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Comparing deliantra/server/server/player.C (file contents):
Revision 1.140 by root, Fri May 18 13:15:29 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 */
268 303
269 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
272 307
289 combat_ob = op; 324 combat_ob = op;
290 break; 325 break;
291 } 326 }
292 327
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
295
296 ns->floorbox_update ();
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308} 330}
309 331
310void 332void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->reset_stats ();
321 ns->pl = 0;
322 ns = 0;
323 }
324
325 if (ob)
326 ob->close_container (); //TODO: client-specific
327
328 deactivate ();
329}
330
331// the need for this function can be explained
332// by load_object not returning the object
333void
334player::set_object (object *op) 333player::set_observe (object *op)
335{ 334{
336 ob = op; 335 observe = op ? op : ob;
337 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
338
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f;
341 ob->direction = 5; /* So player faces south */
342} 337}
343 338
344player::player () 339player::player ()
345{ 340{
346 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
353 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
354 349
355 gen_sp_armour = 10; 350 gen_sp_armour = 10;
356 bowtype = bow_normal; 351 bowtype = bow_normal;
357 petmode = pet_normal; 352 petmode = pet_normal;
358 listening = 10;
359 usekeys = containers; 353 usekeys = containers;
360 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
361 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
362} 359}
363 360
364void 361void
365player::do_destroy () 362player::do_destroy ()
366{ 363{
371 if (ob) 368 if (ob)
372 { 369 {
373 ob->destroy_inv (false); 370 ob->destroy_inv (false);
374 ob->destroy (); 371 ob->destroy ();
375 } 372 }
373
374 ob = observe = 0;
376} 375}
377 376
378player::~player () 377player::~player ()
379{ 378{
380 /* Clear item stack */ 379 /* Clear item stack */
407 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
408 */ 407 */
409archetype * 408archetype *
410get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
411{ 410{
412 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);
413 418
414 for (;;) 419 for (;;)
415 { 420 {
416 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
417 at = first_archetype; 422 i = archetypes.begin ();
418 else 423 else if (*i == at)
419 at = at->next; 424 cleanup ("not a single player archetype found");
420 425
421 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
422 return at; 427 return *i;
423
424 if (at == start)
425 {
426 LOG (llevError, "No Player archetypes\n");
427 exit (-1);
428 }
429 } 428 }
430} 429}
431 430
432object * 431object *
433get_nearest_player (object *mon) 432get_nearest_player (object *mon)
437 unsigned lastdist; 436 unsigned lastdist;
438 rv_vector rv; 437 rv_vector rv;
439 438
440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
441 { 440 {
442 /* We should not find free objects on this friendly list, but it
443 * does periodically happen. Given that, lets deal with it.
444 * While unlikely, it is possible the next object on the friendly
445 * list is also free, so encapsulate this in a while loop.
446 */
447 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
448 {
449 object *tmp = ol->ob;
450
451 /* Can't do much more other than log the fact, because the object
452 * itself will have been cleared.
453 */
454 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455 tmp->debug_desc ());
456 ol = ol->next;
457 remove_friendly_object (tmp);
458 if (!ol)
459 return op;
460 }
461
462 /* Remove special check for player from this. First, it looks to cause
463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
464 * complicated method of state checking would be needed in any case -
465 * as it was, a clever player could type quit, and the function would
466 * skip them over while waiting for confirmation. Remove
467 * on_same_map check, as can_detect_enemy also does this
468 */
469 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
470 continue; 442 continue;
471 443
472 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
473 { 445 {
668 640
669 return firstdir; 641 return firstdir;
670} 642}
671 643
672void 644void
673give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
674{ 646{
675 object *op, *next = NULL;
676
677 if (pl->randomitems != NULL) 647 if (pl->randomitems)
678 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
679 649
680 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
681 { 651 {
682 next = op->below; 652 next = op->below;
683 653
684 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
685 * 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
690 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
691 * by this player due to race restrictions 661 * by this player due to race restrictions
692 */ 662 */
693 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
694 { 664 {
695 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
696 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
697 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
698 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
699 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))
700 { 672 {
701 op->destroy (); 673 op->destroy ();
702 continue; 674 continue;
703 } 675 }
704 } 676 }
727 if (op->nrof > 1) 699 if (op->nrof > 1)
728 op->nrof = 1; 700 op->nrof = 1;
729 } 701 }
730 702
731 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
732 {
733 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
734 }
735 705
736 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
737 * 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
738 * merged properly. 708 * merged properly.
739 */ 709 */
740 if (need_identify (op)) 710 if (need_identify (op))
741 { 711 {
742 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
743 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
744 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
745 } 715 }
716
746 if (op->type == SPELL) 717 if (op->type == SPELL)
747 { 718 {
748 op->destroy (); 719 op->destroy ();
749 continue; 720 continue;
750 } 721 }
752 { 723 {
753 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
754 op->stats.exp = 0; 725 op->stats.exp = 0;
755 op->level = 1; 726 op->level = 1;
756 } 727 }
757 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
758 else
759 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
760 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
761 731
762 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
763 link_player_skills (pl); 733 pl->contr->link_skills ();
764} 734}
765 735
766void 736void
767get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
768{ 738{
869static void 839static void
870start_info (object *op) 840start_info (object *op)
871{ 841{
872 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
873 843
874 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
875 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
876 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
877 //new_draw_info (NDI_UNIQUE, 0, op, " ");
878} 846}
879 847
880/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
881 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
882 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
885 */ 853 */
886void 854void
887player::chargen_race_done () 855player::chargen_race_done ()
888{ 856{
889 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
890 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
891 859
892 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
893 if (tl) 861 if (tl)
894 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
895 863
899 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
900 868
901 if (ob->msg) 869 if (ob->msg)
902 ob->msg = 0; 870 ob->msg = 0;
903 871
904 /* We create this now because some of the unique maps will need it
905 * to save here.
906 */
907 {
908 char buf[MAX_BUF];
909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
910 make_path_to_file (buf);
911 }
912
913 start_info (ob); 872 start_info (ob);
914 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
915 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
916 link_player_skills (ob);
917 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
918 ob->update_stats (); 876 ob->update_stats ();
919 877
920 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
921 * is one for this race 879 * is one for this race
922 */ 880 */
923 if (*first_map_ext_path) 881 if (*first_map_ext_path)
924 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
925 object *tmp;
926 char mapname[MAX_BUF];
927
928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
929 tmp = object::create ();
930 EXIT_PATH (tmp) = mapname;
931 EXIT_X (tmp) = ob->x;
932 EXIT_Y (tmp) = ob->y;
933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 * if the map isn't there, then stay on the
935 * default initial map */
936 tmp->destroy ();
937 }
938 else 883 else
939 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
940} 885}
941 886
942void 887void
952 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
953 898
954 ob->remove_statbonus (); 899 ob->remove_statbonus ();
955 ob->remove (); 900 ob->remove ();
956 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
957 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
958 ob->instantiate (); 903 ob->instantiate ();
959 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
960 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
961 ob->x = x; 906 ob->x = x;
962 ob->y = y; 907 ob->y = y;
963 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
964 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
965 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
966 ob->add_statbonus (); 911 ob->add_statbonus ();
967 } 912 }
968 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
969 914
970 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1045 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1046 return 1; 991 return 1;
1047 992
1048 next = op->below; 993 next = op->below;
1049 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1050 /* 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
1051 * destroyed */ 999 * destroyed */
1052 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1053 { 1001 {
1054 tmp = next; 1002 tmp = next;
1055 next = tmp->below; 1003 next = tmp->below;
1056 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1057 if (op->destroyed ()) 1011 if (op->destroyed ())
1058 return 0; 1012 return 0;
1059 1013
1060 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1061 continue; 1015 continue;
1062 1016
1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1064 { 1018 {
1065 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1066 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1067 continue; 1021 continue;
1068 } 1022 }
1069 1023
1070 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1071 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1073 switch (op->contr->mode) 1027 switch (op->contr->mode)
1074 { 1028 {
1075 case 0: 1029 case 0:
1076 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1077 case 1: 1031 case 1:
1078 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1079 return 1; 1033 return 1;
1080 case 2: 1034 case 2:
1081 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1082 return 0; 1036 return 0;
1083 case 3: 1037 case 3:
1084 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1085 case 4: 1039 case 4:
1086 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1087 break; 1041 break;
1088 case 5: 1042 case 5:
1089 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1090 stop = 1; 1044 stop = 1;
1091 break; 1045 break;
1092 case 6: 1046 case 6:
1093 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1094 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1095 break; 1050 break;
1096 1051
1097 case 7: 1052 case 7:
1098 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1099 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1100 break; 1055 break;
1101 1056
1102 default: 1057 default:
1103 /* use value density */ 1058 /* use value density */
1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1105 && (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)
1106 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1107 } 1062 }
1108 } 1063 }
1109 else 1064 else
1110 { /* old model */ 1065 { /* old model */
1111 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1115 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &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))));
1118 else 1073 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &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))));
1121 1076
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 } 1078 }
1124 1079
1125 /* philosophy: 1080 /* philosophy:
1166 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1167 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1168 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1169 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1170 { 1125 {
1171 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1172 continue; 1127 continue;
1173 } 1128 }
1174 1129
1175 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1176 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)))
1177 { 1132 {
1178 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1179 continue; 1134 continue;
1180 } 1135 }
1181 1136
1182 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1183 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1184 { 1139 {
1185 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1186 continue; 1141 continue;
1187 } 1142 }
1188 1143
1189 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1192 { 1147 {
1193 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1194 continue; 1149 continue;
1195 } 1150 }
1196 1151
1197 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1199 { 1154 {
1200 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1201 continue; 1156 continue;
1202 } 1157 }
1203 1158
1204 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1206 { 1161 {
1207 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1208 continue; 1163 continue;
1209 } 1164 }
1210 1165
1211 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 { 1169 {
1215 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1216 continue; 1171 continue;
1217 } 1172 }
1218 1173
1219 /* pick up all magical items */ 1174 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1221 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))
1222 { 1177 {
1223 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1224 continue; 1179 continue;
1225 } 1180 }
1226 1181
1227 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1228 { 1183 {
1229 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1230 { 1185 {
1231 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1232 continue; 1187 continue;
1233 } 1188 }
1234 } 1189 }
1235 1190
1236 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1239 { 1194 {
1240 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1241 continue; 1196 continue;
1242 } 1197 }
1243 1198
1244 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1247 { 1202 {
1248 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1249 continue; 1204 continue;
1250 } 1205 }
1251 1206
1252 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1255 { 1210 {
1256 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1257 continue; 1212 continue;
1258 } 1213 }
1259 1214
1260 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1262 { 1217 {
1263 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1264 continue; 1219 continue;
1265 } 1220 }
1266 1221
1267 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1270 { 1225 {
1271 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1272 continue; 1227 continue;
1273 } 1228 }
1274 1229
1275 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1277 { 1232 {
1278 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1279 continue; 1234 continue;
1280 } 1235 }
1281 1236
1282 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1284 { 1239 {
1285 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1286 continue; 1241 continue;
1287 } 1242 }
1288 1243
1289 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1291 { 1246 {
1292 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1293 continue; 1248 continue;
1294 } 1249 }
1295 1250
1296 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1298 { 1253 {
1299 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1300 continue; 1255 continue;
1301 } 1256 }
1302 1257
1303 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1305 { 1260 {
1306 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1307 continue; 1262 continue;
1308 } 1263 }
1309 1264
1310 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 { 1268 {
1314 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1315 continue; 1270 continue;
1316 } 1271 }
1317 1272
1318 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1320 { 1275 {
1321 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1322 { 1277 {
1323 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 &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1325 { 1280 {
1326 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1327 continue; 1282 continue;
1328 } 1283 }
1329 } 1284 }
1330 1285
1331 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1332 { 1287 {
1333 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)
1334 { 1289 {
1335 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1336 continue; 1291 continue;
1337 } 1292 }
1338 } 1293 }
1339 } 1294 }
1340 1295
1341 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 { 1299 {
1345 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1346 continue; 1301 continue;
1347 } 1302 }
1348 1303
1349 /* 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
1350 * pickups */ 1305 * pickups */
1351 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1352 { 1307 {
1353 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1354 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1355 /* >=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
1356 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1358 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)
1359 { 1314 {
1360 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1361#if 0 1316#if 0
1362 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1363 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1364 { 1319 {
1365 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1366 } 1321 }
1367 else 1322 else
1368 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1369 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1370 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))));
1371#endif 1326#endif
1372 continue; 1327 continue;
1373 } 1328 }
1384 * found object is returned. 1339 * found object is returned.
1385 */ 1340 */
1386object * 1341object *
1387find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1388{ 1343{
1389 object *tmp = 0;
1390
1391 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type);
1394 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);
1395 return op; 1353 return arrow;
1354 }
1396 1355
1397 return tmp; 1356 return 0;
1398} 1357}
1399 1358
1400/* 1359/*
1401 * 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
1402 * 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
1425 } 1384 }
1426 } 1385 }
1427 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1428 { 1387 {
1429 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1431 { 1390 {
1432 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1433 { 1392 {
1434 *better = 100; 1393 *better = 100;
1435 return arrow; 1394 return arrow;
1443 else 1402 else
1444 { 1403 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 { 1405 {
1447 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1449 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)
1450 { 1409 {
1451 tmp = arrow; 1410 tmp = arrow;
1452 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;
1453 } 1412 }
1454 } 1413 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1415 {
1457 tmp = arrow; 1416 tmp = arrow;
1463 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1464 } 1423 }
1465 } 1424 }
1466 } 1425 }
1467 } 1426 }
1427
1468 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1469 return find_arrow (op, type); 1429 return find_arrow (op, type);
1470 1430
1471 *better = betterby; 1431 *better = betterby;
1472 return tmp; 1432 return tmp;
1618 } 1578 }
1619 1579
1620 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1621 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1622 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1623 arrow->destroy (); 1584 arrow->destroy ();
1624 return 0; 1585 return 0;
1625 } 1586 }
1626 1587
1627 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1628 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1629 if (!arrow) 1590 if (!arrow)
1630 { 1591 {
1631 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);
1632 return 0; 1593 return 0;
1633 } 1594 }
1641 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1642 1603
1643 if (arrow->slaying) 1604 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1645 1606
1607#if 0
1646 if (player *pl = op->contr) 1608 if (player *pl = op->contr)
1647 { 1609 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp; 1610 float speed = pl->weapon_sp;
1655 1611
1656 /* penalize ROF for bestarrow */ 1612 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow) 1613 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f; 1614 speed *= .9f;
1659 else 1615 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661 1617
1662 op->speed_left += speed - op->speed; 1618 op->speed_left += speed - op->speed;
1619 }
1663#endif 1620#endif
1664 }
1665 1621
1666 SET_ANIMATION (arrow, arrow->direction); 1622 SET_ANIMATION (arrow, arrow->direction);
1667 1623
1668 /* update the speed */ 1624 /* update the speed */
1669 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
1670 + bow->stats.dam / 7.0; 1626 + bow->stats.dam / 7.f;
1671 1627
1672 arrow->set_speed (max (arrow->speed, 2.0)); 1628 arrow->set_speed (max (arrow->speed, 2.f));
1673 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1674 1630
1675 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;
1676 1632
1677 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1700 1656
1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1660
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1707 1663
1708 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1665 move_arrow (arrow);
1710
1711 if (op->type == PLAYER)
1712 {
1713 if (left->destroyed ())
1714 esrv_del_item (op->contr, left->count);
1715 else
1716 esrv_send_item (op, left);
1717 }
1718 1666
1719 return 1; 1667 return 1;
1720} 1668}
1721 1669
1722/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1788 1736
1789 if (item->type == WAND) 1737 if (item->type == WAND)
1790 { 1738 {
1791 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1792 { 1740 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1794 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));
1795 1743
1796 return; 1744 return;
1797 } 1745 }
1798 } 1746 }
1799 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1800 { 1748 {
1801 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))
1802 { 1754 {
1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1804 1756
1805 if (item->type == ROD) 1757 if (item->type == ROD)
1806 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));
1807 else 1759 else
1808 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));
1821 object *tmp; 1773 object *tmp;
1822 1774
1823 if (item->arch) 1775 if (item->arch)
1824 { 1776 {
1825 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1826 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1827 item->set_speed (0); 1779 item->set_speed (0);
1828 } 1780 }
1829 1781
1830 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1831 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1832 } 1784 }
1833 } 1785 }
1834 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1835 drain_rod_charge (item); 1787 drain_rod_charge (item);
1836 } 1788 }
1837} 1789}
1838 1790
1839/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1840 */ 1792 */
1841void 1793bool
1842fire (object *op, int dir) 1794fire (object *op, int dir)
1843{ 1795{
1844 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;
1845 1818
1846 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible (op)) 1820 if (action_makes_visible (op))
1848 make_visible (op); 1821 make_visible (op);
1849 1822
1850 player *pl = op->contr;
1851
1852 if (pl->golem)
1853 {
1854 control_golem (op->contr->golem, dir);
1855 return;
1856 }
1857
1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1861 return;
1862
1863 if (!op->change_weapon (ob))
1864 return;
1865
1866 switch (ob->type) 1823 switch (ob->type)
1867 { 1824 {
1868 case BOW: 1825 case BOW:
1869 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1870 break; 1827 break;
1883 1840
1884 default: 1841 default:
1885 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1886 break; 1843 break;
1887 } 1844 }
1845
1846 return true;
1888} 1847}
1889 1848
1890/* find_key 1849/* find_key
1891 * 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
1892 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1979 * 0 otherwise 1938 * 0 otherwise
1980 */ 1939 */
1981static int 1940static int
1982player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
1983{ 1942{
1984 /* 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,
1985 * 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 -
1986 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1987 */ 1946 */
1988 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
1989 1948
1990 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1991 if (key) 1950 if (key)
1992 { 1951 {
1993 object *container = key->env; 1952 object *container = key->env;
1994
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 1953
1997 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
1998 make_visible (op); 1955 make_visible (op);
1999 1956
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2002 1959
2003 if (door->type == DOOR) 1960 if (door->type == DOOR)
2004 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 */
2005 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2006 { 1963 {
2007 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);
2008 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2009 } 1966 }
2010 1967
2011 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016 1970
2017 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2018 } 1972 }
2019 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2020 { 1974 {
2021 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2022 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...");
2023 return 1; 1977 return 1;
2024 } 1978 }
2025 1979
2026 return 0; 1980 return 0;
2027} 1981}
2030 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2031 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2032 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2033 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2034 */ 1988 */
2035void 1989bool
2036move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2037{ 1991{
2038 object *tmp, *mon;
2039 int on_battleground; 1992 int on_battleground;
2040 maptile *m;
2041 1993
2042 sint16 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2043 sint16 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2044 1996
2045 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 }
2046 2007
2047 /* 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
2048 * 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
2049 * 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
2050 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2051 * 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
2052 * 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
2053 * 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
2054 * move_ob uses. 2015 * move_ob uses.
2055 */ 2016 */
2056 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;
2057 { 2032 }
2058 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;
2059 { 2045 }
2060 m = op->map->xy_find (nx, ny); 2046
2061 if (!m) 2047 /* The following deals with possibly attacking peaceful
2062 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;
2063 } 2080 }
2064 else 2081 else
2065 m = op->map;
2066
2067 if (!(tmp = m->at (nx, ny).bot))
2068 return; 2082 return false;
2083 }
2069 2084
2070 mon = 0;
2071 /* Go through all the objects, and find ones of interest. Only stop if
2072 * we find a monster - that is something we know we want to attack.
2073 * if its a door or barrel (can roll) see if there may be monsters
2074 * on the space
2075 */
2076 while (tmp)
2077 {
2078 if (tmp == op)
2079 {
2080 tmp = tmp->above;
2081 continue;
2082 }
2083
2084 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2085 {
2086 mon = tmp;
2087 break;
2088 }
2089
2090 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2091 mon = tmp;
2092
2093 tmp = tmp->above;
2094 }
2095
2096 if (!mon) /* This happens anytime the player tries to move */
2097 return; /* into a wall */
2098
2099 if (mon->head)
2100 mon = mon->head;
2101
2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2103 if (player_attack_door (op, mon))
2104 return;
2105
2106 /* The following deals with possibly attacking peaceful
2107 * or frienddly creatures. Basically, all players are considered
2108 * unaggressive. If the moving player has peaceful set, then the
2109 * object should be pushed instead of attacked. It is assumed that
2110 * if you are braced, you will not attack friends accidently,
2111 * and thus will not push them.
2112 */
2113
2114 /* If the creature is a pet, push it even if the player is not
2115 * peaceful. Our assumption is the creature is a pet if the
2116 * player owns it and it is either friendly or unagressive.
2117 */
2118 if (op->type == PLAYER
2119 && ((mon->owner && mon->owner->contr
2120 && same_party (mon->owner->contr->party, op->contr->party))
2121 || mon->owner == op)
2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2123 {
2124 /* If we're braced, we don't want to switch places with it */
2125 if (op->contr->braced)
2126 return;
2127
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op);
2130 if (op->contr->tmp_invis || op->hide)
2131 make_visible (op);
2132
2133 return;
2134 }
2135
2136 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2137 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2138 * 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
2139 * attack them either. 2088 * attack them either.
2140 */ 2089 */
2141 if ((mon->type == PLAYER || mon->enemy != op) 2090 if ((mon->type == PLAYER || mon->enemy != op)
2142 && (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))
2143 && ((op->contr->peaceful 2092 && ((op->contr->peaceful
2144 || (mon->type == PLAYER && mon->contr->peaceful)) 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2145 && !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2146 { 2097 {
2098 --op->speed_left;
2099
2147 if (!op->contr->braced) 2100 if (!op->contr->braced)
2148 { 2101 {
2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2150 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2151 } 2104 }
2152 else 2105 else
2153 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2154 2107
2155 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2156 make_visible (op); 2109 make_visible (op);
2157 }
2158 2110
2111 return true;
2112 }
2113 }
2159 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2160 * 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.
2161 */ 2116 */
2162 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)
2163 { 2120 {
2121 --op->speed_left;
2122
2164 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2165 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2166 make_visible (op); 2125 make_visible (op);
2167 }
2168 2126
2127 return true;
2128 }
2129 }
2169 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2170 * 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
2171 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2172 * 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
2173 * 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.
2174 */ 2135 */
2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2176 ((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)))
2177 { 2138 {
2178 if (!op->contr->has_hit) 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2179 { 2140 {
2180 op->contr->has_hit = 1; 2141 --op->contr->weapon_sp_left;
2181 op->speed_left += op->contr->weapon_speed () - op->speed;
2182 }
2183 2142
2184 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2144
2200 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2201 make_visible (op); 2146 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2147
2206int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2207move_player (object *op, int dir) 2156move_player (object *op, int dir)
2208{ 2157{
2209 int pick; 2158 int pick;
2210 2159
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2212 return 0; 2161 return 0;
2213 2162
2214 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2216 { 2165 {
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224 2173
2225 op->facing = dir; 2174 op->facing = dir;
2226 2175
2227 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2228 do_hidden_move (op); 2177 do_hidden_move (op);
2229 2178
2179 bool retval;
2180
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2182 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2233 fire (op, dir); 2184 retval = fire (op, dir);
2234 else 2185 else
2235 { 2186 {
2236 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2188 pick = check_pick (op);
2238 } 2189 }
2239 2190
2240 /* 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
2241 * server can handle repeat firing. 2192 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2201 * for players.
2251 */ 2202 */
2252 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2253 return 0; 2204
2205 return retval;
2254} 2206}
2255 2207
2256/* 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
2257 * new client/server stuff. 2209 * new client/server stuff.
2258 * 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
2259 * the new speed values for commands. 2211 * the new speed values for commands.
2260 * 2212 *
2261 * 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.
2262 */ 2216 */
2263int 2217bool
2264handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2265{ 2219{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2267 { 2221 {
2268 flee_player (op); 2222 if (op->speed_left > 0.f)
2269
2270 /* If player is still scared, that is his action for this tick */
2271 if (op->flag [FLAG_SCARED])
2272 { 2223 {
2273 --op->speed_left; 2224 --op->speed_left;
2225 flee_player (op);
2226
2274 return 0; 2227 return true;
2275 } 2228 }
2229 else
2230 return false;
2276 } 2231 }
2277 2232
2278 /* 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
2279 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2280 * called, so we recheck it here. 2235 * called, so we recheck it here.
2281 */ 2236 */
2282 if (op->contr->ns->handle_command ()) 2237 if (op->contr->ns->handle_command ())
2283 return 1; 2238 return true;
2284 2239
2285 if (op->speed_left > 0.f)
2286 {
2287 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2288 {
2289 /* All move commands take 1 tick, at least for now */
2290 --op->speed_left;
2291
2292 /* Instead of all the stuff below, let move_player take care
2293 * of it. Also, some of the skill stuff is only put in
2294 * there, as well as the confusion stuff.
2295 */
2296 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2297 2242
2298 return op->speed_left > 0.f;
2299 }
2300 }
2301
2302 return 0; 2243 return false;
2303} 2244}
2304 2245
2305int 2246int
2306save_life (object *op) 2247save_life (object *op)
2307{ 2248{
2309 return 0; 2250 return 0;
2310 2251
2311 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2312 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2313 { 2254 {
2314 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2315 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));
2316
2317 if (op->contr)
2318 esrv_del_item (op->contr, tmp->count);
2319 2257
2320 tmp->destroy (); 2258 tmp->destroy ();
2321 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2322 2260
2323 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2336 return 0; 2274 return 0;
2337} 2275}
2338 2276
2339/* 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
2340 * 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
2341 * 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
2342 * from. 2280 * from.
2343 */ 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
2344void 2298void
2345remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2346{ 2300{
2347 while (op) 2301 if (!flag [FLAG_REMOVED])
2348 { 2302 ::drop_unpaid_items (inv, this);
2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2350
2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2352 {
2353 if (env->type == PLAYER)
2354 esrv_del_item (env->contr, op->count);
2355
2356 op->insert_at (env);
2357 }
2358 else if (op->inv)
2359 remove_unpaid_objects (op->inv, env);
2360
2361 op = next;
2362 }
2363} 2303}
2364 2304
2365/* 2305/*
2366 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2367 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2368 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2369 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2370 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2371 */ 2311 */
2372char * 2312const char *
2373gravestone_text (object *op) 2313gravestone_text (object *op)
2374{ 2314{
2375 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2376 char buf[MAX_BUF];
2377 time_t now = time (NULL);
2378 2316
2379 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2380 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2381 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2382 else
2383 sprintf (buf, "%s\n", &op->name);
2384 2322
2385 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2386 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
2387 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2388 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2389 else
2390 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2391 2331
2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2393 strcat (buf2, buf);
2394 if (op->type == PLAYER)
2395 { 2332 {
2396 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2397 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2398 strcat (buf2, buf);
2399 }
2400
2401 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2403 strcat (buf2, buf); 2337 }
2404 2338
2405 return buf2; 2339 return buf;
2406} 2340}
2407 2341
2408void 2342void
2409do_some_living (object *op) 2343do_some_living (object *op)
2410{ 2344{
2462 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2463 else 2397 else
2464 { 2398 {
2465 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2467 }
2468
2469 /* Regenerate Spell Points */
2470 if (!op->contr->golem && --op->last_sp < 0)
2471 {
2472 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2473 if (op->stats.sp < op->stats.maxsp)
2474 {
2475 op->stats.sp++;
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2479 op->stats.food--;
2480 if (op->contr->digestion < 0)
2481 op->stats.food += op->contr->digestion;
2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2483 op->stats.food = last_food;
2484 }
2485 }
2486
2487 if (max_sp > 1)
2488 {
2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 } 2401 }
2510 2402
2511 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2512 /* 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. */
2513 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2534 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);
2535 } 2427 }
2536 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2537 } 2429 }
2538 2430
2431 if (op->stats.food > 0)
2432 {
2539 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2540 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2541 {
2542 if (op->stats.hp < op->stats.maxhp)
2543 { 2435 {
2544 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2545 /* dms do not consume food */ 2437
2546 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2547 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2548 op->stats.food--; 2445 op->stats.food--;
2446
2549 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2550 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2551 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))
2552 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2553 } 2452 }
2554 }
2555 2453
2556 if (max_hp > 1) 2454 if (max_sp > 1)
2557 {
2558 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2559 if (over_hp > 0)
2560 { 2455 {
2561 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
2562 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);
2563 } 2474 }
2564 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)
2565 { 2483 {
2566 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 }
2567 } 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);
2568 } 2509 }
2569 else 2510 else
2570 {
2571 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);
2572 } 2512 }
2573 } 2513 }
2574 2514
2575 /* Digestion */ 2515 /* Digestion */
2576 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2577 { 2517 {
2578 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);
2579 2520
2580 if (op->contr->gen_hp > 0)
2581 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);
2582 else
2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584 2522
2585 /* dms do not consume food */ 2523 /* dms do not consume food */
2586 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2587 op->stats.food--; 2525 op->stats.food--;
2588 } 2526 }
2589 2527
2590 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2591 { 2529 {
2592 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2593 2531
2594 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2595 { 2533 {
2596 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)
2597 { 2538 {
2598 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2599 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2600 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2601 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2602 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2603 break; 2544 break;
2604 } 2545 }
2605 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2606 flesh = tmp; 2547 flesh = tmp;
2607 } /* End if paid for object */ 2548 }
2608 } /* end of for loop */
2609 2549
2610 /* 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
2611 * eat flesh instead. 2551 * eat flesh instead.
2612 */ 2552 */
2613 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2614 { 2554 {
2615 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.>");
2616 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2617 } 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)
2618 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2619 2570
2620 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2621 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2622 2577
2578 /* killer should be set here already */
2623 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2624 kill_player (op); 2580 kill_player (op);
2625 } 2581 }
2626} 2582}
2627 2583
2631 * file. 2587 * file.
2632 */ 2588 */
2633void 2589void
2634kill_player (object *op) 2590kill_player (object *op)
2635{ 2591{
2592 int x, y;
2636 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2637 int x, y;
2638
2639 //int i;
2640 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2641
2642 /* int z;
2643 int num_stats_lose;
2644 int lost_a_stat;
2645 int lose_this_stat;
2646 int this_stat; */
2647 int will_kill_again; 2595 int will_kill_again;
2648 archetype *at; 2596 archetype *at;
2649 object *tmp; 2597 object *tmp;
2650 2598
2651 if (save_life (op)) 2599 if (save_life (op))
2652 return; 2600 return;
2653
2654 2601
2655 /* 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
2656 * 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.
2657 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2658 */ 2605 */
2674 { 2621 {
2675 tmp->destroy (); 2622 tmp->destroy ();
2676 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2677 } 2624 }
2678 2625
2679 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2680 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2681 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2682 op->stats.food = 999; 2629 op->stats.food = 999;
2683 2630
2684 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2685 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2686 { 2633 {
2687 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2688 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2689 sprintf (buf, " This finger has been cut off %s\n"
2690 " the %s, when he was defeated at\n level %d by %s.\n",
2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2692 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 );
2693 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2694 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2695 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2696 } 2645 }
2697 2646
2703 2652
2704 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2705 2654
2706 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2707 2656
2708 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2709 {
2710 sprintf (buf, "%s starved to death.", &op->name);
2711 strcpy (op->contr->killer, "starvation");
2712 }
2713 else
2714 sprintf (buf, "%s died.", &op->name);
2715
2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2717 2658
2718 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2719 x = op->x; 2660 x = op->x;
2720 y = op->y; 2661 y = op->y;
2721 map = op->map; 2662 map = op->map;
2828 lost_a_stat = 1; 2769 lost_a_stat = 1;
2829 } 2770 }
2830 } 2771 }
2831 } 2772 }
2832 } 2773 }
2774
2833 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2834 if (!lost_a_stat) 2776 if (!lost_a_stat)
2835 { 2777 {
2836 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2837 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2841 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);
2842 else 2784 else
2843 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.");
2844 } 2786 }
2845#else 2787#else
2846 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.");
2847#endif 2789#endif
2848 2790
2849 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2850 * exp loss on the stone. 2792 * exp loss on the stone.
2851 */ 2793 */
2852 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2853 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2854 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2855 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",
2856 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
2857 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);
2858 tmp->msg = buf;
2859 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2860 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2861 2801
2862 /**************************************/ 2802 /**************************************/
2863 /* */ 2803 /* */
2884 { 2824 {
2885 tmp->destroy (); 2825 tmp->destroy ();
2886 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2887 } 2827 }
2888 2828
2889 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 }
2890 2842
2891 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2892 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2893 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2894 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2895 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2898 2852
2899 /* 2853 /*
2900 * 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
2901 * and put them back in the map. 2855 * and put them back in the map.
2902 */ 2856 */
2903 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2904 2858
2905 /****************************************/ 2859 /****************************************/
2906 /* */ 2860 /* */
2907 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2908 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2937 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2938 force->resist[at] = 100; 2892 force->resist[at] = 100;
2939 2893
2940 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
2941 op->update_stats (); 2895 op->update_stats ();
2942
2943 } 2896 }
2944 2897
2945 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2946} 2899}
2947 2900
2967 2920
2968 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))))
2969 { 2922 {
2970 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2971 { 2924 {
2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2973 tmp2->destroy ();
2974 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } 2927 }
2976 else 2928 else
2977 tmp->destroy (); 2929 tmp->destroy ();
2978 } 2930 }
2989void 2941void
2990fix_weight (void) 2942fix_weight (void)
2991{ 2943{
2992 for_all_players (pl) 2944 for_all_players (pl)
2993 { 2945 {
2994 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
2995 2947
2996 if (old == sum) 2948 pl->ob->update_weight ();
2997 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
2998 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
2999 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 }
3000 } 2955 }
3001} 2956}
3002 2957
3003void 2958void
3004fix_luck (void) 2959fix_luck (void)
3046} 3001}
3047 3002
3048void 3003void
3049make_visible (object *op) 3004make_visible (object *op)
3050{ 3005{
3051 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3052 op->invisible = 0; 3007 op->invisible = 0;
3008
3053 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3054 { 3010 {
3055 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3057 } 3013 }
3060} 3016}
3061 3017
3062int 3018int
3063is_true_undead (object *op) 3019is_true_undead (object *op)
3064{ 3020{
3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3066 return 1; 3022 return 1;
3067 3023
3068 return 0; 3024 return 0;
3069} 3025}
3070 3026
3071/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3072 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3073 * indicate greater hideability. 3029 * indicate greater hideability.
3074 */ 3030 */
3075
3076int 3031int
3077hideability (object *ob) 3032hideability (object *ob)
3078{ 3033{
3079 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3080 sint16 x, y; 3035 sint16 x, y;
3090 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3091 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3092 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3093 3048
3094 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3095 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])
3096 { 3053 {
3097 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3098 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3099 {
3100 continue; 3056 continue;
3101 } 3057
3102 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3103 level += 2; 3059 level += 2;
3104 else /* open terrain! */ 3060 else /* open terrain! */
3105 level -= 1; 3061 level -= 1;
3106 } 3062 }
3114/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3115 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3116 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3117 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3118 */ 3074 */
3119
3120void 3075void
3121do_hidden_move (object *op) 3076do_hidden_move (object *op)
3122{ 3077{
3123 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3124 object *skop;
3125 3079
3126 if (!op || !op->map) 3080 if (!op || !op->map)
3127 return; 3081 return;
3128 3082
3129 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);
3130 3085
3131 /* 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! */
3132 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3133 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3134 { 3089 {
3144 num -= hide; 3099 num -= hide;
3145 3100
3146 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3147 { 3102 {
3148 make_visible (op); 3103 make_visible (op);
3104
3149 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3150 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!");
3151 } 3107 }
3152 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3153 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);
3206 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3207 * 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
3208 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3209 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3210 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3211 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3212 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3213 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3214 * 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.
3215 * -b.t. 3171 * -b.t.
3216 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3217 */ 3173 */
3218
3219int 3174int
3220player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3221{ 3176{
3222 rv_vector rv; 3177 rv_vector rv;
3223 int dx, dy; 3178 int dx, dy;
3235 3190
3236 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3237 3192
3238 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3239 * through the object and find if it has any 3194 * through the object and find if it has any
3240 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3241 * a blocked los square. 3196 * a blocked los square.
3242 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3243 */ 3198 */
3244 while (op) 3199 while (op)
3245 { 3200 {
3246 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3247 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3248 3203
3249 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3250 * 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
3251 * for any meaningful values. 3206 * for any meaningful values.
3252 */ 3207 */
3253 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3254 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3255 !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)])
3256 return 1; 3211 return 1;
3212
3257 op = op->more; 3213 op = op->more;
3258 } 3214 }
3215
3259 return 0; 3216 return 0;
3260} 3217}
3261 3218
3262/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3263 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3266 * return 0. 3223 * return 0.
3267 */ 3224 */
3268int 3225int
3269action_makes_visible (object *op) 3226action_makes_visible (object *op)
3270{ 3227{
3271
3272 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3273 { 3229 {
3274 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3275 return 0; 3231 return 0;
3276 3232
3277 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3278 return 0; 3234 return 0;
3279 3235
3280 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3281 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))
3282 { 3238 {
3283 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");
3284 return 1; 3240 return 1;
3285 } 3241 }
3286 } 3242 }
3243
3287 return 0; 3244 return 0;
3288} 3245}
3289 3246
3290/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3291 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3296 * 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
3297 */ 3254 */
3298int 3255int
3299op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3300{ 3257{
3301 object *tmp;
3302
3303 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3304 * 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),
3305 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3306 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3307 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3308 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3309 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3310 { 3265 {
3311 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3312 { 3267 {
3313 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3314 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))
3315 { 3272 {
3316 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3317 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))
3318 { 3275 {
3319 object *invtmp;
3320
3321 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3322 { 3277 {
3323 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3324 { 3279 {
3325 if (x != NULL && y != NULL) 3280 if (x && y)
3326 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3327 return 1; 3283 return 1;
3328 } 3284 }
3329 } 3285 }
3330 } 3286 }
3287
3331 if (x != NULL && y != NULL) 3288 if (x && y)
3332 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3333 return 1; 3291 return 1;
3334 } 3292 }
3335 } 3293 }
3336 } 3294 }
3295
3337 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3338 return 0; 3297 return 0;
3339} 3298}
3340 3299
3341/* 3300/*
3357 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3358 int i = 0, j = 0; 3317 int i = 0, j = 0;
3359 3318
3360 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3361 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3362 trlist = treasurelist::find ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3363 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3364 trlist = treasurelist::find ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3365 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3366 trlist = treasurelist::find ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3367 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3368 trlist = treasurelist::find ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3369 3328
3370 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3371 return; 3330 return;
3372 3331
3373 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++);
3377 /* 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]); */
3378 return; 3337 return;
3379 } 3338 }
3380 3339
3381 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3382 item = &(tr->item->clone); 3341 item = tr->item;
3383 3342
3384 if (item->type == SPELL) 3343 if (item->type == SPELL)
3385 { 3344 {
3386 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3387 return; 3346 return;
3446 { 3405 {
3447 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3407 object *skin;
3449 3408
3450 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3451 shstr_cmp dragon_skin_force ("dragon_skin_force");
3452 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)
3453 ; 3411 ;
3454 3412
3455 if (!skin) 3413 if (!skin)
3456 return; 3414 return;
3457 3415
3492 else 3450 else
3493 { 3451 {
3494 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3495 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3496 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));
3497 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3498 if (who->type == PLAYER)
3499 esrv_send_item (who, tmp);
3500 } 3456 }
3501} 3457}
3502 3458
3503/** 3459/**
3504 * 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
3533 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))
3534 return 0; 3490 return 0;
3535 3491
3536 return 100 - blocked_los [x][y]; 3492 return 100 - blocked_los [x][y];
3537} 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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