ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 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>
184 183
185 if (ob->map) 184 if (ob->map)
186 maplevel = ob->map->path; 185 maplevel = ob->map->path;
187 186
188 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 189 ob->map = 0;
190 party = 0; 190 party = 0;
191 191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 193
207 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
208 208
209 ns->update_look = 0; 209 ns->update_look = 0;
210 ns->look_position = 0; 210 ns->look_position = 0;
211 211
212 clear_los (ob); 212 clear_los (this);
213 213
214 ns->reset_stats (); 214 ns->reset_stats ();
215 215
216 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
221 link_player_skills (ob); 221 link_player_skills (ob);
222 222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 224
225 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
226 226
227 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
229 { 229 {
230 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
231 231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 235 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 237 skin = tmp;
241 238
242 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
243 } 240 }
244 241
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 243
247 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
248 300
249 ob->flag [FLAG_READY_WEAPON] = false; 301 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 302 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 303 ob->flag [FLAG_READY_BOW] = false;
252 304
269 combat_ob = op; 321 combat_ob = op;
270 break; 322 break;
271 } 323 }
272 324
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 326 ob->deactivate (); // change_weapon activates, fix this better
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288} 327}
289 328
290void 329void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op) 330player::set_observe (object *op)
315{ 331{
316 ob = op; 332 observe = op ? op : ob;
317 ob->contr = this; /* this aren't yet in archetype */ 333 do_los = 1;
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 334}
324 335
325player::player () 336player::player ()
326{ 337{
327 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
355 if (ob) 366 if (ob)
356 { 367 {
357 ob->destroy_inv (false); 368 ob->destroy_inv (false);
358 ob->destroy (); 369 ob->destroy ();
359 } 370 }
371
372 ob = observe = 0;
360} 373}
361 374
362player::~player () 375player::~player ()
363{ 376{
364 /* Clear item stack */ 377 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
392 */ 405 */
393archetype * 406archetype *
394get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
395{ 408{
396 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);
397 416
398 for (;;) 417 for (;;)
399 { 418 {
400 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
401 at = first_archetype; 420 i = archetypes.begin ();
402 else 421 else if (*i == at)
403 at = at->next; 422 cleanup ("not a single player archetype found");
404 423
405 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
406 return at; 425 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 426 }
414} 427}
415 428
416object * 429object *
417get_nearest_player (object *mon) 430get_nearest_player (object *mon)
421 unsigned lastdist; 434 unsigned lastdist;
422 rv_vector rv; 435 rv_vector rv;
423 436
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 438 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 440 continue;
455 441
456 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
457 { 443 {
652 638
653 return firstdir; 639 return firstdir;
654} 640}
655 641
656void 642void
657give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
658{ 644{
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL) 645 if (pl->randomitems)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663 647
664 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
665 { 649 {
666 next = op->below; 650 next = op->below;
667 651
668 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
669 * 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
674 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions 659 * by this player due to race restrictions
676 */ 660 */
677 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
678 { 662 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
680 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
681 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
682 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
683 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))
684 { 670 {
685 op->destroy (); 671 op->destroy ();
686 continue; 672 continue;
687 } 673 }
688 } 674 }
711 if (op->nrof > 1) 697 if (op->nrof > 1)
712 op->nrof = 1; 698 op->nrof = 1;
713 } 699 }
714 700
715 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719 703
720 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
721 * 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
722 * merged properly. 706 * merged properly.
723 */ 707 */
724 if (need_identify (op)) 708 if (need_identify (op))
725 { 709 {
726 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
729 } 713 }
714
730 if (op->type == SPELL) 715 if (op->type == SPELL)
731 { 716 {
732 op->destroy (); 717 op->destroy ();
733 continue; 718 continue;
734 } 719 }
736 { 721 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0; 723 op->stats.exp = 0;
739 op->level = 1; 724 op->level = 1;
740 } 725 }
741 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
745 729
746 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
747 link_player_skills (pl); 731 link_player_skills (pl);
853static void 837static void
854start_info (object *op) 838start_info (object *op)
855{ 839{
856 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
857 841
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 844}
863 845
864/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
869 */ 851 */
870void 852void
871player::chargen_race_done () 853player::chargen_race_done ()
872{ 854{
873 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
875 857
876 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl) 859 if (tl)
878 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
879 861
882 864
883 ob->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
884 866
885 if (ob->msg) 867 if (ob->msg)
886 ob->msg = 0; 868 ob->msg = 0;
887
888 /* We create this now because some of the unique maps will need it
889 * to save here.
890 */
891 {
892 char buf[MAX_BUF];
893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894 make_path_to_file (buf);
895 }
896 869
897 start_info (ob); 870 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems); 872 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob); 873 link_player_skills (ob);
903 876
904 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
905 * is one for this race 878 * is one for this race
906 */ 879 */
907 if (*first_map_ext_path) 880 if (*first_map_ext_path)
908 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 882 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
924} 884}
925 885
926void 886void
936 int x = ob->x, y = ob->y; 896 int x = ob->x, y = ob->y;
937 897
938 ob->remove_statbonus (); 898 ob->remove_statbonus ();
939 ob->remove (); 899 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 900 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 901 ob->arch->copy_to (ob);
942 ob->instantiate (); 902 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 904 ob->name = ob->name_pl = name;
945 ob->x = x; 905 ob->x = x;
946 ob->y = y; 906 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 910 ob->add_statbonus ();
951 } 911 }
952 while (!allowed_class (ob)); 912 while (!allowed_class (ob));
953 913
954 update_object (ob, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1029 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1030 return 1; 990 return 1;
1031 991
1032 next = op->below; 992 next = op->below;
1033 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1034 /* 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
1035 * destroyed */ 998 * destroyed */
1036 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1037 { 1000 {
1038 tmp = next; 1001 tmp = next;
1039 next = tmp->below; 1002 next = tmp->below;
1040 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1041 if (op->destroyed ()) 1010 if (op->destroyed ())
1042 return 0; 1011 return 0;
1043 1012
1044 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1045 continue; 1014 continue;
1046 1015
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 { 1017 {
1049 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1051 continue; 1020 continue;
1052 } 1021 }
1053 1022
1054 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1055 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1057 switch (op->contr->mode) 1026 switch (op->contr->mode)
1058 { 1027 {
1059 case 0: 1028 case 0:
1060 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1061 case 1: 1030 case 1:
1062 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1063 return 1; 1032 return 1;
1064 case 2: 1033 case 2:
1065 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1066 return 0; 1035 return 0;
1067 case 3: 1036 case 3:
1068 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1069 case 4: 1038 case 4:
1070 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1071 break; 1040 break;
1072 case 5: 1041 case 5:
1073 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1074 stop = 1; 1043 stop = 1;
1075 break; 1044 break;
1076 case 6: 1045 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1078 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1079 break; 1049 break;
1080 1050
1081 case 7: 1051 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1084 break; 1054 break;
1085 1055
1086 default: 1056 default:
1087 /* use value density */ 1057 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (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)
1090 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1091 } 1061 }
1092 } 1062 }
1093 else 1063 else
1094 { /* old model */ 1064 { /* old model */
1095 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1099 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &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))));
1102 else 1072 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &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))));
1105 1075
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 } 1077 }
1108 1078
1109 /* philosophy: 1079 /* philosophy:
1150 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1154 { 1124 {
1155 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1156 continue; 1126 continue;
1157 } 1127 }
1158 1128
1159 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1160 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)))
1161 { 1131 {
1162 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1163 continue; 1133 continue;
1164 } 1134 }
1165 1135
1166 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1168 { 1138 {
1169 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1170 continue; 1140 continue;
1171 } 1141 }
1172 1142
1173 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1176 { 1146 {
1177 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1178 continue; 1148 continue;
1179 } 1149 }
1180 1150
1181 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1183 { 1153 {
1184 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1185 continue; 1155 continue;
1186 } 1156 }
1187 1157
1188 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1190 { 1160 {
1191 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1192 continue; 1162 continue;
1193 } 1163 }
1194 1164
1195 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 { 1168 {
1199 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1200 continue; 1170 continue;
1201 } 1171 }
1202 1172
1203 /* pick up all magical items */ 1173 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1205 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))
1206 { 1176 {
1207 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1208 continue; 1178 continue;
1209 } 1179 }
1210 1180
1211 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1212 { 1182 {
1213 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1214 { 1184 {
1215 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1216 continue; 1186 continue;
1217 } 1187 }
1218 } 1188 }
1219 1189
1220 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1223 { 1193 {
1224 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1225 continue; 1195 continue;
1226 } 1196 }
1227 1197
1228 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1231 { 1201 {
1232 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1233 continue; 1203 continue;
1234 } 1204 }
1235 1205
1236 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1239 { 1209 {
1240 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1241 continue; 1211 continue;
1242 } 1212 }
1243 1213
1244 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1246 { 1216 {
1247 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1248 continue; 1218 continue;
1249 } 1219 }
1250 1220
1251 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1254 { 1224 {
1255 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1256 continue; 1226 continue;
1257 } 1227 }
1258 1228
1259 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1261 { 1231 {
1262 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1263 continue; 1233 continue;
1264 } 1234 }
1265 1235
1266 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1268 { 1238 {
1269 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1270 continue; 1240 continue;
1271 } 1241 }
1272 1242
1273 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1275 { 1245 {
1276 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1277 continue; 1247 continue;
1278 } 1248 }
1279 1249
1280 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1282 { 1252 {
1283 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1284 continue; 1254 continue;
1285 } 1255 }
1286 1256
1287 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1289 { 1259 {
1290 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1291 continue; 1261 continue;
1292 } 1262 }
1293 1263
1294 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 { 1267 {
1298 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1299 continue; 1269 continue;
1300 } 1270 }
1301 1271
1302 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1274 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1306 { 1276 {
1307 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 &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1309 { 1279 {
1310 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1311 continue; 1281 continue;
1312 } 1282 }
1313 } 1283 }
1314 1284
1315 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1316 { 1286 {
1317 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)
1318 { 1288 {
1319 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1320 continue; 1290 continue;
1321 } 1291 }
1322 } 1292 }
1323 } 1293 }
1324 1294
1325 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 { 1298 {
1329 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1330 continue; 1300 continue;
1331 } 1301 }
1332 1302
1333 /* 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
1334 * pickups */ 1304 * pickups */
1339 /* >=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
1340 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 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)
1343 { 1313 {
1344 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1345#if 0 1315#if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1348 { 1318 {
1349 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1350 } 1320 }
1351 else 1321 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1354 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))));
1355#endif 1325#endif
1356 continue; 1326 continue;
1357 } 1327 }
1368 * found object is returned. 1338 * found object is returned.
1369 */ 1339 */
1370object * 1340object *
1371find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1372{ 1342{
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 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);
1379 return op; 1352 return arrow;
1353 }
1380 1354
1381 return tmp; 1355 return 0;
1382} 1356}
1383 1357
1384/* 1358/*
1385 * 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
1386 * 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
1409 } 1383 }
1410 } 1384 }
1411 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1412 { 1386 {
1413 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1415 { 1389 {
1416 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1417 { 1391 {
1418 *better = 100; 1392 *better = 100;
1419 return arrow; 1393 return arrow;
1427 else 1401 else
1428 { 1402 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1404 {
1431 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 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)
1434 { 1408 {
1435 tmp = arrow; 1409 tmp = arrow;
1436 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;
1437 } 1411 }
1438 } 1412 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1414 {
1441 tmp = arrow; 1415 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 } 1422 }
1449 } 1423 }
1450 } 1424 }
1451 } 1425 }
1426
1452 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type); 1428 return find_arrow (op, type);
1454 1429
1455 *better = betterby; 1430 *better = betterby;
1456 return tmp; 1431 return tmp;
1607 arrow->destroy (); 1582 arrow->destroy ();
1608 return 0; 1583 return 0;
1609 } 1584 }
1610 1585
1611 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1613 if (!arrow) 1588 if (!arrow)
1614 { 1589 {
1615 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);
1616 return 0; 1591 return 0;
1617 } 1592 }
1679 1654
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1658
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1686 1661
1687 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1663 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1664
1698 return 1; 1665 return 1;
1699} 1666}
1700 1667
1701/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1767 1734
1768 if (item->type == WAND) 1735 if (item->type == WAND)
1769 { 1736 {
1770 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1771 { 1738 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1773 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));
1774 1741
1775 return; 1742 return;
1776 } 1743 }
1777 } 1744 }
1778 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1779 { 1746 {
1780 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))
1781 { 1752 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1783 1754
1784 if (item->type == ROD) 1755 if (item->type == ROD)
1785 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));
1786 else 1757 else
1787 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));
1800 object *tmp; 1771 object *tmp;
1801 1772
1802 if (item->arch) 1773 if (item->arch)
1803 { 1774 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1806 item->set_speed (0); 1777 item->set_speed (0);
1807 } 1778 }
1808 1779
1809 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1782 }
1812 } 1783 }
1813 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1785 drain_rod_charge (item);
1815 } 1786 }
1976 /* If we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1977 if (key) 1948 if (key)
1978 { 1949 {
1979 object *container = key->env; 1950 object *container = key->env;
1980 1951
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
1984 make_visible (op); 1953 make_visible (op);
1985 1954
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1988 1957
1989 if (door->type == DOOR) 1958 if (door->type == DOOR)
1990 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 */
1991 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
1992 { 1961 {
1993 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);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1964 }
1996 1965
1997 /* Do this after we print the message */ 1966 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002 1968
2003 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2004 } 1970 }
2005 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2006 { 1972 {
2007 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1975 return 1;
2010 } 1976 }
2011 1977
2012 return 0; 1978 return 0;
2013} 1979}
2100 2066
2101 if (op->speed_left > 0.f) 2067 if (op->speed_left > 0.f)
2102 { 2068 {
2103 --op->speed_left; 2069 --op->speed_left;
2104 2070
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2071 op->play_sound (sound_find ("push_player"));
2106 push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2107 2073
2108 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op); 2075 make_visible (op);
2110 2076
2129 { 2095 {
2130 --op->speed_left; 2096 --op->speed_left;
2131 2097
2132 if (!op->contr->braced) 2098 if (!op->contr->braced)
2133 { 2099 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2136 } 2102 }
2137 else 2103 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2139 2105
2140 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2107 make_visible (op);
2142 2108
2143 return true; 2109 return true;
2187bool 2153bool
2188move_player (object *op, int dir) 2154move_player (object *op, int dir)
2189{ 2155{
2190 int pick; 2156 int pick;
2191 2157
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193 return 0; 2159 return 0;
2194 2160
2195 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2197 { 2163 {
2282 return 0; 2248 return 0;
2283 2249
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 { 2252 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2288 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));
2289
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292 2255
2293 tmp->destroy (); 2256 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295 2258
2296 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2309 return 0; 2272 return 0;
2310} 2273}
2311 2274
2312/* 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
2313 * 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
2314 * 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
2315 * from. 2278 * from.
2316 */ 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
2317void 2296void
2318remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2319{ 2298{
2320 while (op) 2299 if (!flag [FLAG_REMOVED])
2321 { 2300 ::drop_unpaid_items (inv, this);
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336} 2301}
2337 2302
2338/* 2303/*
2339 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2344 */ 2309 */
2345char * 2310const char *
2346gravestone_text (object *op) 2311gravestone_text (object *op)
2347{ 2312{
2348 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351 2314
2352 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2353 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357 2320
2358 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2359 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
2360 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364 2329
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 { 2330 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2370 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2376 strcat (buf2, buf); 2335 }
2377 2336
2378 return buf2; 2337 return buf;
2379} 2338}
2380 2339
2381void 2340void
2382do_some_living (object *op) 2341do_some_living (object *op)
2383{ 2342{
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else 2395 else
2437 { 2396 {
2438 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 } 2399 }
2483 2400
2484 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2485 /* 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. */
2486 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2507 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);
2508 } 2425 }
2509 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2510 } 2427 }
2511 2428
2429 if (op->stats.food > 0)
2430 {
2512 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2513 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 { 2433 {
2517 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2518 /* dms do not consume food */ 2435
2519 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2520 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2521 op->stats.food--; 2443 op->stats.food--;
2444
2522 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2524 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))
2525 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2526 } 2450 }
2527 }
2528 2451
2529 if (max_hp > 1) 2452 if (max_sp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 { 2453 {
2534 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
2535 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);
2536 } 2472 }
2537 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)
2538 { 2481 {
2539 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 }
2540 } 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);
2541 } 2507 }
2542 else 2508 else
2543 {
2544 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);
2545 } 2510 }
2546 } 2511 }
2547 2512
2548 /* Digestion */ 2513 /* Digestion */
2549 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2550 { 2515 {
2551 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);
2552 2518
2553 if (op->contr->gen_hp > 0)
2554 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);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557 2520
2558 /* dms do not consume food */ 2521 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--; 2523 op->stats.food--;
2561 } 2524 }
2562 2525
2563 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 { 2527 {
2565 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2566 2529
2567 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2568 { 2531 {
2569 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)
2570 { 2536 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2572 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2575 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2542 break;
2577 } 2543 }
2578 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2579 flesh = tmp; 2545 flesh = tmp;
2580 } /* End if paid for object */ 2546 }
2581 } /* end of for loop */
2582 2547
2583 /* 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
2584 * eat flesh instead. 2549 * eat flesh instead.
2585 */ 2550 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 { 2552 {
2588 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.>");
2589 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2590 } 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)
2591 } 2565 {
2592 2566 op->stats.hp += op->stats.food;
2593 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2594 op->stats.food++, op->stats.hp--; 2568 }
2595 2569
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op); 2571 kill_player (op);
2598 } 2572 }
2599} 2573}
2604 * file. 2578 * file.
2605 */ 2579 */
2606void 2580void
2607kill_player (object *op) 2581kill_player (object *op)
2608{ 2582{
2583 int x, y;
2609 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2610 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again; 2586 int will_kill_again;
2621 archetype *at; 2587 archetype *at;
2622 object *tmp; 2588 object *tmp;
2623 2589
2624 if (save_life (op)) 2590 if (save_life (op))
2625 return; 2591 return;
2626
2627 2592
2628 /* 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
2629 * 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.
2630 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2631 */ 2596 */
2647 { 2612 {
2648 tmp->destroy (); 2613 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 } 2615 }
2651 2616
2652 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2655 op->stats.food = 999; 2620 op->stats.food = 999;
2656 2621
2657 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 { 2624 {
2660 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2661 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2662 sprintf (buf, " This finger has been cut off %s\n"
2663 " the %s, when he was defeated at\n level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2665 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 );
2666 tmp->value = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics"; 2634 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp); 2635 tmp->insert_at (op, tmp);
2669 } 2636 }
2670 2637
2678 2645
2679 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2680 2647
2681 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2682 { 2649 {
2683 sprintf (buf, "%s starved to death.", &op->name); 2650 op->contr->killer = archetype::get ("killer_starvation");
2684 strcpy (op->contr->killer, "starvation"); 2651 op->contr->killer->destroy ();
2685 } 2652 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688 2653
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 op->contr->play_sound (sound_find ("player_dies"));
2690 2655
2691 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2692 x = op->x; 2657 x = op->x;
2693 y = op->y; 2658 y = op->y;
2694 map = op->map; 2659 map = op->map;
2801 lost_a_stat = 1; 2766 lost_a_stat = 1;
2802 } 2767 }
2803 } 2768 }
2804 } 2769 }
2805 } 2770 }
2771
2806 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2773 if (!lost_a_stat)
2808 { 2774 {
2809 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2814 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);
2815 else 2781 else
2816 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.");
2817 } 2783 }
2818#else 2784#else
2819 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.");
2820#endif 2786#endif
2821 2787
2822 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone. 2789 * exp loss on the stone.
2824 */ 2790 */
2825 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2826 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2827 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2828 sprintf (buf, "%s's gravestones", &op->name);
2829 tmp->name_pl = buf;
2830 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 ());
2831 tmp->msg = buf;
2832 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2797
2835 /**************************************/ 2798 /**************************************/
2836 /* */ 2799 /* */
2857 { 2820 {
2858 tmp->destroy (); 2821 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2823 }
2861 2824
2862 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 }
2863 2838
2864 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2866 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2867 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2868 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871 2848
2872 /* 2849 /*
2873 * 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
2874 * and put them back in the map. 2851 * and put them back in the map.
2875 */ 2852 */
2876 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2877 2854
2878 /****************************************/ 2855 /****************************************/
2879 /* */ 2856 /* */
2880 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2940 2917
2941 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))))
2942 { 2919 {
2943 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
2944 { 2921 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 } 2924 }
2949 else 2925 else
2950 tmp->destroy (); 2926 tmp->destroy ();
2951 } 2927 }
2962void 2938void
2963fix_weight (void) 2939fix_weight (void)
2964{ 2940{
2965 for_all_players (pl) 2941 for_all_players (pl)
2966 { 2942 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
2968 2944
2969 if (old == sum) 2945 pl->ob->update_weight ();
2970 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
2971 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
2972 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 }
2973 } 2952 }
2974} 2953}
2975 2954
2976void 2955void
2977fix_luck (void) 2956fix_luck (void)
3021void 3000void
3022make_visible (object *op) 3001make_visible (object *op)
3023{ 3002{
3024 op->hide = 0; 3003 op->hide = 0;
3025 op->invisible = 0; 3004 op->invisible = 0;
3005
3026 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3027 { 3007 {
3028 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3030 } 3010 }
3033} 3013}
3034 3014
3035int 3015int
3036is_true_undead (object *op) 3016is_true_undead (object *op)
3037{ 3017{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 3019 return 1;
3040 3020
3041 return 0; 3021 return 0;
3042} 3022}
3043 3023
3044/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3046 * indicate greater hideability. 3026 * indicate greater hideability.
3047 */ 3027 */
3048
3049int 3028int
3050hideability (object *ob) 3029hideability (object *ob)
3051{ 3030{
3052 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3053 sint16 x, y; 3032 sint16 x, y;
3063 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3066 3045
3067 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3068 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])
3069 { 3050 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue; 3053 continue;
3074 } 3054
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2; 3056 level += 2;
3077 else /* open terrain! */ 3057 else /* open terrain! */
3078 level -= 1; 3058 level -= 1;
3079 } 3059 }
3090 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */ 3071 */
3092void 3072void
3093do_hidden_move (object *op) 3073do_hidden_move (object *op)
3094{ 3074{
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3096 object *skop;
3097 3076
3098 if (!op || !op->map) 3077 if (!op || !op->map)
3099 return; 3078 return;
3100 3079
3101 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);
3102 3082
3103 /* 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! */
3104 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3106 { 3086 {
3116 num -= hide; 3096 num -= hide;
3117 3097
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 { 3099 {
3120 make_visible (op); 3100 make_visible (op);
3101
3121 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3122 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!");
3123 } 3104 }
3124 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3125 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);
3178 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3179 * 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
3180 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3184 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3186 * 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.
3187 * -b.t. 3168 * -b.t.
3188 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3189 */ 3170 */
3190
3191int 3171int
3192player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3193{ 3173{
3194 rv_vector rv; 3174 rv_vector rv;
3195 int dx, dy; 3175 int dx, dy;
3207 3187
3208 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3209 3189
3210 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any 3191 * through the object and find if it has any
3212 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3213 * a blocked los square. 3193 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3215 */ 3195 */
3216 while (op) 3196 while (op)
3217 { 3197 {
3218 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3220 3200
3221 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3222 * 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
3223 * for any meaningful values. 3203 * for any meaningful values.
3224 */ 3204 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !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)])
3228 return 1; 3208 return 1;
3209
3229 op = op->more; 3210 op = op->more;
3230 } 3211 }
3212
3231 return 0; 3213 return 0;
3232} 3214}
3233 3215
3234/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3238 * return 0. 3220 * return 0.
3239 */ 3221 */
3240int 3222int
3241action_makes_visible (object *op) 3223action_makes_visible (object *op)
3242{ 3224{
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 { 3226 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0; 3228 return 0;
3248 3229
3254 { 3235 {
3255 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");
3256 return 1; 3237 return 1;
3257 } 3238 }
3258 } 3239 }
3240
3259 return 0; 3241 return 0;
3260} 3242}
3261 3243
3262/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3268 * 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
3269 */ 3251 */
3270int 3252int
3271op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3272{ 3254{
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3276 * 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),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3282 { 3262 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 { 3264 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3286 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))
3287 { 3269 {
3288 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3289 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))
3290 { 3272 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3294 { 3274 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3296 { 3276 {
3297 if (x != NULL && y != NULL) 3277 if (x && y)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3299 return 1; 3280 return 1;
3300 } 3281 }
3301 } 3282 }
3302 } 3283 }
3284
3303 if (x != NULL && y != NULL) 3285 if (x && y)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3305 return 1; 3288 return 1;
3306 } 3289 }
3307 } 3290 }
3308 } 3291 }
3292
3309 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3310 return 0; 3294 return 0;
3311} 3295}
3312 3296
3313/* 3297/*
3329 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0; 3314 int i = 0, j = 0;
3331 3315
3332 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3335 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3337 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3339 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3341 3325
3342 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3343 return; 3327 return;
3344 3328
3345 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++);
3349 /* 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]); */
3350 return; 3334 return;
3351 } 3335 }
3352 3336
3353 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3338 item = tr->item;
3355 3339
3356 if (item->type == SPELL) 3340 if (item->type == SPELL)
3357 { 3341 {
3358 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3359 return; 3343 return;
3418 { 3402 {
3419 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3404 object *skin;
3421 3405
3422 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 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)
3425 ; 3408 ;
3426 3409
3427 if (!skin) 3410 if (!skin)
3428 return; 3411 return;
3429 3412
3464 else 3447 else
3465 { 3448 {
3466 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3468 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));
3469 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 } 3453 }
3473} 3454}
3474 3455
3475/** 3456/**
3476 * 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
3505 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))
3506 return 0; 3487 return 0;
3507 3488
3508 return 100 - blocked_los [x][y]; 3489 return 100 - blocked_los [x][y];
3509} 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines