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Comparing deliantra/server/server/player.C (file contents):
Revision 1.149 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.202 by root, Fri Aug 29 02:07:09 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
184 186
185 if (ob->map) 187 if (ob->map)
186 maplevel = ob->map->path; 188 maplevel = ob->map->path;
187 189
188 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 192 ob->map = 0;
190 party = 0; 193 party = 0;
191 194
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193 196
215 218
216 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 221 ob->race = ob->arch->race;
219 222
220 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
221 link_player_skills (ob); 224 link_player_skills (ob);
222 225
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 227
225 assign (title, ob->arch->object::name); 228 assign (title, ob->arch->object::name);
227 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
229 { 232 {
230 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
231 234
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 240 skin = tmp;
241 241
242 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
243 } 243 }
244 244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 246
247 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
248 303
249 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
252 307
269 combat_ob = op; 324 combat_ob = op;
270 break; 325 break;
271 } 326 }
272 327
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 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)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323} 330}
324 331
325void 332void
326player::set_observe (object *op) 333player::set_observe (object *op)
327{ 334{
341 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
342 349
343 gen_sp_armour = 10; 350 gen_sp_armour = 10;
344 bowtype = bow_normal; 351 bowtype = bow_normal;
345 petmode = pet_normal; 352 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers; 353 usekeys = containers;
348 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
349 do_los = 1; 355 do_los = 1;
350 356
351 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
362 if (ob) 368 if (ob)
363 { 369 {
364 ob->destroy_inv (false); 370 ob->destroy_inv (false);
365 ob->destroy (); 371 ob->destroy ();
366 } 372 }
373
374 ob = observe = 0;
367} 375}
368 376
369player::~player () 377player::~player ()
370{ 378{
371 /* Clear item stack */ 379 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
399 */ 407 */
400archetype * 408archetype *
401get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
402{ 410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); 417 archvec::iterator i = archetypes.find (nat);
404 418
405 for (;;) 419 for (;;)
406 { 420 {
407 if (++i == archetypes.end ()) 421 if (++i == archetypes.end ())
408 i = archetypes.begin (); 422 i = archetypes.begin ();
422 unsigned lastdist; 436 unsigned lastdist;
423 rv_vector rv; 437 rv_vector rv;
424 438
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 440 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 442 continue;
456 443
457 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
458 { 445 {
653 640
654 return firstdir; 641 return firstdir;
655} 642}
656 643
657void 644void
658give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
659{ 646{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 647 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 649
665 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
666 { 651 {
667 next = op->below; 652 next = op->below;
668 653
669 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 661 * by this player due to race restrictions
677 */ 662 */
678 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
679 { 664 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
681 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 672 {
686 op->destroy (); 673 op->destroy ();
687 continue; 674 continue;
688 } 675 }
689 } 676 }
712 if (op->nrof > 1) 699 if (op->nrof > 1)
713 op->nrof = 1; 700 op->nrof = 1;
714 } 701 }
715 702
716 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 705
721 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 708 * merged properly.
724 */ 709 */
725 if (need_identify (op)) 710 if (need_identify (op))
726 { 711 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 715 }
716
731 if (op->type == SPELL) 717 if (op->type == SPELL)
732 { 718 {
733 op->destroy (); 719 op->destroy ();
734 continue; 720 continue;
735 } 721 }
737 { 723 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 725 op->stats.exp = 0;
740 op->level = 1; 726 op->level = 1;
741 } 727 }
742 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
746 731
747 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
748 link_player_skills (pl); 733 link_player_skills (pl);
854static void 839static void
855start_info (object *op) 840start_info (object *op)
856{ 841{
857 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
858 843
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 846}
864 847
865/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
870 */ 853 */
871void 854void
872player::chargen_race_done () 855player::chargen_race_done ()
873{ 856{
874 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
876 859
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 861 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
880 863
883 866
884 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
885 868
886 if (ob->msg) 869 if (ob->msg)
887 ob->msg = 0; 870 ob->msg = 0;
888
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897 871
898 start_info (ob); 872 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob); 875 link_player_skills (ob);
904 878
905 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
906 * is one for this race 880 * is one for this race
907 */ 881 */
908 if (*first_map_ext_path) 882 if (*first_map_ext_path)
909 { 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 884 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
925} 886}
926 887
927void 888void
1030 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1031 return 1; 992 return 1;
1032 993
1033 next = op->below; 994 next = op->below;
1034 995
996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998
1035 /* loop while there are items on the floor that are not marked as 999 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 1000 * destroyed */
1037 while (next && !next->destroyed ()) 1001 while (next && !next->destroyed ())
1038 { 1002 {
1039 tmp = next; 1003 tmp = next;
1040 next = tmp->below; 1004 next = tmp->below;
1041 1005
1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1042 if (op->destroyed ()) 1012 if (op->destroyed ())
1043 return 0; 1013 return 0;
1044 1014
1045 if (!can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1046 continue; 1016 continue;
1047 1017
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1019 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1052 continue; 1022 continue;
1053 } 1023 }
1054 1024
1055 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1026 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1028 switch (op->contr->mode)
1059 { 1029 {
1060 case 0: 1030 case 0:
1061 return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1062 case 1: 1032 case 1:
1063 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1064 return 1; 1034 return 1;
1065 case 2: 1035 case 2:
1066 pick_up (op, tmp); 1036 CHK_PICK_PICKUP;
1067 return 0; 1037 return 0;
1068 case 3: 1038 case 3:
1069 return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1070 case 4: 1040 case 4:
1071 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1072 break; 1042 break;
1073 case 5: 1043 case 5:
1074 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1075 stop = 1; 1045 stop = 1;
1076 break; 1046 break;
1077 case 6: 1047 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1080 break; 1051 break;
1081 1052
1082 case 7: 1053 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1085 break; 1056 break;
1086 1057
1087 default: 1058 default:
1088 /* use value density */ 1059 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp); 1062 CHK_PICK_PICKUP;
1092 } 1063 }
1093 } 1064 }
1094 else 1065 else
1095 { /* old model */ 1066 { /* old model */
1096 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1151 /* all food and drink if desired */ 1122 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1123 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1124 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1125 if (tmp->type == FOOD)
1155 { 1126 {
1156 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1157 continue; 1128 continue;
1158 } 1129 }
1159 1130
1160 if (op->contr->mode & PU_DRINK) 1131 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 { 1133 {
1163 pick_up (op, tmp); 1134 CHK_PICK_PICKUP;
1164 continue; 1135 continue;
1165 } 1136 }
1166 1137
1167 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1139 if (tmp->type == POTION)
1169 { 1140 {
1170 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1171 continue; 1142 continue;
1172 } 1143 }
1173 1144
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1145 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1146 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1147 if (tmp->type == SPELLBOOK)
1177 { 1148 {
1178 pick_up (op, tmp); 1149 CHK_PICK_PICKUP;
1179 continue; 1150 continue;
1180 } 1151 }
1181 1152
1182 if (op->contr->mode & PU_SKILLSCROLL) 1153 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1154 if (tmp->type == SKILLSCROLL)
1184 { 1155 {
1185 pick_up (op, tmp); 1156 CHK_PICK_PICKUP;
1186 continue; 1157 continue;
1187 } 1158 }
1188 1159
1189 if (op->contr->mode & PU_READABLES) 1160 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1162 {
1192 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1193 continue; 1164 continue;
1194 } 1165 }
1195 1166
1196 /* wands/staves/rods/horns */ 1167 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1170 {
1200 pick_up (op, tmp); 1171 CHK_PICK_PICKUP;
1201 continue; 1172 continue;
1202 } 1173 }
1203 1174
1204 /* pick up all magical items */ 1175 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1176 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 { 1178 {
1208 pick_up (op, tmp); 1179 CHK_PICK_PICKUP;
1209 continue; 1180 continue;
1210 } 1181 }
1211 1182
1212 if (op->contr->mode & PU_VALUABLES) 1183 if (op->contr->mode & PU_VALUABLES)
1213 { 1184 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1185 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1186 {
1216 pick_up (op, tmp); 1187 CHK_PICK_PICKUP;
1217 continue; 1188 continue;
1218 } 1189 }
1219 } 1190 }
1220 1191
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1192 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1193 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1194 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1195 {
1225 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1226 continue; 1197 continue;
1227 } 1198 }
1228 1199
1229 /* we don't forget dragon food */ 1200 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1201 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1202 if (tmp->type == FLESH)
1232 { 1203 {
1233 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1234 continue; 1205 continue;
1235 } 1206 }
1236 1207
1237 /* bows and arrows. Bows are good for selling! */ 1208 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1209 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1210 if (tmp->type == BOW)
1240 { 1211 {
1241 pick_up (op, tmp); 1212 CHK_PICK_PICKUP;
1242 continue; 1213 continue;
1243 } 1214 }
1244 1215
1245 if (op->contr->mode & PU_ARROW) 1216 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1217 if (tmp->type == ARROW)
1247 { 1218 {
1248 pick_up (op, tmp); 1219 CHK_PICK_PICKUP;
1249 continue; 1220 continue;
1250 } 1221 }
1251 1222
1252 /* all kinds of armor etc. */ 1223 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1224 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1225 if (tmp->type == ARMOUR)
1255 { 1226 {
1256 pick_up (op, tmp); 1227 CHK_PICK_PICKUP;
1257 continue; 1228 continue;
1258 } 1229 }
1259 1230
1260 if (op->contr->mode & PU_HELMET) 1231 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1232 if (tmp->type == HELMET)
1262 { 1233 {
1263 pick_up (op, tmp); 1234 CHK_PICK_PICKUP;
1264 continue; 1235 continue;
1265 } 1236 }
1266 1237
1267 if (op->contr->mode & PU_SHIELD) 1238 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1239 if (tmp->type == SHIELD)
1269 { 1240 {
1270 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1271 continue; 1242 continue;
1272 } 1243 }
1273 1244
1274 if (op->contr->mode & PU_BOOTS) 1245 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1246 if (tmp->type == BOOTS)
1276 { 1247 {
1277 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1278 continue; 1249 continue;
1279 } 1250 }
1280 1251
1281 if (op->contr->mode & PU_GLOVES) 1252 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1253 if (tmp->type == GLOVES)
1283 { 1254 {
1284 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1285 continue; 1256 continue;
1286 } 1257 }
1287 1258
1288 if (op->contr->mode & PU_CLOAK) 1259 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1260 if (tmp->type == CLOAK)
1290 { 1261 {
1291 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1292 continue; 1263 continue;
1293 } 1264 }
1294 1265
1295 /* hoping to catch throwing daggers here */ 1266 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1267 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1269 {
1299 pick_up (op, tmp); 1270 CHK_PICK_PICKUP;
1300 continue; 1271 continue;
1301 } 1272 }
1302 1273
1303 /* careful: chairs and tables are weapons! */ 1274 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1275 if (op->contr->mode & PU_ALLWEAPON)
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1277 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1278 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && 1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) 1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1281 {
1311 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1312 continue; 1283 continue;
1313 } 1284 }
1314 } 1285 }
1315 1286
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1287 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1288 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) 1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1290 {
1320 pick_up (op, tmp); 1291 CHK_PICK_PICKUP;
1321 continue; 1292 continue;
1322 } 1293 }
1323 } 1294 }
1324 } 1295 }
1325 1296
1326 /* misc stuff that's useful */ 1297 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1298 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1300 {
1330 pick_up (op, tmp); 1301 CHK_PICK_PICKUP;
1331 continue; 1302 continue;
1332 } 1303 }
1333 1304
1334 /* any of the last 4 bits set means we use the ratio for value 1305 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */ 1306 * pickups */
1336 if (op->contr->mode & PU_RATIO) 1307 if (op->contr->mode & PU_RATIO)
1337 { 1308 {
1338 /* use value density to decide what else to grab */ 1309 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */ 1310 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits 1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */ 1312 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1313 wvratio = op->contr->mode & PU_RATIO;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1344 { 1315 {
1345 pick_up (op, tmp); 1316 CHK_PICK_PICKUP;
1346#if 0 1317#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1319 if (tmp->name != NULL)
1349 { 1320 {
1350 fprintf (stderr, "%s", tmp->name); 1321 fprintf (stderr, "%s", tmp->name);
1369 * found object is returned. 1340 * found object is returned.
1370 */ 1341 */
1371object * 1342object *
1372find_arrow (object *op, const char *type) 1343find_arrow (object *op, const char *type)
1373{ 1344{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp);
1348
1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1351 if (object *arrow = find_arrow (tmp, type))
1352 {
1353 splay (tmp);
1380 return op; 1354 return arrow;
1355 }
1381 1356
1382 return tmp; 1357 return 0;
1383} 1358}
1384 1359
1385/* 1360/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1362 * against the target. A full test is not performed, simply a basic test
1410 } 1385 }
1411 } 1386 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1387 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1388 {
1414 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1416 { 1391 {
1417 if (arrow->attacktype & AT_DEATH) 1392 if (arrow->attacktype & AT_DEATH)
1418 { 1393 {
1419 *better = 100; 1394 *better = 100;
1420 return arrow; 1395 return arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1424 }
1450 } 1425 }
1451 } 1426 }
1452 } 1427 }
1428
1453 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1430 return find_arrow (op, type);
1455 1431
1456 *better = betterby; 1432 *better = betterby;
1457 return tmp; 1433 return tmp;
1608 arrow->destroy (); 1584 arrow->destroy ();
1609 return 0; 1585 return 0;
1610 } 1586 }
1611 1587
1612 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1614 if (!arrow) 1590 if (!arrow)
1615 { 1591 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0; 1593 return 0;
1618 } 1594 }
1680 1656
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684 1660
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1686 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1687 1663
1688 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1689 move_arrow (arrow); 1665 move_arrow (arrow);
1690
1691 if (op->type == PLAYER)
1692 {
1693 if (left->destroyed ())
1694 esrv_del_item (op->contr, left->count);
1695 else
1696 esrv_send_item (op, left);
1697 }
1698 1666
1699 return 1; 1667 return 1;
1700} 1668}
1701 1669
1702/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1768 1736
1769 if (item->type == WAND) 1737 if (item->type == WAND)
1770 { 1738 {
1771 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1772 { 1740 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775 1743
1776 return; 1744 return;
1777 } 1745 }
1778 } 1746 }
1779 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1780 { 1748 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1782 { 1754 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1784 1756
1785 if (item->type == ROD) 1757 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1759 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->face; 1778 item->face = item->arch->face;
1807 item->set_speed (0); 1779 item->set_speed (0);
1808 } 1780 }
1809 1781
1810 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1784 }
1813 } 1785 }
1814 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1787 drain_rod_charge (item);
1816 } 1788 }
1977 /* If we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1978 if (key) 1950 if (key)
1979 { 1951 {
1980 object *container = key->env; 1952 object *container = key->env;
1981 1953
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
1985 make_visible (op); 1955 make_visible (op);
1986 1956
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1989 1959
1990 if (door->type == DOOR) 1960 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
1993 { 1963 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1995 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1996 } 1966 }
1997 1967
1998 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 1970
2004 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2005 } 1972 }
2006 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2007 { 1974 {
2008 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2010 return 1; 1977 return 1;
2011 } 1978 }
2012 1979
2013 return 0; 1980 return 0;
2014} 1981}
2101 2068
2102 if (op->speed_left > 0.f) 2069 if (op->speed_left > 0.f)
2103 { 2070 {
2104 --op->speed_left; 2071 --op->speed_left;
2105 2072
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2073 op->play_sound (sound_find ("push_player"));
2107 push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2108 2075
2109 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2077 make_visible (op);
2111 2078
2130 { 2097 {
2131 --op->speed_left; 2098 --op->speed_left;
2132 2099
2133 if (!op->contr->braced) 2100 if (!op->contr->braced)
2134 { 2101 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2137 } 2104 }
2138 else 2105 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2140 2107
2141 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2109 make_visible (op);
2143 2110
2144 return true; 2111 return true;
2188bool 2155bool
2189move_player (object *op, int dir) 2156move_player (object *op, int dir)
2190{ 2157{
2191 int pick; 2158 int pick;
2192 2159
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194 return 0; 2161 return 0;
2195 2162
2196 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2198 { 2165 {
2283 return 0; 2250 return 0;
2284 2251
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 { 2254 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2291 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count);
2293 2257
2294 tmp->destroy (); 2258 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 2260
2297 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2310 return 0; 2274 return 0;
2311} 2275}
2312 2276
2313/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* This goes throws the inventory and removes unpaid objects, and puts them
2314 * back in the map (location and map determined by values of env). This 2278 * back in the map (location and map determined by values of env). This
2315 * function will descend into containers. op is the object to start the search 2279 * function will descend into containers. op is the object to start the search
2316 * from. 2280 * from.
2317 */ 2281 */
2282static void
2283drop_unpaid_items (object *op, object *env)
2284{
2285 while (op)
2286 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288
2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2290 op->insert_at (env);
2291 else if (op->inv)
2292 drop_unpaid_items (op->inv, env);
2293
2294 op = next;
2295 }
2296}
2297
2318void 2298void
2319remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2320{ 2300{
2321 while (op) 2301 if (!flag [FLAG_REMOVED])
2322 { 2302 ::drop_unpaid_items (inv, this);
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324
2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2326 {
2327 if (env->type == PLAYER)
2328 esrv_del_item (env->contr, op->count);
2329
2330 op->insert_at (env);
2331 }
2332 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env);
2334
2335 op = next;
2336 }
2337} 2303}
2338 2304
2339/* 2305/*
2340 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2345 */ 2311 */
2346char * 2312const char *
2347gravestone_text (object *op) 2313gravestone_text (object *op)
2348{ 2314{
2349 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352 2316
2353 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2354 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358 2322
2359 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2360 strcat (buf2, buf); 2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2361 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365 2331
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 { 2332 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2377 strcat (buf2, buf); 2337 }
2378 2338
2379 return buf2; 2339 return buf;
2380} 2340}
2381 2341
2382void 2342void
2383do_some_living (object *op) 2343do_some_living (object *op)
2384{ 2344{
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else 2397 else
2438 { 2398 {
2439 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 }
2442
2443 /* Regenerate Spell Points */
2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp++;
2450 /* dms do not consume food */
2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2458 }
2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 } 2401 }
2484 2402
2485 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 } 2427 }
2510 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2511 } 2429 }
2512 2430
2431 if (op->stats.food > 0)
2432 {
2513 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2514 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 { 2435 {
2518 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2519 /* dms do not consume food */ 2437
2520 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2521 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2522 op->stats.food--; 2445 op->stats.food--;
2446
2523 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2527 } 2452 }
2528 }
2529 2453
2530 if (max_hp > 1) 2454 if (max_sp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 { 2455 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2536 op->last_heal = 0; 2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 } 2474 }
2538 else 2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2539 { 2483 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2541 } 2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 } 2509 }
2543 else 2510 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 } 2512 }
2547 } 2513 }
2548 2514
2549 /* Digestion */ 2515 /* Digestion */
2550 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2551 { 2517 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2518 int bonus = max (0, op->contr->digestion),
2519 penalty = max (0, -op->contr->digestion);
2553 2520
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558 2522
2559 /* dms do not consume food */ 2523 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--; 2525 op->stats.food--;
2562 } 2526 }
2563 2527
2564 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 { 2529 {
2566 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2567 2531
2568 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2569 { 2533 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 { 2538 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2573 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2575 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2576 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break; 2544 break;
2578 } 2545 }
2579 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2580 flesh = tmp; 2547 flesh = tmp;
2581 } /* End if paid for object */ 2548 }
2582 } /* end of for loop */
2583 2549
2584 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead. 2551 * eat flesh instead.
2586 */ 2552 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 { 2554 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2591 } 2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2592 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2593 2570
2594 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2595 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2596 2577
2578 /* killer should be set here already */
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op); 2580 kill_player (op);
2599 } 2581 }
2600} 2582}
2601 2583
2605 * file. 2587 * file.
2606 */ 2588 */
2607void 2589void
2608kill_player (object *op) 2590kill_player (object *op)
2609{ 2591{
2592 int x, y;
2610 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2611 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2615
2616 /* int z;
2617 int num_stats_lose;
2618 int lost_a_stat;
2619 int lose_this_stat;
2620 int this_stat; */
2621 int will_kill_again; 2595 int will_kill_again;
2622 archetype *at; 2596 archetype *at;
2623 object *tmp; 2597 object *tmp;
2624 2598
2625 if (save_life (op)) 2599 if (save_life (op))
2626 return; 2600 return;
2627
2628 2601
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630 * in cities ONLY!!! It is very important that this doesn't get abused. 2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2632 */ 2605 */
2648 { 2621 {
2649 tmp->destroy (); 2622 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 } 2624 }
2652 2625
2653 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2656 op->stats.food = 999; 2629 op->stats.food = 999;
2657 2630
2658 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 { 2633 {
2661 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2662 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2663 sprintf (buf, " This finger has been cut off %s\n"
2664 " the %s, when he was defeated at\n level %d by %s.\n",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2666 tmp->msg = buf; 2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2667 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2670 } 2645 }
2671 2646
2677 2652
2678 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2679 2654
2680 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2681 2656
2682 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2691 2658
2692 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2693 x = op->x; 2660 x = op->x;
2694 y = op->y; 2661 y = op->y;
2695 map = op->map; 2662 map = op->map;
2802 lost_a_stat = 1; 2769 lost_a_stat = 1;
2803 } 2770 }
2804 } 2771 }
2805 } 2772 }
2806 } 2773 }
2774
2807 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat) 2776 if (!lost_a_stat)
2809 { 2777 {
2810 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2816 else 2784 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2818 } 2786 }
2819#else 2787#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2821#endif 2789#endif
2822 2790
2823 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2792 * exp loss on the stone.
2825 */ 2793 */
2826 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2828 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf (buf, "%s's gravestones", &op->name);
2830 tmp->name_pl = buf;
2831 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2797 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2832 tmp->msg = buf;
2833 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2800
2836 /**************************************/ 2801 /**************************************/
2837 /* */ 2802 /* */
2858 { 2823 {
2859 tmp->destroy (); 2824 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 } 2826 }
2862 2827
2863 cure_disease (op, 0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2864 2841
2865 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
2867 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2868 op->stats.food = 900; 2846 op->stats.food = 900;
2847
2869 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2872 2851
2873 /* 2852 /*
2874 * Check to see if the player has any unpaid items. If so, remove them 2853 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map. 2854 * and put them back in the map.
2876 */ 2855 */
2877 remove_unpaid_objects (op->inv, op); 2856 op->drop_unpaid_items ();
2878 2857
2879 /****************************************/ 2858 /****************************************/
2880 /* */ 2859 /* */
2881 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2941 2920
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 { 2922 {
2944 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2945 { 2924 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 } 2927 }
2950 else 2928 else
2951 tmp->destroy (); 2929 tmp->destroy ();
2952 } 2930 }
2963void 2941void
2964fix_weight (void) 2942fix_weight (void)
2965{ 2943{
2966 for_all_players (pl) 2944 for_all_players (pl)
2967 { 2945 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
2969 2947
2970 if (old == sum) 2948 pl->ob->update_weight ();
2971 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
2972 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
2974 } 2955 }
2975} 2956}
2976 2957
2977void 2958void
2978fix_luck (void) 2959fix_luck (void)
3022void 3003void
3023make_visible (object *op) 3004make_visible (object *op)
3024{ 3005{
3025 op->hide = 0; 3006 op->hide = 0;
3026 op->invisible = 0; 3007 op->invisible = 0;
3008
3027 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3028 { 3010 {
3029 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3031 } 3013 }
3044 3026
3045/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3047 * indicate greater hideability. 3029 * indicate greater hideability.
3048 */ 3030 */
3049
3050int 3031int
3051hideability (object *ob) 3032hideability (object *ob)
3052{ 3033{
3053 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3054 sint16 x, y; 3035 sint16 x, y;
3064 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3066 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3067 3048
3068 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 { 3053 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue; 3056 continue;
3075 } 3057
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2; 3059 level += 2;
3078 else /* open terrain! */ 3060 else /* open terrain! */
3079 level -= 1; 3061 level -= 1;
3080 } 3062 }
3091 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */ 3074 */
3093void 3075void
3094do_hidden_move (object *op) 3076do_hidden_move (object *op)
3095{ 3077{
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3097 object *skop;
3098 3079
3099 if (!op || !op->map) 3080 if (!op || !op->map)
3100 return; 3081 return;
3101 3082
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3103 3085
3104 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3107 { 3089 {
3117 num -= hide; 3099 num -= hide;
3118 3100
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 { 3102 {
3121 make_visible (op); 3103 make_visible (op);
3104
3122 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 } 3107 }
3125 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3179 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in 3163 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3185 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3187 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t. 3171 * -b.t.
3189 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3190 */ 3173 */
3191
3192int 3174int
3193player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3194{ 3176{
3195 rv_vector rv; 3177 rv_vector rv;
3196 int dx, dy; 3178 int dx, dy;
3208 3190
3209 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3210 3192
3211 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any 3194 * through the object and find if it has any
3213 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3214 * a blocked los square. 3196 * a blocked los square.
3215 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3216 */ 3198 */
3217 while (op) 3199 while (op)
3218 { 3200 {
3221 3203
3222 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3223 * code, so we need to restrict ourselves to that range of values 3205 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values. 3206 * for any meaningful values.
3225 */ 3207 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1; 3211 return 1;
3212
3230 op = op->more; 3213 op = op->more;
3231 } 3214 }
3215
3232 return 0; 3216 return 0;
3233} 3217}
3234 3218
3235/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3239 * return 0. 3223 * return 0.
3240 */ 3224 */
3241int 3225int
3242action_makes_visible (object *op) 3226action_makes_visible (object *op)
3243{ 3227{
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 { 3229 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0; 3231 return 0;
3249 3232
3255 { 3238 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3257 return 1; 3240 return 1;
3258 } 3241 }
3259 } 3242 }
3243
3260 return 0; 3244 return 0;
3261} 3245}
3262 3246
3263/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3269 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */ 3254 */
3271int 3255int
3272op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3273{ 3257{
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3283 { 3265 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 { 3267 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3269 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3288 { 3272 {
3289 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 { 3275 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3295 { 3277 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3297 { 3279 {
3298 if (x != NULL && y != NULL) 3280 if (x && y)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3300 return 1; 3283 return 1;
3301 } 3284 }
3302 } 3285 }
3303 } 3286 }
3287
3304 if (x != NULL && y != NULL) 3288 if (x && y)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3306 return 1; 3291 return 1;
3307 } 3292 }
3308 } 3293 }
3309 } 3294 }
3295
3310 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3311 return 0; 3297 return 0;
3312} 3298}
3313 3299
3314/* 3300/*
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0; 3317 int i = 0, j = 0;
3332 3318
3333 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3328
3343 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3344 return; 3330 return;
3345 3331
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3419 { 3405 {
3420 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3421 object *skin; 3407 object *skin;
3422 3408
3423 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3424 shstr_cmp dragon_skin_force ("dragon_skin_force");
3425 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3426 ; 3411 ;
3427 3412
3428 if (!skin) 3413 if (!skin)
3429 return; 3414 return;
3430 3415
3465 else 3450 else
3466 { 3451 {
3467 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3468 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3469 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3470 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3471 if (who->type == PLAYER)
3472 esrv_send_item (who, tmp);
3473 } 3456 }
3474} 3457}
3475 3458
3476/** 3459/**
3477 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was
3506 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3507 return 0; 3490 return 0;
3508 3491
3509 return 100 - blocked_los [x][y]; 3492 return 100 - blocked_los [x][y];
3510} 3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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