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Comparing deliantra/server/server/player.C (file contents):
Revision 1.138 by root, Thu May 17 20:27:01 2007 UTC vs.
Revision 1.209 by root, Thu Dec 18 05:13:38 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>
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';
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
150} 152}
151 153
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
159static void 155static void
160set_first_map (object *op) 156set_first_map (object *op)
161{ 157{
162 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
163 op->x = -1; 159 op->x = -1;
164 op->y = -1; 160 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 161}
179 162
180void 163void
181player::activate () 164player::activate ()
182{ 165{
187 ob->remove (); 170 ob->remove ();
188 ob->map = 0; 171 ob->map = 0;
189 ob->activate_recursive (); 172 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 174 add_friendly_object (ob);
192 enter_map ();
193} 175}
194 176
195void 177void
196player::deactivate () 178player::deactivate ()
197{ 179{
204 186
205 if (ob->map) 187 if (ob->map)
206 maplevel = ob->map->path; 188 maplevel = ob->map->path;
207 189
208 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 192 ob->map = 0;
210 party = 0; 193 party = 0;
211 194
212 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
213 196
227 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
228 211
229 ns->update_look = 0; 212 ns->update_look = 0;
230 ns->look_position = 0; 213 ns->look_position = 0;
231 214
232 clear_los (ob); 215 clear_los (this);
233 216
234 ns->reset_stats (); 217 ns->reset_stats ();
235 218
236 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
239 222
240 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
241 link_player_skills (ob); 224 link_skills ();
242 225
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 227
245 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
246 229
247 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
249 { 232 {
250 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
251 234
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 238 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 240 skin = tmp;
261 241
262 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
263 } 243 }
264 244
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 246
267 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 */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
268 307
269 for (object *op = ob->inv; op; op = op->below) 308 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 309 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 310 switch (op->type)
272 { 311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
273 case WAND: 316 case WAND:
274 case ROD: 317 case ROD:
275 case HORN: 318 case HORN:
276 case BOW: 319 case BOW:
277 case SKILL_TOOL: 320 ranged_ob = op;
321 break;
322
278 case WEAPON: 323 case WEAPON:
279 op->flag [FLAG_APPLIED] = false; 324 combat_ob = op;
280 apply_special (ob, op, AP_APPLY);
281 break; 325 break;
282 } 326 }
283 327
284 ob->update_stats (); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
285 ns->floorbox_update (); 329 ob->deactivate (); // change_weapon activates, fix this better
286
287 esrv_send_inventory (ob, ob);
288 esrv_add_spells (this, 0);
289
290 activate ();
291
292 send_rules (ob);
293 send_news (ob);
294 display_motd (ob);
295
296 INVOKE_PLAYER (CONNECT, this);
297 INVOKE_PLAYER (LOGIN, this);
298} 330}
299 331
300void 332void
301player::disconnect ()
302{
303 if (ns)
304 {
305 if (active)
306 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
307
308 INVOKE_PLAYER (DISCONNECT, this);
309
310 ns->reset_stats ();
311 ns->pl = 0;
312 ns = 0;
313 }
314
315 if (ob)
316 ob->close_container (); //TODO: client-specific
317
318 deactivate ();
319}
320
321// the need for this function can be explained
322// by load_object not returning the object
323void
324player::set_object (object *op) 333player::set_observe (object *op)
325{ 334{
326 ob = op; 335 observe = op ? op : ob;
327 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
328
329 ob->speed_left = 0.5f;
330 ob->speed = 1.0f;
331 ob->direction = 5; /* So player faces south */
332} 337}
333 338
334player::player () 339player::player ()
335{ 340{
336 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
343 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
344 349
345 gen_sp_armour = 10; 350 gen_sp_armour = 10;
346 bowtype = bow_normal; 351 bowtype = bow_normal;
347 petmode = pet_normal; 352 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 353 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
351 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
352} 359}
353 360
354void 361void
355player::do_destroy () 362player::do_destroy ()
356{ 363{
361 if (ob) 368 if (ob)
362 { 369 {
363 ob->destroy_inv (false); 370 ob->destroy_inv (false);
364 ob->destroy (); 371 ob->destroy ();
365 } 372 }
373
374 ob = observe = 0;
366} 375}
367 376
368player::~player () 377player::~player ()
369{ 378{
370 /* Clear item stack */ 379 /* Clear item stack */
397 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
398 */ 407 */
399archetype * 408archetype *
400get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
401{ 410{
402 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
403 418
404 for (;;) 419 for (;;)
405 { 420 {
406 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
407 at = first_archetype; 422 i = archetypes.begin ();
408 else 423 else if (*i == at)
409 at = at->next; 424 cleanup ("not a single player archetype found");
410 425
411 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
412 return at; 427 return *i;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 } 428 }
420} 429}
421 430
422object * 431object *
423get_nearest_player (object *mon) 432get_nearest_player (object *mon)
427 unsigned lastdist; 436 unsigned lastdist;
428 rv_vector rv; 437 rv_vector rv;
429 438
430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 { 440 {
432 /* We should not find free objects on this friendly list, but it
433 * does periodically happen. Given that, lets deal with it.
434 * While unlikely, it is possible the next object on the friendly
435 * list is also free, so encapsulate this in a while loop.
436 */
437 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438 {
439 object *tmp = ol->ob;
440
441 /* Can't do much more other than log the fact, because the object
442 * itself will have been cleared.
443 */
444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
446 ol = ol->next;
447 remove_friendly_object (tmp);
448 if (!ol)
449 return op;
450 }
451
452 /* Remove special check for player from this. First, it looks to cause
453 * some crashes (ol->ob->contr not set properly?), but secondly, a more
454 * complicated method of state checking would be needed in any case -
455 * as it was, a clever player could type quit, and the function would
456 * skip them over while waiting for confirmation. Remove
457 * on_same_map check, as can_detect_enemy also does this
458 */
459 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
460 continue; 442 continue;
461 443
462 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
463 { 445 {
658 640
659 return firstdir; 641 return firstdir;
660} 642}
661 643
662void 644void
663give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
664{ 646{
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL) 647 if (pl->randomitems)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669 649
670 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
671 { 651 {
672 next = op->below; 652 next = op->below;
673 653
674 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
675 * 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
680 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions 661 * by this player due to race restrictions
682 */ 662 */
683 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
684 { 664 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
686 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
687 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
688 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
689 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))
690 { 672 {
691 op->destroy (); 673 op->destroy ();
692 continue; 674 continue;
693 } 675 }
694 } 676 }
717 if (op->nrof > 1) 699 if (op->nrof > 1)
718 op->nrof = 1; 700 op->nrof = 1;
719 } 701 }
720 702
721 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
722 {
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725 705
726 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
727 * 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
728 * merged properly. 708 * merged properly.
729 */ 709 */
730 if (need_identify (op)) 710 if (need_identify (op))
731 { 711 {
732 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
735 } 715 }
716
736 if (op->type == SPELL) 717 if (op->type == SPELL)
737 { 718 {
738 op->destroy (); 719 op->destroy ();
739 continue; 720 continue;
740 } 721 }
742 { 723 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0; 725 op->stats.exp = 0;
745 op->level = 1; 726 op->level = 1;
746 } 727 }
747 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
748 else
749 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
751 731
752 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
753 link_player_skills (pl); 733 pl->contr->link_skills ();
754} 734}
755 735
756void 736void
757get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
758{ 738{
859static void 839static void
860start_info (object *op) 840start_info (object *op)
861{ 841{
862 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
863 843
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 846}
869 847
870/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
875 */ 853 */
876void 854void
877player::chargen_race_done () 855player::chargen_race_done ()
878{ 856{
879 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
881 859
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 861 if (tl)
884 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
885 863
889 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
890 868
891 if (ob->msg) 869 if (ob->msg)
892 ob->msg = 0; 870 ob->msg = 0;
893 871
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902
903 start_info (ob); 872 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
908 ob->update_stats (); 876 ob->update_stats ();
909 877
910 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
911 * is one for this race 879 * is one for this race
912 */ 880 */
913 if (*first_map_ext_path) 881 if (*first_map_ext_path)
914 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 883 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
930} 885}
931 886
932void 887void
942 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
943 898
944 ob->remove_statbonus (); 899 ob->remove_statbonus ();
945 ob->remove (); 900 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
948 ob->instantiate (); 903 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
951 ob->x = x; 906 ob->x = x;
952 ob->y = y; 907 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 911 ob->add_statbonus ();
957 } 912 }
958 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
959 914
960 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1035 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1036 return 1; 991 return 1;
1037 992
1038 next = op->below; 993 next = op->below;
1039 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1040 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1041 * destroyed */ 999 * destroyed */
1042 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1043 { 1001 {
1044 tmp = next; 1002 tmp = next;
1045 next = tmp->below; 1003 next = tmp->below;
1046 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1047 if (op->destroyed ()) 1011 if (op->destroyed ())
1048 return 0; 1012 return 0;
1049 1013
1050 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1051 continue; 1015 continue;
1052 1016
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 { 1018 {
1055 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1057 continue; 1021 continue;
1058 } 1022 }
1059 1023
1060 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1061 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1063 switch (op->contr->mode) 1027 switch (op->contr->mode)
1064 { 1028 {
1065 case 0: 1029 case 0:
1066 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1067 case 1: 1031 case 1:
1068 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1069 return 1; 1033 return 1;
1070 case 2: 1034 case 2:
1071 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1072 return 0; 1036 return 0;
1073 case 3: 1037 case 3:
1074 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1075 case 4: 1039 case 4:
1076 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1077 break; 1041 break;
1078 case 5: 1042 case 5:
1079 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1080 stop = 1; 1044 stop = 1;
1081 break; 1045 break;
1082 case 6: 1046 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1084 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1085 break; 1050 break;
1086 1051
1087 case 7: 1052 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1090 break; 1055 break;
1091 1056
1092 default: 1057 default:
1093 /* use value density */ 1058 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1097 } 1062 }
1098 } 1063 }
1099 else 1064 else
1100 { /* old model */ 1065 { /* old model */
1101 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1105 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else 1073 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111 1076
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 } 1078 }
1114 1079
1115 /* philosophy: 1080 /* philosophy:
1156 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1157 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1158 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1159 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1160 { 1125 {
1161 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1162 continue; 1127 continue;
1163 } 1128 }
1164 1129
1165 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167 { 1132 {
1168 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1169 continue; 1134 continue;
1170 } 1135 }
1171 1136
1172 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1173 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1174 { 1139 {
1175 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1176 continue; 1141 continue;
1177 } 1142 }
1178 1143
1179 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1182 { 1147 {
1183 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1184 continue; 1149 continue;
1185 } 1150 }
1186 1151
1187 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1189 { 1154 {
1190 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1191 continue; 1156 continue;
1192 } 1157 }
1193 1158
1194 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1196 { 1161 {
1197 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1198 continue; 1163 continue;
1199 } 1164 }
1200 1165
1201 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 { 1169 {
1205 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1206 continue; 1171 continue;
1207 } 1172 }
1208 1173
1209 /* pick up all magical items */ 1174 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212 { 1177 {
1213 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1214 continue; 1179 continue;
1215 } 1180 }
1216 1181
1217 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1218 { 1183 {
1219 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1220 { 1185 {
1221 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1222 continue; 1187 continue;
1223 } 1188 }
1224 } 1189 }
1225 1190
1226 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1229 { 1194 {
1230 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1231 continue; 1196 continue;
1232 } 1197 }
1233 1198
1234 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1237 { 1202 {
1238 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1239 continue; 1204 continue;
1240 } 1205 }
1241 1206
1242 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1245 { 1210 {
1246 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1247 continue; 1212 continue;
1248 } 1213 }
1249 1214
1250 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1252 { 1217 {
1253 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1254 continue; 1219 continue;
1255 } 1220 }
1256 1221
1257 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1260 { 1225 {
1261 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1262 continue; 1227 continue;
1263 } 1228 }
1264 1229
1265 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1267 { 1232 {
1268 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1269 continue; 1234 continue;
1270 } 1235 }
1271 1236
1272 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1274 { 1239 {
1275 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1276 continue; 1241 continue;
1277 } 1242 }
1278 1243
1279 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1281 { 1246 {
1282 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1283 continue; 1248 continue;
1284 } 1249 }
1285 1250
1286 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1288 { 1253 {
1289 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1290 continue; 1255 continue;
1291 } 1256 }
1292 1257
1293 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1295 { 1260 {
1296 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1297 continue; 1262 continue;
1298 } 1263 }
1299 1264
1300 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 { 1268 {
1304 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1305 continue; 1270 continue;
1306 } 1271 }
1307 1272
1308 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1310 { 1275 {
1311 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1312 { 1277 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1315 { 1280 {
1316 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1317 continue; 1282 continue;
1318 } 1283 }
1319 } 1284 }
1320 1285
1321 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1322 { 1287 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1324 { 1289 {
1325 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1326 continue; 1291 continue;
1327 } 1292 }
1328 } 1293 }
1329 } 1294 }
1330 1295
1331 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 { 1299 {
1335 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1336 continue; 1301 continue;
1337 } 1302 }
1338 1303
1339 /* any of the last 4 bits set means we use the ratio for value 1304 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */ 1305 * pickups */
1341 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1342 { 1307 {
1343 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits 1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1349 { 1314 {
1350 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1351#if 0 1316#if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1354 { 1319 {
1355 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1356 } 1321 }
1357 else 1322 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361#endif 1326#endif
1362 continue; 1327 continue;
1363 } 1328 }
1374 * found object is returned. 1339 * found object is returned.
1375 */ 1340 */
1376object * 1341object *
1377find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1378{ 1343{
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type) 1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1347
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type))
1351 {
1352 splay (tmp);
1385 return op; 1353 return arrow;
1354 }
1386 1355
1387 return tmp; 1356 return 0;
1388} 1357}
1389 1358
1390/* 1359/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1361 * against the target. A full test is not performed, simply a basic test
1415 } 1384 }
1416 } 1385 }
1417 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1418 { 1387 {
1419 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1421 { 1390 {
1422 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1423 { 1392 {
1424 *better = 100; 1393 *better = 100;
1425 return arrow; 1394 return arrow;
1433 else 1402 else
1434 { 1403 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1405 {
1437 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1440 { 1409 {
1441 tmp = arrow; 1410 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1443 } 1412 }
1444 } 1413 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1415 {
1447 tmp = arrow; 1416 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 } 1423 }
1455 } 1424 }
1456 } 1425 }
1457 } 1426 }
1427
1458 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type); 1429 return find_arrow (op, type);
1460 1430
1461 *better = betterby; 1431 *better = betterby;
1462 return tmp; 1432 return tmp;
1608 } 1578 }
1609 1579
1610 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1612 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1584 arrow->destroy ();
1614 return 0; 1585 return 0;
1615 } 1586 }
1616 1587
1617 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1619 if (!arrow) 1590 if (!arrow)
1620 { 1591 {
1621 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);
1622 return 0; 1593 return 0;
1623 } 1594 }
1631 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1632 1603
1633 if (arrow->slaying) 1604 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1635 1606
1607#if 0
1636 if (player *pl = op->contr) 1608 if (player *pl = op->contr)
1637 { 1609 {
1638 if (!pl->has_hit)
1639 {
1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643#if 0
1644 float speed = pl->weapon_sp; 1610 float speed = pl->weapon_sp;
1645 1611
1646 /* penalize ROF for bestarrow */ 1612 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow) 1613 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f; 1614 speed *= .9f;
1649 else 1615 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651 1617
1652 op->speed_left += speed - op->speed; 1618 op->speed_left += speed - op->speed;
1619 }
1653#endif 1620#endif
1654 }
1655 1621
1656 SET_ANIMATION (arrow, arrow->direction); 1622 SET_ANIMATION (arrow, arrow->direction);
1657 1623
1658 /* update the speed */ 1624 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1660 + bow->stats.dam / 7.0; 1626 + bow->stats.dam / 7.f;
1661 1627
1662 arrow->set_speed (max (arrow->speed, 2.0)); 1628 arrow->set_speed (max (arrow->speed, 2.f));
1663 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1664 1630
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1666 1632
1667 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1690 1656
1691 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1692 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1693 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1694 1660
1695 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1696 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1697 1663
1698 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1699 move_arrow (arrow); 1665 move_arrow (arrow);
1700
1701 if (op->type == PLAYER)
1702 {
1703 if (left->destroyed ())
1704 esrv_del_item (op->contr, left->count);
1705 else
1706 esrv_send_item (op, left);
1707 }
1708 1666
1709 return 1; 1667 return 1;
1710} 1668}
1711 1669
1712/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1778 1736
1779 if (item->type == WAND) 1737 if (item->type == WAND)
1780 { 1738 {
1781 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1782 { 1740 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1784 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));
1785 1743
1786 return; 1744 return;
1787 } 1745 }
1788 } 1746 }
1789 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1790 { 1748 {
1791 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))
1792 { 1754 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1794 1756
1795 if (item->type == ROD) 1757 if (item->type == ROD)
1796 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));
1797 else 1759 else
1798 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));
1811 object *tmp; 1773 object *tmp;
1812 1774
1813 if (item->arch) 1775 if (item->arch)
1814 { 1776 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1817 item->set_speed (0); 1779 item->set_speed (0);
1818 } 1780 }
1819 1781
1820 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1821 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1784 }
1823 } 1785 }
1824 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge (item); 1787 drain_rod_charge (item);
1826 } 1788 }
1827} 1789}
1828 1790
1829/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1830 */ 1792 */
1831void 1793bool
1832fire (object *op, int dir) 1794fire (object *op, int dir)
1833{ 1795{
1834 int spellcost = 0; 1796 int spellcost = 0;
1797
1798 player *pl = op->contr;
1799
1800 if (pl->golem)
1801 {
1802 control_golem (op->contr->golem, dir);
1803 return false;
1804 }
1805
1806 object *ob = pl->ranged_ob;
1807
1808 if (!ob)
1809 return false;
1810
1811 if (op->speed_left > 0.f)
1812 --op->speed_left;
1813 else
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1835 1818
1836 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1837 if (action_makes_visible (op)) 1820 if (action_makes_visible (op))
1838 make_visible (op); 1821 make_visible (op);
1839 1822
1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 if (!op->change_weapon (ob))
1854 return;
1855
1856 switch (ob->type) 1823 switch (ob->type)
1857 { 1824 {
1858 case BOW: 1825 case BOW:
1859 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1860 break; 1827 break;
1873 1840
1874 default: 1841 default:
1875 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1876 break; 1843 break;
1877 } 1844 }
1845
1846 return true;
1878} 1847}
1879 1848
1880/* find_key 1849/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1850 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1969 * 0 otherwise 1938 * 0 otherwise
1970 */ 1939 */
1971static int 1940static int
1972player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
1973{ 1942{
1974 /* If its a door, try to find a use a key. If we do destroy the door, 1943 /* If its a door, try to find a key. If we do destroy the door,
1975 * might as well return immediately as there is nothing more to do - 1944 * might as well return immediately as there is nothing more to do -
1976 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1977 */ 1946 */
1978 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
1979 1948
1980 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1981 if (key) 1950 if (key)
1982 { 1951 {
1983 object *container = key->env; 1952 object *container = key->env;
1984
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986 1953
1987 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
1988 make_visible (op); 1955 make_visible (op);
1989 1956
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 1959
1993 if (door->type == DOOR) 1960 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
1996 { 1963 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1966 }
2000 1967
2001 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2003 /* Need to update the weight the container the key was in */
2004 if (container != op)
2005 esrv_update_item (UPD_WEIGHT, op, container);
2006 1970
2007 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2008 } 1972 }
2009 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2010 { 1974 {
2011 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2013 return 1; 1977 return 1;
2014 } 1978 }
2015 1979
2016 return 0; 1980 return 0;
2017} 1981}
2020 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2021 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2022 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2023 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2024 */ 1988 */
2025void 1989bool
2026move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2027{ 1991{
2028 object *tmp, *mon;
2029 int on_battleground; 1992 int on_battleground;
2030 maptile *m;
2031 1993
2032 sint16 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2034 1996
2035 on_battleground = op_on_battleground (op, 0, 0); 1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny))
2000 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2036 2007
2037 /* If braced, or can't move to the square, and it is not out of the 2008 /* If braced, or can't move to the square, and it is not out of the
2038 * map, attack it. Note order of if statement is important - don't 2009 * map, attack it. Note order of if statement is important - don't
2039 * want to be calling move_ob if braced, because move_ob will move the 2010 * want to be calling move_ob if braced, because move_ob will move the
2040 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2041 * move to some space, it then means that if we are braced, we should 2012 * move to some space, it then means that if we are braced, we should
2042 * do nothing at all. As it is, if we are braced, we go through 2013 * do nothing at all. As it is, if we are braced, we go through
2043 * quite a bit of processing. However, it probably is less than what 2014 * quite a bit of processing. However, it probably is less than what
2044 * move_ob uses. 2015 * move_ob uses.
2045 */ 2016 */
2046 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2017 maptile *m = op->map->xy_find (nx, ny);
2018
2019 /* Go through all the objects, and find ones of interest. Only stop if
2020 * we find a monster - that is something we know we want to attack.
2021 * if its a door or barrel (can roll) see if there may be monsters
2022 * on the space
2023 */
2024 object *mon;
2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2026 {
2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2047 { 2032 }
2048 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033
2034 if (!mon) /* This happens anytime the player tries to move */
2035 return false; /* into a wall */
2036
2037 mon = mon->head_ ();
2038
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2044 return true;
2049 { 2045 }
2050 m = op->map->xy_find (nx, ny); 2046
2051 if (!m) 2047 /* The following deals with possibly attacking peaceful
2052 return; /* Don't think this should happen */ 2048 * or friendly creatures. Basically, all players are considered
2049 * unaggressive. If the moving player has peaceful set, then the
2050 * object should be pushed instead of attacked. It is assumed that
2051 * if you are braced, you will not attack friends accidently,
2052 * and thus will not push them.
2053 */
2054
2055 /* If the creature is a pet, push it even if the player is not
2056 * peaceful. Our assumption is the creature is a pet if the
2057 * player owns it and it is either friendly or unagressive.
2058 */
2059 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2064 {
2065 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced)
2067 return false;
2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op);
2075
2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2077 make_visible (op);
2078
2079 return true;
2053 } 2080 }
2054 else 2081 else
2055 m = op->map;
2056
2057 if (!(tmp = m->at (nx, ny).bot))
2058 return; 2082 return false;
2083 }
2059 2084
2060 mon = 0;
2061 /* Go through all the objects, and find ones of interest. Only stop if
2062 * we find a monster - that is something we know we want to attack.
2063 * if its a door or barrel (can roll) see if there may be monsters
2064 * on the space
2065 */
2066 while (tmp)
2067 {
2068 if (tmp == op)
2069 {
2070 tmp = tmp->above;
2071 continue;
2072 }
2073
2074 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2075 {
2076 mon = tmp;
2077 break;
2078 }
2079
2080 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2081 mon = tmp;
2082
2083 tmp = tmp->above;
2084 }
2085
2086 if (!mon) /* This happens anytime the player tries to move */
2087 return; /* into a wall */
2088
2089 if (mon->head)
2090 mon = mon->head;
2091
2092 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2093 if (player_attack_door (op, mon))
2094 return;
2095
2096 /* The following deals with possibly attacking peaceful
2097 * or frienddly creatures. Basically, all players are considered
2098 * unaggressive. If the moving player has peaceful set, then the
2099 * object should be pushed instead of attacked. It is assumed that
2100 * if you are braced, you will not attack friends accidently,
2101 * and thus will not push them.
2102 */
2103
2104 /* If the creature is a pet, push it even if the player is not
2105 * peaceful. Our assumption is the creature is a pet if the
2106 * player owns it and it is either friendly or unagressive.
2107 */
2108 if (op->type == PLAYER
2109 && ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party))
2111 || mon->owner == op)
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 {
2114 /* If we're braced, we don't want to switch places with it */
2115 if (op->contr->braced)
2116 return;
2117
2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 push_ob (mon, dir, op);
2120 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op);
2122
2123 return;
2124 }
2125
2126 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2128 * someone, but put it inside this loop so that you won't 2087 * someone, but put it inside this loop so that you won't
2129 * attack them either. 2088 * attack them either.
2130 */ 2089 */
2131 if ((mon->type == PLAYER || mon->enemy != op) 2090 if ((mon->type == PLAYER || mon->enemy != op)
2132 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2133 && ((op->contr->peaceful 2092 && ((op->contr->peaceful
2134 || (mon->type == PLAYER && mon->contr->peaceful)) 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2135 && !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2136 { 2097 {
2098 --op->speed_left;
2099
2137 if (!op->contr->braced) 2100 if (!op->contr->braced)
2138 { 2101 {
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2140 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2141 } 2104 }
2142 else 2105 else
2143 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2144 2107
2145 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2146 make_visible (op); 2109 make_visible (op);
2147 }
2148 2110
2111 return true;
2112 }
2113 }
2149 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2150 * roll it if not braced. You can't roll it if you are braced. 2115 * roll it if not braced. You can't roll it if you are braced.
2151 */ 2116 */
2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118 {
2119 if (op->speed_left > 0.f)
2153 { 2120 {
2121 --op->speed_left;
2122
2154 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2155 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2156 make_visible (op); 2125 make_visible (op);
2157 }
2158 2126
2127 return true;
2128 }
2129 }
2159 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2160 * Way it works is like this: First, it must have some hit points 2131 * Way it works is like this: First, it must have some hit points
2161 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2162 * 1) Not a player, 2) A player, but of a different party. Note 2133 * 1) Not a player, 2) A player, but of a different party. Note
2163 * that party_number -1 is no party, so attacks can still happen. 2134 * that party_number -1 is no party, so attacks can still happen.
2164 */ 2135 */
2165 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2166 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2167 { 2138 {
2168 if (!op->contr->has_hit) 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2169 { 2140 {
2170 op->contr->has_hit = 1; 2141 --op->contr->weapon_sp_left;
2171 op->speed_left += op->contr->weapon_speed () - op->speed;
2172 }
2173 2142
2174 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189 2144
2190 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2191 make_visible (op); 2146 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194}
2195 2147
2196int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2197move_player (object *op, int dir) 2156move_player (object *op, int dir)
2198{ 2157{
2199 int pick; 2158 int pick;
2200 2159
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2202 return 0; 2161 return 0;
2203 2162
2204 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2206 { 2165 {
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214 2173
2215 op->facing = dir; 2174 op->facing = dir;
2216 2175
2217 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2218 do_hidden_move (op); 2177 do_hidden_move (op);
2219 2178
2179 bool retval;
2180
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ; 2182 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2223 fire (op, dir); 2184 retval = fire (op, dir);
2224 else 2185 else
2225 { 2186 {
2226 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2227 pick = check_pick (op); 2188 pick = check_pick (op);
2228 } 2189 }
2229 2190
2230 /* Add special check for newcs players and fire on - this way, the 2191 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing. 2192 * server can handle repeat firing.
2238 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2240 * for players. 2201 * for players.
2241 */ 2202 */
2242 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2243 return 0; 2204
2205 return retval;
2244} 2206}
2245 2207
2246/* This is similar to handle_player, below, but is only used by the 2208/* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff. 2209 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses 2210 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands. 2211 * the new speed values for commands.
2250 * 2212 *
2251 * Returns true if there are more actions we can do. 2213 * Returns true if there are more actions we can do. Should not do
2214 * many actions in a row, as that would be too unfair to other
2215 * players.
2252 */ 2216 */
2253int 2217bool
2254handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2255{ 2219{
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2221 {
2258 flee_player (op); 2222 if (op->speed_left > 0.f)
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 { 2223 {
2263 --op->speed_left; 2224 --op->speed_left;
2225 flee_player (op);
2226
2264 return 0; 2227 return true;
2265 } 2228 }
2229 else
2230 return false;
2266 } 2231 }
2267 2232
2268 /* call this here - we also will call this in do_ericserver, but 2233 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2235 * called, so we recheck it here.
2271 */ 2236 */
2272 if (op->contr->ns->handle_command ()) 2237 if (op->contr->ns->handle_command ())
2273 return 1; 2238 return true;
2274 2239
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2287 2242
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0; 2243 return false;
2293} 2244}
2294 2245
2295int 2246int
2296save_life (object *op) 2247save_life (object *op)
2297{ 2248{
2299 return 0; 2250 return 0;
2300 2251
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 { 2254 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2305 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));
2306
2307 if (op->contr)
2308 esrv_del_item (op->contr, tmp->count);
2309 2257
2310 tmp->destroy (); 2258 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 2260
2313 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2326 return 0; 2274 return 0;
2327} 2275}
2328 2276
2329/* 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
2330 * 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
2331 * 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
2332 * from. 2280 * from.
2333 */ 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
2334void 2298void
2335remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2336{ 2300{
2337 while (op) 2301 if (!flag [FLAG_REMOVED])
2338 { 2302 ::drop_unpaid_items (inv, this);
2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340
2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2342 {
2343 if (env->type == PLAYER)
2344 esrv_del_item (env->contr, op->count);
2345
2346 op->insert_at (env);
2347 }
2348 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env);
2350
2351 op = next;
2352 }
2353} 2303}
2354 2304
2355/* 2305/*
2356 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2358 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2359 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2360 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2361 */ 2311 */
2362char * 2312const char *
2363gravestone_text (object *op) 2313gravestone_text (object *op)
2364{ 2314{
2365 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368 2316
2369 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2370 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2372 else
2373 sprintf (buf, "%s\n", &op->name);
2374 2322
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2376 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
2377 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2378 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2379 else
2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381 2331
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER)
2385 { 2332 {
2386 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2387 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2388 strcat (buf2, buf);
2389 }
2390
2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2392 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2393 strcat (buf2, buf); 2337 }
2394 2338
2395 return buf2; 2339 return buf;
2396} 2340}
2397 2341
2398void 2342void
2399do_some_living (object *op) 2343do_some_living (object *op)
2400{ 2344{
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else 2397 else
2454 { 2398 {
2455 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457 }
2458
2459 /* Regenerate Spell Points */
2460 if (!op->contr->golem && --op->last_sp < 0)
2461 {
2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2468 {
2469 op->stats.food--;
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 } 2401 }
2500 2402
2501 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2502 /* 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. */
2503 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2524 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);
2525 } 2427 }
2526 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2527 } 2429 }
2528 2430
2431 if (op->stats.food > 0)
2432 {
2529 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2530 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 { 2435 {
2534 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 /* dms do not consume food */ 2437
2536 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2537 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2538 op->stats.food--; 2445 op->stats.food--;
2446
2539 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2541 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))
2542 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2543 } 2452 }
2544 }
2545 2453
2546 if (max_hp > 1) 2454 if (max_sp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 { 2455 {
2551 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
2552 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);
2553 } 2474 }
2554 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)
2555 { 2483 {
2556 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 }
2557 } 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);
2558 } 2509 }
2559 else 2510 else
2560 {
2561 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);
2562 } 2512 }
2563 } 2513 }
2564 2514
2565 /* Digestion */ 2515 /* Digestion */
2566 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2567 { 2517 {
2568 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);
2569 2520
2570 if (op->contr->gen_hp > 0)
2571 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);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2522
2575 /* dms do not consume food */ 2523 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2525 op->stats.food--;
2578 } 2526 }
2579 2527
2580 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 { 2529 {
2582 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2583 2531
2584 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2585 { 2533 {
2586 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)
2587 { 2538 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2589 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2591 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2592 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2593 break; 2544 break;
2594 } 2545 }
2595 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2596 flesh = tmp; 2547 flesh = tmp;
2597 } /* End if paid for object */ 2548 }
2598 } /* end of for loop */
2599 2549
2600 /* 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
2601 * eat flesh instead. 2551 * eat flesh instead.
2602 */ 2552 */
2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 { 2554 {
2605 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.>");
2606 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2607 } 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)
2608 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2609 2570
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2611 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2612 2577
2578 /* killer should be set here already */
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2580 kill_player (op);
2615 } 2581 }
2616} 2582}
2617 2583
2621 * file. 2587 * file.
2622 */ 2588 */
2623void 2589void
2624kill_player (object *op) 2590kill_player (object *op)
2625{ 2591{
2592 int x, y;
2626 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2627 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2595 int will_kill_again;
2638 archetype *at; 2596 archetype *at;
2639 object *tmp; 2597 object *tmp;
2640 2598
2641 if (save_life (op)) 2599 if (save_life (op))
2642 return; 2600 return;
2643
2644 2601
2645 /* 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
2646 * 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.
2647 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2605 */
2664 { 2621 {
2665 tmp->destroy (); 2622 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 } 2624 }
2668 2625
2669 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2672 op->stats.food = 999; 2629 op->stats.food = 999;
2673 2630
2674 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2676 { 2633 {
2677 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n"
2680 " the %s, when he was defeated at\n level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2682 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 );
2683 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2685 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2686 } 2645 }
2687 2646
2693 2652
2694 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2695 2654
2696 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2697 2656
2698 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707 2658
2708 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2709 x = op->x; 2660 x = op->x;
2710 y = op->y; 2661 y = op->y;
2711 map = op->map; 2662 map = op->map;
2818 lost_a_stat = 1; 2769 lost_a_stat = 1;
2819 } 2770 }
2820 } 2771 }
2821 } 2772 }
2822 } 2773 }
2774
2823 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat) 2776 if (!lost_a_stat)
2825 { 2777 {
2826 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2831 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);
2832 else 2784 else
2833 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.");
2834 } 2786 }
2835#else 2787#else
2836 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.");
2837#endif 2789#endif
2838 2790
2839 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2840 * exp loss on the stone. 2792 * exp loss on the stone.
2841 */ 2793 */
2842 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2843 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2844 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2845 sprintf (buf, "%s's gravestones", &op->name); 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2846 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
2847 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);
2848 tmp->msg = buf;
2849 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2850 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2851 2801
2852 /**************************************/ 2802 /**************************************/
2853 /* */ 2803 /* */
2874 { 2824 {
2875 tmp->destroy (); 2825 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 } 2827 }
2878 2828
2879 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2880 2842
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2883 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2884 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2885 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888 2852
2889 /* 2853 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2854 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2855 * and put them back in the map.
2892 */ 2856 */
2893 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2894 2858
2895 /****************************************/ 2859 /****************************************/
2896 /* */ 2860 /* */
2897 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2927 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2892 force->resist[at] = 100;
2929 2893
2930 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
2931 op->update_stats (); 2895 op->update_stats ();
2932
2933 } 2896 }
2934 2897
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2936} 2899}
2937 2900
2957 2920
2958 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))))
2959 { 2922 {
2960 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2961 { 2924 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 } 2927 }
2966 else 2928 else
2967 tmp->destroy (); 2929 tmp->destroy ();
2968 } 2930 }
2979void 2941void
2980fix_weight (void) 2942fix_weight (void)
2981{ 2943{
2982 for_all_players (pl) 2944 for_all_players (pl)
2983 { 2945 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
2985 2947
2986 if (old == sum) 2948 pl->ob->update_weight ();
2987 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
2988 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
2989 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 }
2990 } 2955 }
2991} 2956}
2992 2957
2993void 2958void
2994fix_luck (void) 2959fix_luck (void)
3036} 3001}
3037 3002
3038void 3003void
3039make_visible (object *op) 3004make_visible (object *op)
3040{ 3005{
3041 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3042 op->invisible = 0; 3007 op->invisible = 0;
3008
3043 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3044 { 3010 {
3045 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3047 } 3013 }
3050} 3016}
3051 3017
3052int 3018int
3053is_true_undead (object *op) 3019is_true_undead (object *op)
3054{ 3020{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 3022 return 1;
3057 3023
3058 return 0; 3024 return 0;
3059} 3025}
3060 3026
3061/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 3029 * indicate greater hideability.
3064 */ 3030 */
3065
3066int 3031int
3067hideability (object *ob) 3032hideability (object *ob)
3068{ 3033{
3069 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3070 sint16 x, y; 3035 sint16 x, y;
3080 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3082 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3083 3048
3084 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3085 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])
3086 { 3053 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue; 3056 continue;
3091 } 3057
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3059 level += 2;
3094 else /* open terrain! */ 3060 else /* open terrain! */
3095 level -= 1; 3061 level -= 1;
3096 } 3062 }
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3074 */
3109
3110void 3075void
3111do_hidden_move (object *op) 3076do_hidden_move (object *op)
3112{ 3077{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3114 object *skop;
3115 3079
3116 if (!op || !op->map) 3080 if (!op || !op->map)
3117 return; 3081 return;
3118 3082
3119 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);
3120 3085
3121 /* 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! */
3122 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3123 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3124 { 3089 {
3134 num -= hide; 3099 num -= hide;
3135 3100
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 { 3102 {
3138 make_visible (op); 3103 make_visible (op);
3104
3139 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3140 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!");
3141 } 3107 }
3142 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3143 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);
3196 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3197 * 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
3198 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3204 * 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.
3205 * -b.t. 3171 * -b.t.
3206 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3207 */ 3173 */
3208
3209int 3174int
3210player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3211{ 3176{
3212 rv_vector rv; 3177 rv_vector rv;
3213 int dx, dy; 3178 int dx, dy;
3225 3190
3226 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3227 3192
3228 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3194 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3231 * a blocked los square. 3196 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3233 */ 3198 */
3234 while (op) 3199 while (op)
3235 { 3200 {
3236 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3238 3203
3239 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3240 * 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
3241 * for any meaningful values. 3206 * for any meaningful values.
3242 */ 3207 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !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)])
3246 return 1; 3211 return 1;
3212
3247 op = op->more; 3213 op = op->more;
3248 } 3214 }
3215
3249 return 0; 3216 return 0;
3250} 3217}
3251 3218
3252/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3256 * return 0. 3223 * return 0.
3257 */ 3224 */
3258int 3225int
3259action_makes_visible (object *op) 3226action_makes_visible (object *op)
3260{ 3227{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 { 3229 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0; 3231 return 0;
3266 3232
3267 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0; 3234 return 0;
3269 3235
3270 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3237 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3272 { 3238 {
3273 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->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3274 return 1; 3240 return 1;
3275 } 3241 }
3276 } 3242 }
3243
3277 return 0; 3244 return 0;
3278} 3245}
3279 3246
3280/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3286 * 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
3287 */ 3254 */
3288int 3255int
3289op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3290{ 3257{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3294 * 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),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3265 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3267 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 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))
3305 { 3272 {
3306 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3307 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))
3308 { 3275 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3312 { 3277 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3314 { 3279 {
3315 if (x != NULL && y != NULL) 3280 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3317 return 1; 3283 return 1;
3318 } 3284 }
3319 } 3285 }
3320 } 3286 }
3287
3321 if (x != NULL && y != NULL) 3288 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3323 return 1; 3291 return 1;
3324 } 3292 }
3325 } 3293 }
3326 } 3294 }
3295
3327 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3328 return 0; 3297 return 0;
3329} 3298}
3330 3299
3331/* 3300/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3317 int i = 0, j = 0;
3349 3318
3350 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3328
3360 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3361 return; 3330 return;
3362 3331
3363 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++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3337 return;
3369 } 3338 }
3370 3339
3371 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3341 item = tr->item;
3373 3342
3374 if (item->type == SPELL) 3343 if (item->type == SPELL)
3375 { 3344 {
3376 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3377 return; 3346 return;
3436 { 3405 {
3437 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3407 object *skin;
3439 3408
3440 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3411 ;
3444 3412
3445 if (!skin) 3413 if (!skin)
3446 return; 3414 return;
3447 3415
3482 else 3450 else
3483 { 3451 {
3484 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3485 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3486 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));
3487 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3488 if (who->type == PLAYER)
3489 esrv_send_item (who, tmp);
3490 } 3456 }
3491} 3457}
3492 3458
3493/** 3459/**
3494 * 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
3523 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))
3524 return 0; 3490 return 0;
3525 3491
3526 return 100 - blocked_los [x][y]; 3492 return 100 - blocked_los [x][y];
3527} 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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