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Comparing deliantra/server/server/player.C (file contents):
Revision 1.143 by root, Fri May 18 21:12:40 2007 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
198 183
199 if (ob->map) 184 if (ob->map)
200 maplevel = ob->map->path; 185 maplevel = ob->map->path;
201 186
202 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 189 ob->map = 0;
204 party = 0; 190 party = 0;
205 191
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 193
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
245 231
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 235 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 237 skin = tmp;
255 238
256 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
257 } 240 }
258 241
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 243
261 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
262 300
263 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
266 304
283 combat_ob = op; 321 combat_ob = op;
284 break; 322 break;
285 } 323 }
286 324
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats (); 326 ob->deactivate (); // change_weapon activates, fix this better
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302} 327}
303 328
304void 329void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op) 330player::set_observe (object *op)
329{ 331{
330 ob = op; 332 observe = op ? op : ob;
331 ob->contr = this; /* this aren't yet in archetype */ 333 do_los = 1;
332
333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337} 334}
338 335
339player::player () 336player::player ()
340{ 337{
341 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
369 if (ob) 366 if (ob)
370 { 367 {
371 ob->destroy_inv (false); 368 ob->destroy_inv (false);
372 ob->destroy (); 369 ob->destroy ();
373 } 370 }
371
372 ob = observe = 0;
374} 373}
375 374
376player::~player () 375player::~player ()
377{ 376{
378 /* Clear item stack */ 377 /* Clear item stack */
405 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
406 */ 405 */
407archetype * 406archetype *
408get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
409{ 408{
410 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
411 416
412 for (;;) 417 for (;;)
413 { 418 {
414 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
415 at = first_archetype; 420 i = archetypes.begin ();
416 else 421 else if (*i == at)
417 at = at->next; 422 cleanup ("not a single player archetype found");
418 423
419 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
420 return at; 425 return *i;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 } 426 }
428} 427}
429 428
430object * 429object *
431get_nearest_player (object *mon) 430get_nearest_player (object *mon)
435 unsigned lastdist; 434 unsigned lastdist;
436 rv_vector rv; 435 rv_vector rv;
437 436
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 438 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 440 continue;
469 441
470 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
471 { 443 {
666 638
667 return firstdir; 639 return firstdir;
668} 640}
669 641
670void 642void
671give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
672{ 644{
673 object *op, *next = NULL;
674
675 if (pl->randomitems != NULL) 645 if (pl->randomitems)
676 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
677 647
678 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
679 { 649 {
680 next = op->below; 650 next = op->below;
681 651
682 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
683 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
688 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
689 * by this player due to race restrictions 659 * by this player due to race restrictions
690 */ 660 */
691 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
692 { 662 {
693 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
694 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
695 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
696 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
697 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
698 { 670 {
699 op->destroy (); 671 op->destroy ();
700 continue; 672 continue;
701 } 673 }
702 } 674 }
725 if (op->nrof > 1) 697 if (op->nrof > 1)
726 op->nrof = 1; 698 op->nrof = 1;
727 } 699 }
728 700
729 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
730 {
731 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
732 }
733 703
734 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
735 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
736 * merged properly. 706 * merged properly.
737 */ 707 */
738 if (need_identify (op)) 708 if (need_identify (op))
739 { 709 {
740 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
741 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
742 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
743 } 713 }
714
744 if (op->type == SPELL) 715 if (op->type == SPELL)
745 { 716 {
746 op->destroy (); 717 op->destroy ();
747 continue; 718 continue;
748 } 719 }
750 { 721 {
751 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
752 op->stats.exp = 0; 723 op->stats.exp = 0;
753 op->level = 1; 724 op->level = 1;
754 } 725 }
755 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
756 else
757 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
758 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
759 729
760 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
761 link_player_skills (pl); 731 link_player_skills (pl);
867static void 837static void
868start_info (object *op) 838start_info (object *op)
869{ 839{
870 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
871 841
872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
873 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
876} 844}
877 845
878/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
879 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
880 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
883 */ 851 */
884void 852void
885player::chargen_race_done () 853player::chargen_race_done ()
886{ 854{
887 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
888 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
889 857
890 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl) 859 if (tl)
892 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
893 861
896 864
897 ob->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
898 866
899 if (ob->msg) 867 if (ob->msg)
900 ob->msg = 0; 868 ob->msg = 0;
901
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 {
906 char buf[MAX_BUF];
907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
908 make_path_to_file (buf);
909 }
910 869
911 start_info (ob); 870 start_info (ob);
912 CLEAR_FLAG (ob, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (ob, ob->randomitems); 872 give_initial_items (ob, ob->randomitems);
914 link_player_skills (ob); 873 link_player_skills (ob);
917 876
918 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
919 * is one for this race 878 * is one for this race
920 */ 879 */
921 if (*first_map_ext_path) 880 if (*first_map_ext_path)
922 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 882 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
938} 884}
939 885
940void 886void
950 int x = ob->x, y = ob->y; 896 int x = ob->x, y = ob->y;
951 897
952 ob->remove_statbonus (); 898 ob->remove_statbonus ();
953 ob->remove (); 899 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 900 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 901 ob->arch->copy_to (ob);
956 ob->instantiate (); 902 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 904 ob->name = ob->name_pl = name;
959 ob->x = x; 905 ob->x = x;
960 ob->y = y; 906 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 910 ob->add_statbonus ();
965 } 911 }
966 while (!allowed_class (ob)); 912 while (!allowed_class (ob));
967 913
968 update_object (ob, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1043 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1044 return 1; 990 return 1;
1045 991
1046 next = op->below; 992 next = op->below;
1047 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1048 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1049 * destroyed */ 998 * destroyed */
1050 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1051 { 1000 {
1052 tmp = next; 1001 tmp = next;
1053 next = tmp->below; 1002 next = tmp->below;
1054 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1055 if (op->destroyed ()) 1010 if (op->destroyed ())
1056 return 0; 1011 return 0;
1057 1012
1058 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1059 continue; 1014 continue;
1060 1015
1061 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1062 { 1017 {
1063 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1064 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1065 continue; 1020 continue;
1066 } 1021 }
1067 1022
1068 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1069 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1071 switch (op->contr->mode) 1026 switch (op->contr->mode)
1072 { 1027 {
1073 case 0: 1028 case 0:
1074 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1075 case 1: 1030 case 1:
1076 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1077 return 1; 1032 return 1;
1078 case 2: 1033 case 2:
1079 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1080 return 0; 1035 return 0;
1081 case 3: 1036 case 3:
1082 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1083 case 4: 1038 case 4:
1084 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1085 break; 1040 break;
1086 case 5: 1041 case 5:
1087 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1088 stop = 1; 1043 stop = 1;
1089 break; 1044 break;
1090 case 6: 1045 case 6:
1091 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1092 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1093 break; 1049 break;
1094 1050
1095 case 7: 1051 case 7:
1096 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1097 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1098 break; 1054 break;
1099 1055
1100 default: 1056 default:
1101 /* use value density */ 1057 /* use value density */
1102 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1103 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1104 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1105 } 1061 }
1106 } 1062 }
1107 else 1063 else
1108 { /* old model */ 1064 { /* old model */
1109 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1113 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else 1072 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119 1075
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 } 1077 }
1122 1078
1123 /* philosophy: 1079 /* philosophy:
1164 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1165 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1166 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1167 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1168 { 1124 {
1169 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1170 continue; 1126 continue;
1171 } 1127 }
1172 1128
1173 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1175 { 1131 {
1176 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1177 continue; 1133 continue;
1178 } 1134 }
1179 1135
1180 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1181 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1182 { 1138 {
1183 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1184 continue; 1140 continue;
1185 } 1141 }
1186 1142
1187 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1188 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1189 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1190 { 1146 {
1191 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1192 continue; 1148 continue;
1193 } 1149 }
1194 1150
1195 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1196 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1197 { 1153 {
1198 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1199 continue; 1155 continue;
1200 } 1156 }
1201 1157
1202 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1204 { 1160 {
1205 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1206 continue; 1162 continue;
1207 } 1163 }
1208 1164
1209 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1210 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 { 1168 {
1213 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1214 continue; 1170 continue;
1215 } 1171 }
1216 1172
1217 /* pick up all magical items */ 1173 /* pick up all magical items */
1218 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 { 1176 {
1221 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1222 continue; 1178 continue;
1223 } 1179 }
1224 1180
1225 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1226 { 1182 {
1227 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1228 { 1184 {
1229 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1230 continue; 1186 continue;
1231 } 1187 }
1232 } 1188 }
1233 1189
1234 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1235 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1236 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1237 { 1193 {
1238 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1239 continue; 1195 continue;
1240 } 1196 }
1241 1197
1242 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1245 { 1201 {
1246 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1247 continue; 1203 continue;
1248 } 1204 }
1249 1205
1250 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1251 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1252 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1253 { 1209 {
1254 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1255 continue; 1211 continue;
1256 } 1212 }
1257 1213
1258 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1259 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1260 { 1216 {
1261 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1262 continue; 1218 continue;
1263 } 1219 }
1264 1220
1265 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1266 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1267 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1268 { 1224 {
1269 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1270 continue; 1226 continue;
1271 } 1227 }
1272 1228
1273 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1274 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1275 { 1231 {
1276 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1277 continue; 1233 continue;
1278 } 1234 }
1279 1235
1280 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1281 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1282 { 1238 {
1283 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1284 continue; 1240 continue;
1285 } 1241 }
1286 1242
1287 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1288 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1289 { 1245 {
1290 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1291 continue; 1247 continue;
1292 } 1248 }
1293 1249
1294 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1295 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1296 { 1252 {
1297 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1298 continue; 1254 continue;
1299 } 1255 }
1300 1256
1301 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1302 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1303 { 1259 {
1304 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1305 continue; 1261 continue;
1306 } 1262 }
1307 1263
1308 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1309 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311 { 1267 {
1312 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1313 continue; 1269 continue;
1314 } 1270 }
1315 1271
1316 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1318 { 1274 {
1319 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1320 { 1276 {
1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1323 { 1279 {
1324 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1325 continue; 1281 continue;
1326 } 1282 }
1327 } 1283 }
1328 1284
1329 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1330 { 1286 {
1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1332 { 1288 {
1333 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1334 continue; 1290 continue;
1335 } 1291 }
1336 } 1292 }
1337 } 1293 }
1338 1294
1339 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1340 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342 { 1298 {
1343 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1344 continue; 1300 continue;
1345 } 1301 }
1346 1302
1347 /* any of the last 4 bits set means we use the ratio for value 1303 /* any of the last 4 bits set means we use the ratio for value
1348 * pickups */ 1304 * pickups */
1353 /* >=7 is the old standard setting. Now we take the last 4 bits 1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1354 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1355 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1356 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1357 { 1313 {
1358 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1359#if 0 1315#if 0
1360 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1361 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1362 { 1318 {
1363 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1364 } 1320 }
1365 else 1321 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1368 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1369#endif 1325#endif
1370 continue; 1326 continue;
1371 } 1327 }
1382 * found object is returned. 1338 * found object is returned.
1383 */ 1339 */
1384object * 1340object *
1385find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1386{ 1342{
1387 object *tmp = 0;
1388
1389 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1391 tmp = find_arrow (op, type);
1392 else if (op->type == ARROW && op->race == type) 1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1346
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type))
1350 {
1351 splay (tmp);
1393 return op; 1352 return arrow;
1353 }
1394 1354
1395 return tmp; 1355 return 0;
1396} 1356}
1397 1357
1398/* 1358/*
1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1400 * against the target. A full test is not performed, simply a basic test 1360 * against the target. A full test is not performed, simply a basic test
1423 } 1383 }
1424 } 1384 }
1425 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1426 { 1386 {
1427 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1428 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1429 { 1389 {
1430 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1431 { 1391 {
1432 *better = 100; 1392 *better = 100;
1433 return arrow; 1393 return arrow;
1441 else 1401 else
1442 { 1402 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1404 {
1445 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1448 { 1408 {
1449 tmp = arrow; 1409 tmp = arrow;
1450 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1451 } 1411 }
1452 } 1412 }
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1414 {
1455 tmp = arrow; 1415 tmp = arrow;
1461 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1462 } 1422 }
1463 } 1423 }
1464 } 1424 }
1465 } 1425 }
1426
1466 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1467 return find_arrow (op, type); 1428 return find_arrow (op, type);
1468 1429
1469 *better = betterby; 1430 *better = betterby;
1470 return tmp; 1431 return tmp;
1621 arrow->destroy (); 1582 arrow->destroy ();
1622 return 0; 1583 return 0;
1623 } 1584 }
1624 1585
1625 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1627 if (!arrow) 1588 if (!arrow)
1628 { 1589 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0; 1591 return 0;
1631 } 1592 }
1693 1654
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1695 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1697 1658
1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1699 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1700 1661
1701 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1702 move_arrow (arrow); 1663 move_arrow (arrow);
1703
1704 if (op->type == PLAYER)
1705 {
1706 if (left->destroyed ())
1707 esrv_del_item (op->contr, left->count);
1708 else
1709 esrv_send_item (op, left);
1710 }
1711 1664
1712 return 1; 1665 return 1;
1713} 1666}
1714 1667
1715/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1781 1734
1782 if (item->type == WAND) 1735 if (item->type == WAND)
1783 { 1736 {
1784 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1785 { 1738 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788 1741
1789 return; 1742 return;
1790 } 1743 }
1791 } 1744 }
1792 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1793 { 1746 {
1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1795 { 1752 {
1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1797 1754
1798 if (item->type == ROD) 1755 if (item->type == ROD)
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1757 else
1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 object *tmp; 1771 object *tmp;
1815 1772
1816 if (item->arch) 1773 if (item->arch)
1817 { 1774 {
1818 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1819 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1820 item->set_speed (0); 1777 item->set_speed (0);
1821 } 1778 }
1822 1779
1823 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1824 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1825 } 1782 }
1826 } 1783 }
1827 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1828 drain_rod_charge (item); 1785 drain_rod_charge (item);
1829 } 1786 }
1990 /* If we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1991 if (key) 1948 if (key)
1992 { 1949 {
1993 object *container = key->env; 1950 object *container = key->env;
1994 1951
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1997 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
1998 make_visible (op); 1953 make_visible (op);
1999 1954
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
2002 1957
2003 if (door->type == DOOR) 1958 if (door->type == DOOR)
2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2006 { 1961 {
2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2008 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2009 } 1964 }
2010 1965
2011 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016 1968
2017 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2018 } 1970 }
2019 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2020 { 1972 {
2021 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2023 return 1; 1975 return 1;
2024 } 1976 }
2025 1977
2026 return 0; 1978 return 0;
2027} 1979}
2114 2066
2115 if (op->speed_left > 0.f) 2067 if (op->speed_left > 0.f)
2116 { 2068 {
2117 --op->speed_left; 2069 --op->speed_left;
2118 2070
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2071 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2121 2073
2122 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op); 2075 make_visible (op);
2124 2076
2143 { 2095 {
2144 --op->speed_left; 2096 --op->speed_left;
2145 2097
2146 if (!op->contr->braced) 2098 if (!op->contr->braced)
2147 { 2099 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2150 } 2102 }
2151 else 2103 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2153 2105
2154 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op); 2107 make_visible (op);
2156 2108
2157 return true; 2109 return true;
2201bool 2153bool
2202move_player (object *op, int dir) 2154move_player (object *op, int dir)
2203{ 2155{
2204 int pick; 2156 int pick;
2205 2157
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 2159 return 0;
2208 2160
2209 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2211 { 2163 {
2296 return 0; 2248 return 0;
2297 2249
2298 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2300 { 2252 {
2301 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2302 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303
2304 if (op->contr)
2305 esrv_del_item (op->contr, tmp->count);
2306 2255
2307 tmp->destroy (); 2256 tmp->destroy ();
2308 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2309 2258
2310 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2323 return 0; 2272 return 0;
2324} 2273}
2325 2274
2326/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* This goes throws the inventory and removes unpaid objects, and puts them
2327 * back in the map (location and map determined by values of env). This 2276 * back in the map (location and map determined by values of env). This
2328 * function will descend into containers. op is the object to start the search 2277 * function will descend into containers. op is the object to start the search
2329 * from. 2278 * from.
2330 */ 2279 */
2280static void
2281drop_unpaid_items (object *op, object *env)
2282{
2283 while (op)
2284 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286
2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2288 op->insert_at (env);
2289 else if (op->inv)
2290 drop_unpaid_items (op->inv, env);
2291
2292 op = next;
2293 }
2294}
2295
2331void 2296void
2332remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2333{ 2298{
2334 while (op) 2299 if (!flag [FLAG_REMOVED])
2335 { 2300 ::drop_unpaid_items (inv, this);
2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2337
2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2339 {
2340 if (env->type == PLAYER)
2341 esrv_del_item (env->contr, op->count);
2342
2343 op->insert_at (env);
2344 }
2345 else if (op->inv)
2346 remove_unpaid_objects (op->inv, env);
2347
2348 op = next;
2349 }
2350} 2301}
2351 2302
2352/* 2303/*
2353 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2354 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2355 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2356 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2357 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2358 */ 2309 */
2359char * 2310const char *
2360gravestone_text (object *op) 2311gravestone_text (object *op)
2361{ 2312{
2362 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2363 char buf[MAX_BUF];
2364 time_t now = time (NULL);
2365 2314
2366 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2367 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2369 else
2370 sprintf (buf, "%s\n", &op->name);
2371 2320
2372 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2373 strcat (buf2, buf); 2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2374 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2375 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2376 else
2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378 2329
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 { 2330 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2385 strcat (buf2, buf);
2386 }
2387
2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2389 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2390 strcat (buf2, buf); 2335 }
2391 2336
2392 return buf2; 2337 return buf;
2393} 2338}
2394 2339
2395void 2340void
2396do_some_living (object *op) 2341do_some_living (object *op)
2397{ 2342{
2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2450 else 2395 else
2451 { 2396 {
2452 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2454 }
2455
2456 /* Regenerate Spell Points */
2457 if (!op->contr->golem && --op->last_sp < 0)
2458 {
2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2466 op->stats.food--;
2467 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 }
2472 }
2473
2474 if (max_sp > 1)
2475 {
2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 } 2399 }
2497 2400
2498 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2521 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2522 } 2425 }
2523 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2524 } 2427 }
2525 2428
2429 if (op->stats.food > 0)
2430 {
2526 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2527 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2528 {
2529 if (op->stats.hp < op->stats.maxhp)
2530 { 2433 {
2531 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2532 /* dms do not consume food */ 2435
2533 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2534 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2535 op->stats.food--; 2443 op->stats.food--;
2444
2536 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2537 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2538 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2539 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2540 } 2450 }
2541 }
2542 2451
2543 if (max_hp > 1) 2452 if (max_sp > 1)
2544 {
2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2546 if (over_hp > 0)
2547 { 2453 {
2548 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2549 op->last_heal = 0; 2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2550 } 2472 }
2551 else 2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2552 { 2481 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2554 } 2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 } 2507 }
2556 else 2508 else
2557 {
2558 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2510 }
2560 } 2511 }
2561 2512
2562 /* Digestion */ 2513 /* Digestion */
2563 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2564 { 2515 {
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2516 int bonus = max (0, op->contr->digestion),
2517 penalty = max (0, -op->contr->digestion);
2566 2518
2567 if (op->contr->gen_hp > 0)
2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2569 else
2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571 2520
2572 /* dms do not consume food */ 2521 /* dms do not consume food */
2573 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2574 op->stats.food--; 2523 op->stats.food--;
2575 } 2524 }
2576 2525
2577 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2578 { 2527 {
2579 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2580 2529
2581 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2582 { 2531 {
2583 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2584 { 2536 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2586 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2588 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2589 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2590 break; 2542 break;
2591 } 2543 }
2592 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2593 flesh = tmp; 2545 flesh = tmp;
2594 } /* End if paid for object */ 2546 }
2595 } /* end of for loop */
2596 2547
2597 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2598 * eat flesh instead. 2549 * eat flesh instead.
2599 */ 2550 */
2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2601 { 2552 {
2602 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2603 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2604 } 2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 }
2563
2564 if (op->stats.food < 0)
2605 } 2565 {
2606 2566 op->stats.hp += op->stats.food;
2607 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2608 op->stats.food++, op->stats.hp--; 2568 }
2609 2569
2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2611 kill_player (op); 2571 kill_player (op);
2612 } 2572 }
2613} 2573}
2618 * file. 2578 * file.
2619 */ 2579 */
2620void 2580void
2621kill_player (object *op) 2581kill_player (object *op)
2622{ 2582{
2583 int x, y;
2623 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2624 int x, y;
2625
2626 //int i;
2627 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2628
2629 /* int z;
2630 int num_stats_lose;
2631 int lost_a_stat;
2632 int lose_this_stat;
2633 int this_stat; */
2634 int will_kill_again; 2586 int will_kill_again;
2635 archetype *at; 2587 archetype *at;
2636 object *tmp; 2588 object *tmp;
2637 2589
2638 if (save_life (op)) 2590 if (save_life (op))
2639 return; 2591 return;
2640
2641 2592
2642 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2643 * in cities ONLY!!! It is very important that this doesn't get abused. 2594 * in cities ONLY!!! It is very important that this doesn't get abused.
2644 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2645 */ 2596 */
2661 { 2612 {
2662 tmp->destroy (); 2613 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2664 } 2615 }
2665 2616
2666 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2667 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2668 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2669 op->stats.food = 999; 2620 op->stats.food = 999;
2670 2621
2671 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2672 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2673 { 2624 {
2674 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2675 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2676 sprintf (buf, " This finger has been cut off %s\n"
2677 " the %s, when he was defeated at\n level %d by %s.\n",
2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2679 tmp->msg = buf; 2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
2680 tmp->value = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2681 tmp->materialname = "organics"; 2634 tmp->materialname = "organics";
2682 tmp->insert_at (op, tmp); 2635 tmp->insert_at (op, tmp);
2683 } 2636 }
2684 2637
2692 2645
2693 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2694 2647
2695 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2696 { 2649 {
2697 sprintf (buf, "%s starved to death.", &op->name); 2650 op->contr->killer = archetype::get ("killer_starvation");
2698 strcpy (op->contr->killer, "starvation"); 2651 op->contr->killer->destroy ();
2699 } 2652 }
2700 else
2701 sprintf (buf, "%s died.", &op->name);
2702 2653
2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 op->contr->play_sound (sound_find ("player_dies"));
2704 2655
2705 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2706 x = op->x; 2657 x = op->x;
2707 y = op->y; 2658 y = op->y;
2708 map = op->map; 2659 map = op->map;
2815 lost_a_stat = 1; 2766 lost_a_stat = 1;
2816 } 2767 }
2817 } 2768 }
2818 } 2769 }
2819 } 2770 }
2771
2820 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2821 if (!lost_a_stat) 2773 if (!lost_a_stat)
2822 { 2774 {
2823 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2824 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2829 else 2781 else
2830 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2831 } 2783 }
2832#else 2784#else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2834#endif 2786#endif
2835 2787
2836 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2837 * exp loss on the stone. 2789 * exp loss on the stone.
2838 */ 2790 */
2839 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2840 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2841 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2842 sprintf (buf, "%s's gravestones", &op->name);
2843 tmp->name_pl = buf;
2844 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); 2794 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 ());
2845 tmp->msg = buf;
2846 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2847 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2848 2797
2849 /**************************************/ 2798 /**************************************/
2850 /* */ 2799 /* */
2871 { 2820 {
2872 tmp->destroy (); 2821 tmp->destroy ();
2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2874 } 2823 }
2875 2824
2876 cure_disease (op, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2877 2838
2878 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2879 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2880 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2881 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2882 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2885 2848
2886 /* 2849 /*
2887 * Check to see if the player has any unpaid items. If so, remove them 2850 * Check to see if the player has any unpaid items. If so, remove them
2888 * and put them back in the map. 2851 * and put them back in the map.
2889 */ 2852 */
2890 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2891 2854
2892 /****************************************/ 2855 /****************************************/
2893 /* */ 2856 /* */
2894 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2895 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2954 2917
2955 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2956 { 2919 {
2957 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
2958 { 2921 {
2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
2960 tmp2->destroy ();
2961 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2962 } 2924 }
2963 else 2925 else
2964 tmp->destroy (); 2926 tmp->destroy ();
2965 } 2927 }
2976void 2938void
2977fix_weight (void) 2939fix_weight (void)
2978{ 2940{
2979 for_all_players (pl) 2941 for_all_players (pl)
2980 { 2942 {
2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
2982 2944
2983 if (old == sum) 2945 pl->ob->update_weight ();
2984 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
2985 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
2986 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
2987 } 2952 }
2988} 2953}
2989 2954
2990void 2955void
2991fix_luck (void) 2956fix_luck (void)
3035void 3000void
3036make_visible (object *op) 3001make_visible (object *op)
3037{ 3002{
3038 op->hide = 0; 3003 op->hide = 0;
3039 op->invisible = 0; 3004 op->invisible = 0;
3005
3040 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3041 { 3007 {
3042 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3043 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3044 } 3010 }
3047} 3013}
3048 3014
3049int 3015int
3050is_true_undead (object *op) 3016is_true_undead (object *op)
3051{ 3017{
3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3053 return 1; 3019 return 1;
3054 3020
3055 return 0; 3021 return 0;
3056} 3022}
3057 3023
3058/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3059 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3060 * indicate greater hideability. 3026 * indicate greater hideability.
3061 */ 3027 */
3062
3063int 3028int
3064hideability (object *ob) 3029hideability (object *ob)
3065{ 3030{
3066 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3067 sint16 x, y; 3032 sint16 x, y;
3077 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3078 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3079 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3080 3045
3081 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3082 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3083 { 3050 {
3084 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3085 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3086 {
3087 continue; 3053 continue;
3088 } 3054
3089 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3090 level += 2; 3056 level += 2;
3091 else /* open terrain! */ 3057 else /* open terrain! */
3092 level -= 1; 3058 level -= 1;
3093 } 3059 }
3104 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3105 */ 3071 */
3106void 3072void
3107do_hidden_move (object *op) 3073do_hidden_move (object *op)
3108{ 3074{
3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3110 object *skop;
3111 3076
3112 if (!op || !op->map) 3077 if (!op || !op->map)
3113 return; 3078 return;
3114 3079
3115 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3116 3082
3117 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3118 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3119 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3120 { 3086 {
3130 num -= hide; 3096 num -= hide;
3131 3097
3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3133 { 3099 {
3134 make_visible (op); 3100 make_visible (op);
3101
3135 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3136 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3104 }
3138 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3139 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3192 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3193 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3194 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3195 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3196 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3197 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3198 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3199 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3200 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3201 * -b.t. 3168 * -b.t.
3202 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3203 */ 3170 */
3204
3205int 3171int
3206player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3207{ 3173{
3208 rv_vector rv; 3174 rv_vector rv;
3209 int dx, dy; 3175 int dx, dy;
3221 3187
3222 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3223 3189
3224 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any 3191 * through the object and find if it has any
3226 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3227 * a blocked los square. 3193 * a blocked los square.
3228 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3229 */ 3195 */
3230 while (op) 3196 while (op)
3231 { 3197 {
3232 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3233 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3234 3200
3235 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3236 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3237 * for any meaningful values. 3203 * for any meaningful values.
3238 */ 3204 */
3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3240 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3242 return 1; 3208 return 1;
3209
3243 op = op->more; 3210 op = op->more;
3244 } 3211 }
3212
3245 return 0; 3213 return 0;
3246} 3214}
3247 3215
3248/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3249 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3252 * return 0. 3220 * return 0.
3253 */ 3221 */
3254int 3222int
3255action_makes_visible (object *op) 3223action_makes_visible (object *op)
3256{ 3224{
3257
3258 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3259 { 3226 {
3260 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3261 return 0; 3228 return 0;
3262 3229
3268 { 3235 {
3269 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3270 return 1; 3237 return 1;
3271 } 3238 }
3272 } 3239 }
3240
3273 return 0; 3241 return 0;
3274} 3242}
3275 3243
3276/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3277 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3282 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3283 */ 3251 */
3284int 3252int
3285op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3286{ 3254{
3287 object *tmp;
3288
3289 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3290 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3291 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3292 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3293 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3294 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3295 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3296 { 3262 {
3297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3298 { 3264 {
3299 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3300 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3301 { 3269 {
3302 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3303 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3304 { 3272 {
3305 object *invtmp;
3306
3307 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3308 { 3274 {
3309 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3310 { 3276 {
3311 if (x != NULL && y != NULL) 3277 if (x && y)
3312 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3313 return 1; 3280 return 1;
3314 } 3281 }
3315 } 3282 }
3316 } 3283 }
3284
3317 if (x != NULL && y != NULL) 3285 if (x && y)
3318 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3319 return 1; 3288 return 1;
3320 } 3289 }
3321 } 3290 }
3322 } 3291 }
3292
3323 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3324 return 0; 3294 return 0;
3325} 3295}
3326 3296
3327/* 3297/*
3343 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3344 int i = 0, j = 0; 3314 int i = 0, j = 0;
3345 3315
3346 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3347 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3348 trlist = treasurelist::find ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3349 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3350 trlist = treasurelist::find ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3351 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3352 trlist = treasurelist::find ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3353 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3354 trlist = treasurelist::find ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3355 3325
3356 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3357 return; 3327 return;
3358 3328
3359 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3363 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3364 return; 3334 return;
3365 } 3335 }
3366 3336
3367 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3368 item = &(tr->item->clone); 3338 item = tr->item;
3369 3339
3370 if (item->type == SPELL) 3340 if (item->type == SPELL)
3371 { 3341 {
3372 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3373 return; 3343 return;
3432 { 3402 {
3433 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3434 object *skin; 3404 object *skin;
3435 3405
3436 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3439 ; 3408 ;
3440 3409
3441 if (!skin) 3410 if (!skin)
3442 return; 3411 return;
3443 3412
3478 else 3447 else
3479 { 3448 {
3480 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3482 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3483 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3484 if (who->type == PLAYER)
3485 esrv_send_item (who, tmp);
3486 } 3453 }
3487} 3454}
3488 3455
3489/** 3456/**
3490 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0; 3487 return 0;
3521 3488
3522 return 100 - blocked_los [x][y]; 3489 return 100 - blocked_los [x][y];
3523} 3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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