229 /* we don't forget dragon food */ 1201 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1202 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1203 if (tmp->type == FLESH)
1232 { 1204 {
1233 pick_up (op, tmp); 1205 CHK_PICK_PICKUP;
1234 continue; 1206 continue;
1235 } 1207 }
1236 1208
1237 /* bows and arrows. Bows are good for selling! */ 1209 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1210 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1211 if (tmp->type == BOW)
1240 { 1212 {
1241 pick_up (op, tmp); 1213 CHK_PICK_PICKUP;
1242 continue; 1214 continue;
1243 } 1215 }
1244 1216
1245 if (op->contr->mode & PU_ARROW) 1217 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1218 if (tmp->type == ARROW)
1247 { 1219 {
1248 pick_up (op, tmp); 1220 CHK_PICK_PICKUP;
1249 continue; 1221 continue;
1250 } 1222 }
1251 1223
1252 /* all kinds of armor etc. */ 1224 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1225 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1226 if (tmp->type == ARMOUR)
1255 { 1227 {
1256 pick_up (op, tmp); 1228 CHK_PICK_PICKUP;
1257 continue; 1229 continue;
1258 } 1230 }
1259 1231
1260 if (op->contr->mode & PU_HELMET) 1232 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1233 if (tmp->type == HELMET)
1262 { 1234 {
1263 pick_up (op, tmp); 1235 CHK_PICK_PICKUP;
1264 continue; 1236 continue;
1265 } 1237 }
1266 1238
1267 if (op->contr->mode & PU_SHIELD) 1239 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1240 if (tmp->type == SHIELD)
1269 { 1241 {
1270 pick_up (op, tmp); 1242 CHK_PICK_PICKUP;
1271 continue; 1243 continue;
1272 } 1244 }
1273 1245
1274 if (op->contr->mode & PU_BOOTS) 1246 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1247 if (tmp->type == BOOTS)
1276 { 1248 {
1277 pick_up (op, tmp); 1249 CHK_PICK_PICKUP;
1278 continue; 1250 continue;
1279 } 1251 }
1280 1252
1281 if (op->contr->mode & PU_GLOVES) 1253 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1254 if (tmp->type == GLOVES)
1283 { 1255 {
1284 pick_up (op, tmp); 1256 CHK_PICK_PICKUP;
1285 continue; 1257 continue;
1286 } 1258 }
1287 1259
1288 if (op->contr->mode & PU_CLOAK) 1260 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1261 if (tmp->type == CLOAK)
1290 { 1262 {
1291 pick_up (op, tmp); 1263 CHK_PICK_PICKUP;
1292 continue; 1264 continue;
1293 } 1265 }
1294 1266
1295 /* hoping to catch throwing daggers here */ 1267 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1268 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1270 {
1299 pick_up (op, tmp); 1271 CHK_PICK_PICKUP;
1300 continue; 1272 continue;
1301 } 1273 }
1302 1274
1303 /* careful: chairs and tables are weapons! */ 1275 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1276 if (op->contr->mode & PU_ALLWEAPON)
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1278 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1279 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1282 {
1311 pick_up (op, tmp); 1283 CHK_PICK_PICKUP;
1312 continue; 1284 continue;
1313 } 1285 }
1314 } 1286 }
1315 1287
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1288 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1289 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1291 {
1320 pick_up (op, tmp); 1292 CHK_PICK_PICKUP;
1321 continue; 1293 continue;
1322 } 1294 }
1323 } 1295 }
1324 } 1296 }
1325 1297
1326 /* misc stuff that's useful */ 1298 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1299 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1301 {
1330 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1331 continue; 1303 continue;
1332 } 1304 }
1333 1305
1334 /* any of the last 4 bits set means we use the ratio for value 1306 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */ 1307 * pickups */
1336 if (op->contr->mode & PU_RATIO) 1308 if (op->contr->mode & PU_RATIO)
1337 { 1309 {
1338 /* use value density to decide what else to grab */ 1310 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */ 1311 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits 1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */ 1313 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1314 wvratio = op->contr->mode & PU_RATIO;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1344 { 1316 {
1345 pick_up (op, tmp); 1317 CHK_PICK_PICKUP;
1346#if 0 1318#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1320 if (tmp->name != NULL)
1349 { 1321 {
1350 fprintf (stderr, "%s", tmp->name); 1322 fprintf (stderr, "%s", tmp->name);
1369 * found object is returned. 1341 * found object is returned.
1370 */ 1342 */
1371object * 1343object *
1372find_arrow (object *op, const char *type) 1344find_arrow (object *op, const char *type)
1373{ 1345{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1346 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp);
1349
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type))
1353 {
1354 splay (tmp);
1380 return op; 1355 return arrow;
1356 }
1381 1357
1382 return tmp; 1358 return 0;
1383} 1359}
1384 1360
1385/* 1361/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1410 } 1386 }
1411 } 1387 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1388 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1389 {
1414 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1416 { 1392 {
1417 if (arrow->attacktype & AT_DEATH) 1393 if (arrow->attacktype & AT_DEATH)
1418 { 1394 {
1419 *better = 100; 1395 *better = 100;
1420 return arrow; 1396 return arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1425 }
1450 } 1426 }
1451 } 1427 }
1452 } 1428 }
1429
1453 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1431 return find_arrow (op, type);
1455 1432
1456 *better = betterby; 1433 *better = betterby;
1457 return tmp; 1434 return tmp;
1608 arrow->destroy (); 1585 arrow->destroy ();
1609 return 0; 1586 return 0;
1610 } 1587 }
1611 1588
1612 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1590 arrow = arrow->split ();
1614 if (!arrow) 1591 if (!arrow)
1615 { 1592 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1594 return 0;
1618 } 1595 }
1680 1657
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1661
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1663 m->insert (arrow, sx, sy, op);
1687 1664
1688 if (!arrow->destroyed ()) 1665 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1666 move_arrow (arrow);
1690
1691 if (op->type == PLAYER)
1692 {
1693 if (left->destroyed ())
1694 esrv_del_item (op->contr, left->count);
1695 else
1696 esrv_send_item (op, left);
1697 }
1698 1667
1699 return 1; 1668 return 1;
1700} 1669}
1701 1670
1702/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1768 1737
1769 if (item->type == WAND) 1738 if (item->type == WAND)
1770 { 1739 {
1771 if (item->stats.food <= 0) 1740 if (item->stats.food <= 0)
1772 { 1741 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1742 op->contr->play_sound (sound_find ("wand_poof"));
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1744
1776 return; 1745 return;
1777 } 1746 }
1778 } 1747 }
1779 else if (item->type == ROD || item->type == HORN) 1748 else if (item->type == ROD || item->type == HORN)
1780 { 1749 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1751
1752 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1782 { 1755 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1756 op->contr->play_sound (sound_find ("wand_poof"));
1784 1757
1785 if (item->type == ROD) 1758 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1760 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->face; 1779 item->face = item->arch->face;
1807 item->set_speed (0); 1780 item->set_speed (0);
1808 } 1781 }
1809 1782
1810 if ((tmp = item->in_player ())) 1783 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1785 }
1813 } 1786 }
1814 else if (item->type == ROD || item->type == HORN) 1787 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1788 drain_rod_charge (item);
1816 } 1789 }
1977 /* If we found a key, do some extra work */ 1950 /* If we found a key, do some extra work */
1978 if (key) 1951 if (key)
1979 { 1952 {
1980 object *container = key->env; 1953 object *container = key->env;
1981 1954
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1955 if (action_makes_visible (op))
1985 make_visible (op); 1956 make_visible (op);
1986 1957
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1958 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1959 spring_trap (door->inv, op);
1989 1960
1990 if (door->type == DOOR) 1961 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1962 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1963 else if (door->type == LOCKED_DOOR)
1993 { 1964 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1965 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1967 }
1997 1968
1998 /* Do this after we print the message */ 1969 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 1971
2004 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
2005 } 1973 }
2006 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2007 { 1975 {
2008 /* Might as well return now - no other way to open this */ 1976 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1977 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1978 return 1;
2011 } 1979 }
2012 1980
2013 return 0; 1981 return 0;
2014} 1982}
2101 2069
2102 if (op->speed_left > 0.f) 2070 if (op->speed_left > 0.f)
2103 { 2071 {
2104 --op->speed_left; 2072 --op->speed_left;
2105 2073
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2074 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 2075 push_ob (mon, dir, op);
2108 2076
2109 if (op->contr->tmp_invis || op->hide) 2077 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2078 make_visible (op);
2111 2079
2130 { 2098 {
2131 --op->speed_left; 2099 --op->speed_left;
2132 2100
2133 if (!op->contr->braced) 2101 if (!op->contr->braced)
2134 { 2102 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2103 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2104 push_ob (mon, dir, op);
2137 } 2105 }
2138 else 2106 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2107 op->statusmsg ("You withhold your attack");
2140 2108
2141 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2110 make_visible (op);
2143 2111
2144 return true; 2112 return true;
2188bool 2156bool
2189move_player (object *op, int dir) 2157move_player (object *op, int dir)
2190{ 2158{
2191 int pick; 2159 int pick;
2192 2160
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2161 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194 return 0; 2162 return 0;
2195 2163
2196 /* Sanity check: make sure dir is valid */ 2164 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 2165 if ((dir < 0) || (dir >= 9))
2198 { 2166 {
2283 return 0; 2251 return 0;
2284 2252
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2253 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2255 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2256 op->play_sound (sound_find ("ob_evaporate"));
2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2257 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2291 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count);
2293 2258
2294 tmp->destroy (); 2259 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 2261
2297 if (op->stats.hp < 0) 2262 if (op->stats.hp < 0)
2310 return 0; 2275 return 0;
2311} 2276}
2312 2277
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2278/* This goes throws the inventory and removes unpaid objects, and puts them
2314 * back in the map (location and map determined by values of env). This 2279 * back in the map (location and map determined by values of env). This
2315 * function will descend into containers. op is the object to start the search 2280 * function will descend into containers. op is the object to start the search
2316 * from. 2281 * from.
2317 */ 2282 */
2283static void
2284drop_unpaid_items (object *op, object *env)
2285{
2286 while (op)
2287 {
2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289
2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2291 op->insert_at (env);
2292 else if (op->inv)
2293 drop_unpaid_items (op->inv, env);
2294
2295 op = next;
2296 }
2297}
2298
2318void 2299void
2319remove_unpaid_objects (object *op, object *env) 2300object::drop_unpaid_items ()
2320{ 2301{
2321 while (op) 2302 if (!flag [FLAG_REMOVED])
2322 { 2303 ::drop_unpaid_items (inv, this);
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324
2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2326 {
2327 if (env->type == PLAYER)
2328 esrv_del_item (env->contr, op->count);
2329
2330 op->insert_at (env);
2331 }
2332 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env);
2334
2335 op = next;
2336 }
2337} 2304}
2338 2305
2339/* 2306/*
2340 * Returns pointer a static string containing gravestone text 2307 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2345 */ 2312 */
2346char * 2313const char *
2347gravestone_text (object *op) 2314gravestone_text (object *op)
2348{ 2315{
2349 static char buf2[MAX_BUF]; 2316 static dynbuf_text buf;
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352 2317
2353 strcpy (buf2, " R.I.P.\n\n"); 2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2354 if (op->type == PLAYER) 2321 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2322 buf << " the " << op->contr->title;
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358 2323
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2324 buf << "\n\n";
2360 strcat (buf2, buf); 2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2361 if (op->type == PLAYER) 2330 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level); 2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365 2332
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 { 2333 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2334 static char buf2[128];
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2335 time_t now = time (NULL);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2377 strcat (buf2, buf); 2338 }
2378 2339
2379 return buf2; 2340 return buf;
2380} 2341}
2381 2342
2382void 2343void
2383do_some_living (object *op) 2344do_some_living (object *op)
2384{ 2345{
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2397 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2398 else
2438 { 2399 {
2439 gen_grace = op->stats.maxgrace; 2400 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2401 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 }
2442
2443 /* Regenerate Spell Points */
2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp++;
2450 /* dms do not consume food */
2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2458 }
2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 } 2402 }
2484 2403
2485 /* Regenerate Grace */ 2404 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2405 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2406 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2428 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2429 /* wearing stuff doesn't detract from grace generation. */
2511 } 2430 }
2512 2431
2432 if (op->stats.food > 0)
2433 {
2513 /* Regenerate Hit Points */ 2434 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2435 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2436 {
2518 op->stats.hp++; 2437 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2438
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2439 if (op->stats.sp < op->stats.maxsp)
2521 { 2440 {
2441 op->stats.sp++;
2442
2443 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2445 {
2522 op->stats.food--; 2446 op->stats.food--;
2447
2523 if (op->contr->digestion < 0) 2448 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2449 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2450 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2451 op->stats.food = last_food;
2452 }
2527 } 2453 }
2528 }
2529 2454
2530 if (max_hp > 1) 2455 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2456 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2457 over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0)
2459 {
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2463
2464 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2465 op->stats.sp--;
2466
2467 if (op->stats.sp > op->stats.maxsp)
2468 op->stats.sp = op->stats.maxsp;
2469 }
2470
2536 op->last_heal = 0; 2471 op->last_sp = 0;
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2475 }
2538 else 2476 else
2477 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 }
2479
2480 /* Regenerate Hit Points */
2481 if (--op->last_heal < 0)
2482 {
2483 if (op->stats.hp < op->stats.maxhp)
2539 { 2484 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2485 op->stats.hp++;
2486
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491
2492 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food;
2496 }
2541 } 2497 }
2498
2499 if (max_hp > 1)
2500 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502
2503 if (over_hp > 0)
2504 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0;
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2510 }
2543 else 2511 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2513 }
2547 } 2514 }
2548 2515
2549 /* Digestion */ 2516 /* Digestion */
2550 if (--op->last_eat < 0) 2517 if (--op->last_eat < 0)
2551 { 2518 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2519 int bonus = max (0, op->contr->digestion),
2520 penalty = max (0, -op->contr->digestion);
2553 2521
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2522 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2523
2559 /* dms do not consume food */ 2524 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2526 op->stats.food--;
2562 } 2527 }
2563 2528
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2530 {
2566 object *tmp, *flesh = 0; 2531 object *flesh = 0;
2567 2532
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2533 for_inv_removable (op, tmp)
2569 { 2534 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2535 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536 continue;
2537
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2539 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2540 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2575 manual_apply (op, tmp, 0); 2542 manual_apply (op, tmp, 0);
2543
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2545 break;
2578 } 2546 }
2579 else if (tmp->type == FLESH) 2547 else if (tmp->type == FLESH)
2580 flesh = tmp; 2548 flesh = tmp;
2581 } /* End if paid for object */ 2549 }
2582 } /* end of for loop */
2583 2550
2584 /* If player is still starving, it means they don't have any food, so 2551 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2552 * eat flesh instead.
2586 */ 2553 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2555 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2556 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2558 manual_apply (op, flesh, 0);
2591 } 2559 }
2560
2561 // If player is still starving, alert him!
2562 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! "
2564 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2565 }
2566
2567 if (op->stats.food < 0)
2592 } 2568 {
2569 op->stats.hp += op->stats.food;
2570 op->stats.food = 0;
2593 2571
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2572 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2576 }
2577 }
2596 2578
2579 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2581 kill_player (op);
2599 } 2582 }
2600} 2583}
2601 2584
2605 * file. 2588 * file.
2606 */ 2589 */
2607void 2590void
2608kill_player (object *op) 2591kill_player (object *op)
2609{ 2592{
2593 int x, y;
2610 char buf[MAX_BUF]; 2594 char buf[MAX_BUF];
2611 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2595 maptile *map; /* this is for resurrection */
2615
2616 /* int z;
2617 int num_stats_lose;
2618 int lost_a_stat;
2619 int lose_this_stat;
2620 int this_stat; */
2621 int will_kill_again; 2596 int will_kill_again;
2622 archetype *at; 2597 archetype *at;
2623 object *tmp; 2598 object *tmp;
2624 2599
2625 if (save_life (op)) 2600 if (save_life (op))
2626 return; 2601 return;
2627
2628 2602
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2603 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630 * in cities ONLY!!! It is very important that this doesn't get abused. 2604 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2605 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2606 */
2648 { 2622 {
2649 tmp->destroy (); 2623 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 } 2625 }
2652 2626
2653 cure_disease (op, 0); /* remove any disease */ 2627 cure_disease (op, 0, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp; 2628 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0) 2629 if (op->stats.food <= 0)
2656 op->stats.food = 999; 2630 op->stats.food = 999;
2657 2631
2658 /* create a bodypart-trophy to make the winner happy */ 2632 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2633 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 { 2634 {
2661 sprintf (buf, "%s's finger", &op->name); 2635 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2636 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n"
2664 " the %s, when he was defeated at\n level %d by %s.\n",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2666 tmp->msg = buf; 2637 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title,
2640 (int)op->level,
2641 op->contr->killer_name ()
2642 );
2667 tmp->value = 0, tmp->type = 0; 2643 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2644 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp); 2645 tmp->insert_at (op, tmp);
2670 } 2646 }
2671 2647
2677 2653
2678 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2679 2655
2680 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2681 2657
2682 if (op->stats.food < 0) 2658 op->contr->play_sound (sound_find ("player_dies"));
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2691 2659
2692 /* save the map location for corpse, gravestone */ 2660 /* save the map location for corpse, gravestone */
2693 x = op->x; 2661 x = op->x;
2694 y = op->y; 2662 y = op->y;
2695 map = op->map; 2663 map = op->map;
2802 lost_a_stat = 1; 2770 lost_a_stat = 1;
2803 } 2771 }
2804 } 2772 }
2805 } 2773 }
2806 } 2774 }
2775
2807 /* If no stat lost, tell the player. */ 2776 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2777 if (!lost_a_stat)
2809 { 2778 {
2810 /* determine_god() seems to not work sometimes... why is this? 2779 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2780 Should I be using something else? GD */
2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2816 else 2785 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2818 } 2787 }
2819#else 2788#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2821#endif 2790#endif
2822 2791
2823 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2793 * exp loss on the stone.
2825 */ 2794 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf (buf, "%s's gravestone", &op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name);
2830 tmp->name_pl = buf;
2831 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2798 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2832 tmp->msg = buf;
2833 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2801
2836 /**************************************/ 2802 /**************************************/
2837 /* */ 2803 /* */
2858 { 2824 {
2859 tmp->destroy (); 2825 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 } 2827 }
2862 2828
2863 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 }
2864 2842
2865 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2867 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2868 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2869 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2872 2852
2873 /* 2853 /*
2874 * 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
2875 * and put them back in the map. 2855 * and put them back in the map.
2876 */ 2856 */
2877 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2878 2858
2879 /****************************************/ 2859 /****************************************/
2880 /* */ 2860 /* */
2881 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2941 2921
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 { 2923 {
2944 if (tmp->nrof > 1) 2924 if (tmp->nrof > 1)
2945 { 2925 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2926 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2927 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2928 }
2950 else 2929 else
2951 tmp->destroy (); 2930 tmp->destroy ();
2952 } 2931 }
2963void 2942void
2964fix_weight (void) 2943fix_weight (void)
2965{ 2944{
2966 for_all_players (pl) 2945 for_all_players (pl)
2967 { 2946 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2947 sint32 old = pl->ob->carrying;
2969 2948
2970 if (old == sum) 2949 pl->ob->update_weight ();
2971 continue; 2950
2951 if (old != pl->ob->carrying)
2952 {
2972 pl->ob->update_stats (); 2953 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2954 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2955 }
2974 } 2956 }
2975} 2957}
2976 2958
2977void 2959void
2978fix_luck (void) 2960fix_luck (void)
3022void 3004void
3023make_visible (object *op) 3005make_visible (object *op)
3024{ 3006{
3025 op->hide = 0; 3007 op->hide = 0;
3026 op->invisible = 0; 3008 op->invisible = 0;
3009
3027 if (op->type == PLAYER) 3010 if (op->type == PLAYER)
3028 { 3011 {
3029 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 3013 op->contr->invis_race = 0;
3031 } 3014 }
3044 3027
3045/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 3030 * indicate greater hideability.
3048 */ 3031 */
3049
3050int 3032int
3051hideability (object *ob) 3033hideability (object *ob)
3052{ 3034{
3053 int i, level = 0, mflag; 3035 int i, level = 0, mflag;
3054 sint16 x, y; 3036 sint16 x, y;
3064 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 3047 if (has_carried_lights (ob))
3066 level = -(10 + (2 * ob->map->darkness)); 3048 level = -(10 + (2 * ob->map->darkness));
3067 3049
3068 /* scan through all nearby squares for terrain to hide in */ 3050 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3051 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 { 3054 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 3056 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 3057 continue;
3075 } 3058
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 3060 level += 2;
3078 else /* open terrain! */ 3061 else /* open terrain! */
3079 level -= 1; 3062 level -= 1;
3080 } 3063 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 3075 */
3093void 3076void
3094do_hidden_move (object *op) 3077do_hidden_move (object *op)
3095{ 3078{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3079 int hide = 0;
3097 object *skop;
3098 3080
3099 if (!op || !op->map) 3081 if (!op || !op->map)
3100 return; 3082 return;
3101 3083
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3084 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085 int num = random_roll (0, 19, op, PREFER_LOW);
3103 3086
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 3087 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 3088 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 3089 if (!skop || num >= skop->level)
3107 { 3090 {
3117 num -= hide; 3100 num -= hide;
3118 3101
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 3103 {
3121 make_visible (op); 3104 make_visible (op);
3105
3122 if (op->type == PLAYER) 3106 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 3108 }
3125 else if (op->type == PLAYER && skop) 3109 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3179 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 3170 * imply the way your head, or body is facing? It's possible
3187 * for them to differ. Sigh, this fctn could get a bit more complex. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 3172 * -b.t.
3189 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3190 */ 3174 */
3191
3192int 3175int
3193player_can_view (object *pl, object *op) 3176player_can_view (object *pl, object *op)
3194{ 3177{
3195 rv_vector rv; 3178 rv_vector rv;
3196 int dx, dy; 3179 int dx, dy;
3208 3191
3209 get_rangevector (pl, op, &rv, 0x1); 3192 get_rangevector (pl, op, &rv, 0x1);
3210 3193
3211 /* starting with the 'head' part, lets loop 3194 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3195 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3196 * part that is in the los array but isn't on
3214 * a blocked los square. 3197 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3198 * we use the archetype to figure out offsets.
3216 */ 3199 */
3217 while (op) 3200 while (op)
3218 { 3201 {
3221 3204
3222 /* only the viewable area the player sees is updated by LOS 3205 /* only the viewable area the player sees is updated by LOS
3223 * code, so we need to restrict ourselves to that range of values 3206 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values. 3207 * for any meaningful values.
3225 */ 3208 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1; 3212 return 1;
3213
3230 op = op->more; 3214 op = op->more;
3231 } 3215 }
3216
3232 return 0; 3217 return 0;
3233} 3218}
3234 3219
3235/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3239 * return 0. 3224 * return 0.
3240 */ 3225 */
3241int 3226int
3242action_makes_visible (object *op) 3227action_makes_visible (object *op)
3243{ 3228{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3230 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0; 3232 return 0;
3249 3233
3255 { 3239 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3257 return 1; 3241 return 1;
3258 } 3242 }
3259 } 3243 }
3244
3260 return 0; 3245 return 0;
3261} 3246}
3262 3247
3263/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3269 * Default is to do the same as before, so only people wanting to have different points need worry about this 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3255 */
3271int 3256int
3272op_on_battleground (object *op, int *x, int *y) 3257op_on_battleground (object *op, int *x, int *y)
3273{ 3258{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3259 /* A battleground-tile needs the following attributes to be valid:
3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3266 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3268 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3273 {
3289 /*before we assign the exit, check if this is a teambattle */ 3274 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 { 3276 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3278 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3280 {
3298 if (x != NULL && y != NULL) 3281 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3300 return 1; 3284 return 1;
3301 } 3285 }
3302 } 3286 }
3303 } 3287 }
3288
3304 if (x != NULL && y != NULL) 3289 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3306 return 1; 3292 return 1;
3307 } 3293 }
3308 } 3294 }
3309 } 3295 }
3296
3310 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3311 return 0; 3298 return 0;
3312} 3299}
3313 3300
3314/* 3301/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3318 int i = 0, j = 0;
3332 3319
3333 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3329
3343 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3344 return; 3331 return;
3345 3332
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3464 else 3451 else
3465 { 3452 {
3466 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who); 3456 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3457 }
3473} 3458}
3474 3459
3475/** 3460/**
3476 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0; 3491 return 0;
3507 3492
3508 return 100 - blocked_los [x][y]; 3493 return 100 - blocked_los [x][y];
3509} 3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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