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Comparing deliantra/server/server/player.C (file contents):
Revision 1.142 by root, Fri May 18 19:46:22 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';
157 op->x = -1; 159 op->x = -1;
158 op->y = -1; 160 op->y = -1;
159} 161}
160 162
161void 163void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 164player::activate ()
176{ 165{
177 if (active) 166 if (active)
178 return; 167 return;
179 168
181 ob->remove (); 170 ob->remove ();
182 ob->map = 0; 171 ob->map = 0;
183 ob->activate_recursive (); 172 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 174 add_friendly_object (ob);
186 enter_map ();
187} 175}
188 176
189void 177void
190player::deactivate () 178player::deactivate ()
191{ 179{
198 186
199 if (ob->map) 187 if (ob->map)
200 maplevel = ob->map->path; 188 maplevel = ob->map->path;
201 189
202 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 192 ob->map = 0;
204 party = 0; 193 party = 0;
205 194
206 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
207 196
221 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
222 211
223 ns->update_look = 0; 212 ns->update_look = 0;
224 ns->look_position = 0; 213 ns->look_position = 0;
225 214
226 clear_los (ob); 215 clear_los (this);
227 216
228 ns->reset_stats (); 217 ns->reset_stats ();
229 218
230 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
233 222
234 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
235 link_player_skills (ob); 224 link_skills ();
236 225
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 227
239 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
240 229
241 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
243 { 232 {
244 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
245 234
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 238 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 240 skin = tmp;
255 241
256 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
257 } 243 }
258 244
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 246
261 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 */
262 303
263 ob->flag [FLAG_READY_WEAPON] = false; 304 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false; 305 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false; 306 ob->flag [FLAG_READY_BOW] = false;
266 307
283 combat_ob = op; 324 combat_ob = op;
284 break; 325 break;
285 } 326 }
286 327
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats (); 329 ob->deactivate (); // change_weapon activates, fix this better
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302} 330}
303 331
304void 332void
305player::disconnect ()
306{
307 if (ns)
308 {
309 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311
312 INVOKE_PLAYER (DISCONNECT, this);
313
314 ns->reset_stats ();
315 ns->pl = 0;
316 ns = 0;
317 }
318
319 if (ob)
320 ob->close_container (); //TODO: client-specific
321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op) 333player::set_observe (object *op)
329{ 334{
330 ob = op; 335 observe = op ? op : ob;
331 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
332
333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
336 ob->direction = 5; /* So player faces south */
337} 337}
338 338
339player::player () 339player::player ()
340{ 340{
341 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
348 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
349 349
350 gen_sp_armour = 10; 350 gen_sp_armour = 10;
351 bowtype = bow_normal; 351 bowtype = bow_normal;
352 petmode = pet_normal; 352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 353 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
356 do_los = 1; 355 do_los = 1;
357 356
358 weapon_sp = 1.0f; 357 weapon_sp = 1.0f;
369 if (ob) 368 if (ob)
370 { 369 {
371 ob->destroy_inv (false); 370 ob->destroy_inv (false);
372 ob->destroy (); 371 ob->destroy ();
373 } 372 }
373
374 ob = observe = 0;
374} 375}
375 376
376player::~player () 377player::~player ()
377{ 378{
378 /* Clear item stack */ 379 /* Clear item stack */
405 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
406 */ 407 */
407archetype * 408archetype *
408get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
409{ 410{
410 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);
411 418
412 for (;;) 419 for (;;)
413 { 420 {
414 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
415 at = first_archetype; 422 i = archetypes.begin ();
416 else 423 else if (*i == at)
417 at = at->next; 424 cleanup ("not a single player archetype found");
418 425
419 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
420 return at; 427 return *i;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 } 428 }
428} 429}
429 430
430object * 431object *
431get_nearest_player (object *mon) 432get_nearest_player (object *mon)
435 unsigned lastdist; 436 unsigned lastdist;
436 rv_vector rv; 437 rv_vector rv;
437 438
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 440 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 442 continue;
469 443
470 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
471 { 445 {
666 640
667 return firstdir; 641 return firstdir;
668} 642}
669 643
670void 644void
671give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
672{ 646{
673 object *op, *next = NULL;
674
675 if (pl->randomitems != NULL) 647 if (pl->randomitems)
676 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
677 649
678 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
679 { 651 {
680 next = op->below; 652 next = op->below;
681 653
682 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
683 * 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
688 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
689 * by this player due to race restrictions 661 * by this player due to race restrictions
690 */ 662 */
691 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
692 { 664 {
693 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
694 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
695 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
696 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
697 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))
698 { 672 {
699 op->destroy (); 673 op->destroy ();
700 continue; 674 continue;
701 } 675 }
702 } 676 }
725 if (op->nrof > 1) 699 if (op->nrof > 1)
726 op->nrof = 1; 700 op->nrof = 1;
727 } 701 }
728 702
729 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
730 {
731 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
732 }
733 705
734 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
735 * 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
736 * merged properly. 708 * merged properly.
737 */ 709 */
738 if (need_identify (op)) 710 if (need_identify (op))
739 { 711 {
740 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
741 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
742 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
743 } 715 }
716
744 if (op->type == SPELL) 717 if (op->type == SPELL)
745 { 718 {
746 op->destroy (); 719 op->destroy ();
747 continue; 720 continue;
748 } 721 }
750 { 723 {
751 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
752 op->stats.exp = 0; 725 op->stats.exp = 0;
753 op->level = 1; 726 op->level = 1;
754 } 727 }
755 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
756 else
757 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
758 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
759 731
760 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
761 link_player_skills (pl); 733 pl->contr->link_skills ();
762} 734}
763 735
764void 736void
765get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
766{ 738{
867static void 839static void
868start_info (object *op) 840start_info (object *op)
869{ 841{
870 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
871 843
872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
873 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
876} 846}
877 847
878/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
879 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
880 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
883 */ 853 */
884void 854void
885player::chargen_race_done () 855player::chargen_race_done ()
886{ 856{
887 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
888 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
889 859
890 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl) 861 if (tl)
892 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
893 863
897 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
898 868
899 if (ob->msg) 869 if (ob->msg)
900 ob->msg = 0; 870 ob->msg = 0;
901 871
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 {
906 char buf[MAX_BUF];
907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
908 make_path_to_file (buf);
909 }
910
911 start_info (ob); 872 start_info (ob);
912 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
914 link_player_skills (ob);
915 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
916 ob->update_stats (); 876 ob->update_stats ();
917 877
918 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
919 * is one for this race 879 * is one for this race
920 */ 880 */
921 if (*first_map_ext_path) 881 if (*first_map_ext_path)
922 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 883 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
938} 885}
939 886
940void 887void
950 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
951 898
952 ob->remove_statbonus (); 899 ob->remove_statbonus ();
953 ob->remove (); 900 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
956 ob->instantiate (); 903 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
959 ob->x = x; 906 ob->x = x;
960 ob->y = y; 907 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 911 ob->add_statbonus ();
965 } 912 }
966 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
967 914
968 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1043 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1044 return 1; 991 return 1;
1045 992
1046 next = op->below; 993 next = op->below;
1047 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1048 /* 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
1049 * destroyed */ 999 * destroyed */
1050 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1051 { 1001 {
1052 tmp = next; 1002 tmp = next;
1053 next = tmp->below; 1003 next = tmp->below;
1054 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1055 if (op->destroyed ()) 1011 if (op->destroyed ())
1056 return 0; 1012 return 0;
1057 1013
1058 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1059 continue; 1015 continue;
1060 1016
1061 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1062 { 1018 {
1063 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1064 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1065 continue; 1021 continue;
1066 } 1022 }
1067 1023
1068 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1069 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1071 switch (op->contr->mode) 1027 switch (op->contr->mode)
1072 { 1028 {
1073 case 0: 1029 case 0:
1074 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1075 case 1: 1031 case 1:
1076 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1077 return 1; 1033 return 1;
1078 case 2: 1034 case 2:
1079 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1080 return 0; 1036 return 0;
1081 case 3: 1037 case 3:
1082 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1083 case 4: 1039 case 4:
1084 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1085 break; 1041 break;
1086 case 5: 1042 case 5:
1087 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1088 stop = 1; 1044 stop = 1;
1089 break; 1045 break;
1090 case 6: 1046 case 6:
1091 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1092 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1093 break; 1050 break;
1094 1051
1095 case 7: 1052 case 7:
1096 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1097 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1098 break; 1055 break;
1099 1056
1100 default: 1057 default:
1101 /* use value density */ 1058 /* use value density */
1102 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1103 && (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)
1104 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1105 } 1062 }
1106 } 1063 }
1107 else 1064 else
1108 { /* old model */ 1065 { /* old model */
1109 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1113 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else 1073 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119 1076
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 } 1078 }
1122 1079
1123 /* philosophy: 1080 /* philosophy:
1164 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1165 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1166 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1167 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1168 { 1125 {
1169 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1170 continue; 1127 continue;
1171 } 1128 }
1172 1129
1173 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1174 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)))
1175 { 1132 {
1176 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1177 continue; 1134 continue;
1178 } 1135 }
1179 1136
1180 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1181 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1182 { 1139 {
1183 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1184 continue; 1141 continue;
1185 } 1142 }
1186 1143
1187 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1188 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1189 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1190 { 1147 {
1191 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1192 continue; 1149 continue;
1193 } 1150 }
1194 1151
1195 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1196 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1197 { 1154 {
1198 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1199 continue; 1156 continue;
1200 } 1157 }
1201 1158
1202 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1204 { 1161 {
1205 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1206 continue; 1163 continue;
1207 } 1164 }
1208 1165
1209 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1210 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 { 1169 {
1213 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1214 continue; 1171 continue;
1215 } 1172 }
1216 1173
1217 /* pick up all magical items */ 1174 /* pick up all magical items */
1218 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1219 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))
1220 { 1177 {
1221 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1222 continue; 1179 continue;
1223 } 1180 }
1224 1181
1225 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1226 { 1183 {
1227 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1228 { 1185 {
1229 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1230 continue; 1187 continue;
1231 } 1188 }
1232 } 1189 }
1233 1190
1234 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1235 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1236 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1237 { 1194 {
1238 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1239 continue; 1196 continue;
1240 } 1197 }
1241 1198
1242 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1245 { 1202 {
1246 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1247 continue; 1204 continue;
1248 } 1205 }
1249 1206
1250 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1251 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1252 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1253 { 1210 {
1254 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1255 continue; 1212 continue;
1256 } 1213 }
1257 1214
1258 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1259 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1260 { 1217 {
1261 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1262 continue; 1219 continue;
1263 } 1220 }
1264 1221
1265 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1266 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1267 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1268 { 1225 {
1269 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1270 continue; 1227 continue;
1271 } 1228 }
1272 1229
1273 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1274 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1275 { 1232 {
1276 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1277 continue; 1234 continue;
1278 } 1235 }
1279 1236
1280 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1281 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1282 { 1239 {
1283 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1284 continue; 1241 continue;
1285 } 1242 }
1286 1243
1287 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1288 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1289 { 1246 {
1290 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1291 continue; 1248 continue;
1292 } 1249 }
1293 1250
1294 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1295 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1296 { 1253 {
1297 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1298 continue; 1255 continue;
1299 } 1256 }
1300 1257
1301 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1302 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1303 { 1260 {
1304 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1305 continue; 1262 continue;
1306 } 1263 }
1307 1264
1308 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1309 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311 { 1268 {
1312 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1313 continue; 1270 continue;
1314 } 1271 }
1315 1272
1316 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1318 { 1275 {
1319 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1320 { 1277 {
1321 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 &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1323 { 1280 {
1324 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1325 continue; 1282 continue;
1326 } 1283 }
1327 } 1284 }
1328 1285
1329 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1330 { 1287 {
1331 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)
1332 { 1289 {
1333 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1334 continue; 1291 continue;
1335 } 1292 }
1336 } 1293 }
1337 } 1294 }
1338 1295
1339 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1340 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342 { 1299 {
1343 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1344 continue; 1301 continue;
1345 } 1302 }
1346 1303
1347 /* 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
1348 * pickups */ 1305 * pickups */
1349 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1350 { 1307 {
1351 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1352 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1353 /* >=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
1354 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1355 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1356 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)
1357 { 1314 {
1358 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1359#if 0 1316#if 0
1360 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1361 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1362 { 1319 {
1363 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1364 } 1321 }
1365 else 1322 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1368 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))));
1369#endif 1326#endif
1370 continue; 1327 continue;
1371 } 1328 }
1382 * found object is returned. 1339 * found object is returned.
1383 */ 1340 */
1384object * 1341object *
1385find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1386{ 1343{
1387 object *tmp = 0;
1388
1389 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1391 tmp = find_arrow (op, type);
1392 else if (op->type == ARROW && op->race == type) 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);
1393 return op; 1353 return arrow;
1354 }
1394 1355
1395 return tmp; 1356 return 0;
1396} 1357}
1397 1358
1398/* 1359/*
1399 * 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
1400 * 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
1423 } 1384 }
1424 } 1385 }
1425 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1426 { 1387 {
1427 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1428 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1429 { 1390 {
1430 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1431 { 1392 {
1432 *better = 100; 1393 *better = 100;
1433 return arrow; 1394 return arrow;
1441 else 1402 else
1442 { 1403 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1405 {
1445 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 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)
1448 { 1409 {
1449 tmp = arrow; 1410 tmp = arrow;
1450 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;
1451 } 1412 }
1452 } 1413 }
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1415 {
1455 tmp = arrow; 1416 tmp = arrow;
1461 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1462 } 1423 }
1463 } 1424 }
1464 } 1425 }
1465 } 1426 }
1427
1466 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1467 return find_arrow (op, type); 1429 return find_arrow (op, type);
1468 1430
1469 *better = betterby; 1431 *better = betterby;
1470 return tmp; 1432 return tmp;
1616 } 1578 }
1617 1579
1618 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1620 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1584 arrow->destroy ();
1622 return 0; 1585 return 0;
1623 } 1586 }
1624 1587
1625 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1627 if (!arrow) 1590 if (!arrow)
1628 { 1591 {
1629 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);
1630 return 0; 1593 return 0;
1631 } 1594 }
1693 1656
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1695 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1697 1660
1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1699 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1700 1663
1701 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1702 move_arrow (arrow); 1665 move_arrow (arrow);
1703
1704 if (op->type == PLAYER)
1705 {
1706 if (left->destroyed ())
1707 esrv_del_item (op->contr, left->count);
1708 else
1709 esrv_send_item (op, left);
1710 }
1711 1666
1712 return 1; 1667 return 1;
1713} 1668}
1714 1669
1715/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1781 1736
1782 if (item->type == WAND) 1737 if (item->type == WAND)
1783 { 1738 {
1784 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1785 { 1740 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788 1743
1789 return; 1744 return;
1790 } 1745 }
1791 } 1746 }
1792 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1793 { 1748 {
1794 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))
1795 { 1754 {
1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1797 1756
1798 if (item->type == ROD) 1757 if (item->type == ROD)
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1759 else
1801 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));
1814 object *tmp; 1773 object *tmp;
1815 1774
1816 if (item->arch) 1775 if (item->arch)
1817 { 1776 {
1818 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1819 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1820 item->set_speed (0); 1779 item->set_speed (0);
1821 } 1780 }
1822 1781
1823 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1824 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1825 } 1784 }
1826 } 1785 }
1827 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1828 drain_rod_charge (item); 1787 drain_rod_charge (item);
1829 } 1788 }
1834bool 1793bool
1835fire (object *op, int dir) 1794fire (object *op, int dir)
1836{ 1795{
1837 int spellcost = 0; 1796 int spellcost = 0;
1838 1797
1839 /* check for loss of invisiblity/hide */
1840 if (action_makes_visible (op))
1841 make_visible (op);
1842
1843 player *pl = op->contr; 1798 player *pl = op->contr;
1844 1799
1845 if (pl->golem) 1800 if (pl->golem)
1846 { 1801 {
1847 control_golem (op->contr->golem, dir); 1802 control_golem (op->contr->golem, dir);
1849 } 1804 }
1850 1805
1851 object *ob = pl->ranged_ob; 1806 object *ob = pl->ranged_ob;
1852 1807
1853 if (!ob) 1808 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false; 1809 return false;
1858 1810
1859 if (op->speed_left > 0.f) 1811 if (op->speed_left > 0.f)
1860 --op->speed_left; 1812 --op->speed_left;
1861 else 1813 else
1862 return false; 1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op))
1821 make_visible (op);
1863 1822
1864 switch (ob->type) 1823 switch (ob->type)
1865 { 1824 {
1866 case BOW: 1825 case BOW:
1867 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
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 1953
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
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))
2001 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
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}
2114 2068
2115 if (op->speed_left > 0.f) 2069 if (op->speed_left > 0.f)
2116 { 2070 {
2117 --op->speed_left; 2071 --op->speed_left;
2118 2072
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2073 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2121 2075
2122 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2123 make_visible (op); 2077 make_visible (op);
2124 2078
2125 return true; 2079 return true;
2126 } 2080 }
2127 else 2081 else
2143 { 2097 {
2144 --op->speed_left; 2098 --op->speed_left;
2145 2099
2146 if (!op->contr->braced) 2100 if (!op->contr->braced)
2147 { 2101 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2150 } 2104 }
2151 else 2105 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2153 2107
2154 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2155 make_visible (op); 2109 make_visible (op);
2156 2110
2157 return true; 2111 return true;
2158 } 2112 }
2159 } 2113 }
2180 * 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.
2181 */ 2135 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((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)))
2184 { 2138 {
2185 if (op->contr->weapon_sp_left > 0.f) 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 { 2140 {
2187 --op->contr->weapon_sp_left; 2141 --op->contr->weapon_sp_left;
2188 2142
2189 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2190 2144
2201bool 2155bool
2202move_player (object *op, int dir) 2156move_player (object *op, int dir)
2203{ 2157{
2204 int pick; 2158 int pick;
2205 2159
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 2161 return 0;
2208 2162
2209 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2211 { 2165 {
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2173
2220 op->facing = dir; 2174 op->facing = dir;
2221 2175
2222 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2177 do_hidden_move (op);
2224 2178
2225 bool retval; 2179 bool retval;
2226 2180
2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2296 return 0; 2250 return 0;
2297 2251
2298 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2300 { 2254 {
2301 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2302 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303
2304 if (op->contr)
2305 esrv_del_item (op->contr, tmp->count);
2306 2257
2307 tmp->destroy (); 2258 tmp->destroy ();
2308 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2309 2260
2310 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2323 return 0; 2274 return 0;
2324} 2275}
2325 2276
2326/* 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
2327 * 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
2328 * 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
2329 * from. 2280 * from.
2330 */ 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
2331void 2298void
2332remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2333{ 2300{
2334 while (op) 2301 if (!flag [FLAG_REMOVED])
2335 { 2302 ::drop_unpaid_items (inv, this);
2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2337
2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2339 {
2340 if (env->type == PLAYER)
2341 esrv_del_item (env->contr, op->count);
2342
2343 op->insert_at (env);
2344 }
2345 else if (op->inv)
2346 remove_unpaid_objects (op->inv, env);
2347
2348 op = next;
2349 }
2350} 2303}
2351 2304
2352/* 2305/*
2353 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2354 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2355 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2356 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2357 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2358 */ 2311 */
2359char * 2312const char *
2360gravestone_text (object *op) 2313gravestone_text (object *op)
2361{ 2314{
2362 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2363 char buf[MAX_BUF];
2364 time_t now = time (NULL);
2365 2316
2366 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2367 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2369 else
2370 sprintf (buf, "%s\n", &op->name);
2371 2322
2372 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2373 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
2374 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2375 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2376 else
2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378 2331
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 { 2332 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2385 strcat (buf2, buf);
2386 }
2387
2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2389 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2390 strcat (buf2, buf); 2337 }
2391 2338
2392 return buf2; 2339 return buf;
2393} 2340}
2394 2341
2395void 2342void
2396do_some_living (object *op) 2343do_some_living (object *op)
2397{ 2344{
2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2450 else 2397 else
2451 { 2398 {
2452 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2454 }
2455
2456 /* Regenerate Spell Points */
2457 if (!op->contr->golem && --op->last_sp < 0)
2458 {
2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2466 op->stats.food--;
2467 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 }
2472 }
2473
2474 if (max_sp > 1)
2475 {
2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 } 2401 }
2497 2402
2498 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2499 /* 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. */
2500 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2521 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);
2522 } 2427 }
2523 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2524 } 2429 }
2525 2430
2431 if (op->stats.food > 0)
2432 {
2526 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2527 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2528 {
2529 if (op->stats.hp < op->stats.maxhp)
2530 { 2435 {
2531 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2532 /* dms do not consume food */ 2437
2533 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2534 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2535 op->stats.food--; 2445 op->stats.food--;
2446
2536 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2537 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2538 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))
2539 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2540 } 2452 }
2541 }
2542 2453
2543 if (max_hp > 1) 2454 if (max_sp > 1)
2544 {
2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2546 if (over_hp > 0)
2547 { 2455 {
2548 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
2549 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);
2550 } 2474 }
2551 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)
2552 { 2483 {
2553 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 }
2554 } 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);
2555 } 2509 }
2556 else 2510 else
2557 {
2558 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);
2559 } 2512 }
2560 } 2513 }
2561 2514
2562 /* Digestion */ 2515 /* Digestion */
2563 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2564 { 2517 {
2565 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);
2566 2520
2567 if (op->contr->gen_hp > 0)
2568 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);
2569 else
2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571 2522
2572 /* dms do not consume food */ 2523 /* dms do not consume food */
2573 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2574 op->stats.food--; 2525 op->stats.food--;
2575 } 2526 }
2576 2527
2577 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2578 { 2529 {
2579 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2580 2531
2581 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2582 { 2533 {
2583 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)
2584 { 2538 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2586 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2588 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2589 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2590 break; 2544 break;
2591 } 2545 }
2592 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2593 flesh = tmp; 2547 flesh = tmp;
2594 } /* End if paid for object */ 2548 }
2595 } /* end of for loop */
2596 2549
2597 /* 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
2598 * eat flesh instead. 2551 * eat flesh instead.
2599 */ 2552 */
2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2601 { 2554 {
2602 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.>");
2603 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2604 } 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)
2605 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2606 2570
2607 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2608 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2609 2577
2578 /* killer should be set here already */
2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2611 kill_player (op); 2580 kill_player (op);
2612 } 2581 }
2613} 2582}
2614 2583
2618 * file. 2587 * file.
2619 */ 2588 */
2620void 2589void
2621kill_player (object *op) 2590kill_player (object *op)
2622{ 2591{
2592 int x, y;
2623 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2624 int x, y;
2625
2626 //int i;
2627 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2628
2629 /* int z;
2630 int num_stats_lose;
2631 int lost_a_stat;
2632 int lose_this_stat;
2633 int this_stat; */
2634 int will_kill_again; 2595 int will_kill_again;
2635 archetype *at; 2596 archetype *at;
2636 object *tmp; 2597 object *tmp;
2637 2598
2638 if (save_life (op)) 2599 if (save_life (op))
2639 return; 2600 return;
2640
2641 2601
2642 /* 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
2643 * 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.
2644 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2645 */ 2605 */
2661 { 2621 {
2662 tmp->destroy (); 2622 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2664 } 2624 }
2665 2625
2666 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2667 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2668 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2669 op->stats.food = 999; 2629 op->stats.food = 999;
2670 2630
2671 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2672 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2673 { 2633 {
2674 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2675 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2676 sprintf (buf, " This finger has been cut off %s\n"
2677 " the %s, when he was defeated at\n level %d by %s.\n",
2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2679 tmp->msg = buf; 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 );
2680 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2681 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2682 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2683 } 2645 }
2684 2646
2690 2652
2691 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2692 2654
2693 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2694 2656
2695 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2696 {
2697 sprintf (buf, "%s starved to death.", &op->name);
2698 strcpy (op->contr->killer, "starvation");
2699 }
2700 else
2701 sprintf (buf, "%s died.", &op->name);
2702
2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2658
2705 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2706 x = op->x; 2660 x = op->x;
2707 y = op->y; 2661 y = op->y;
2708 map = op->map; 2662 map = op->map;
2815 lost_a_stat = 1; 2769 lost_a_stat = 1;
2816 } 2770 }
2817 } 2771 }
2818 } 2772 }
2819 } 2773 }
2774
2820 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2821 if (!lost_a_stat) 2776 if (!lost_a_stat)
2822 { 2777 {
2823 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2824 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2828 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2829 else 2784 else
2830 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.");
2831 } 2786 }
2832#else 2787#else
2833 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.");
2834#endif 2789#endif
2835 2790
2836 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2837 * exp loss on the stone. 2792 * exp loss on the stone.
2838 */ 2793 */
2839 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2840 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2841 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2842 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",
2843 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
2844 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2845 tmp->msg = buf;
2846 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2847 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2848 2801
2849 /**************************************/ 2802 /**************************************/
2850 /* */ 2803 /* */
2871 { 2824 {
2872 tmp->destroy (); 2825 tmp->destroy ();
2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2874 } 2827 }
2875 2828
2876 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 }
2877 2842
2878 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2879 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2880 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2881 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2882 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2885 2852
2886 /* 2853 /*
2887 * 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
2888 * and put them back in the map. 2855 * and put them back in the map.
2889 */ 2856 */
2890 remove_unpaid_objects (op->inv, op); 2857 op->drop_unpaid_items ();
2891 2858
2892 /****************************************/ 2859 /****************************************/
2893 /* */ 2860 /* */
2894 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2895 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2924 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2892 force->resist[at] = 100;
2926 2893
2927 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
2928 op->update_stats (); 2895 op->update_stats ();
2929
2930 } 2896 }
2931 2897
2932 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933} 2899}
2934 2900
2954 2920
2955 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))))
2956 { 2922 {
2957 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2958 { 2924 {
2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2960 tmp2->destroy ();
2961 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2962 } 2927 }
2963 else 2928 else
2964 tmp->destroy (); 2929 tmp->destroy ();
2965 } 2930 }
2976void 2941void
2977fix_weight (void) 2942fix_weight (void)
2978{ 2943{
2979 for_all_players (pl) 2944 for_all_players (pl)
2980 { 2945 {
2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
2982 2947
2983 if (old == sum) 2948 pl->ob->update_weight ();
2984 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
2985 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
2986 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 }
2987 } 2955 }
2988} 2956}
2989 2957
2990void 2958void
2991fix_luck (void) 2959fix_luck (void)
3033} 3001}
3034 3002
3035void 3003void
3036make_visible (object *op) 3004make_visible (object *op)
3037{ 3005{
3038 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3039 op->invisible = 0; 3007 op->invisible = 0;
3008
3040 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3041 { 3010 {
3042 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3043 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3044 } 3013 }
3047} 3016}
3048 3017
3049int 3018int
3050is_true_undead (object *op) 3019is_true_undead (object *op)
3051{ 3020{
3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3053 return 1; 3022 return 1;
3054 3023
3055 return 0; 3024 return 0;
3056} 3025}
3057 3026
3058/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3059 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3060 * indicate greater hideability. 3029 * indicate greater hideability.
3061 */ 3030 */
3062
3063int 3031int
3064hideability (object *ob) 3032hideability (object *ob)
3065{ 3033{
3066 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3067 sint16 x, y; 3035 sint16 x, y;
3077 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3078 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3079 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3080 3048
3081 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3082 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3083 { 3053 {
3084 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3085 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3086 {
3087 continue; 3056 continue;
3088 } 3057
3089 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3090 level += 2; 3059 level += 2;
3091 else /* open terrain! */ 3060 else /* open terrain! */
3092 level -= 1; 3061 level -= 1;
3093 } 3062 }
3104 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3105 */ 3074 */
3106void 3075void
3107do_hidden_move (object *op) 3076do_hidden_move (object *op)
3108{ 3077{
3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3110 object *skop;
3111 3079
3112 if (!op || !op->map) 3080 if (!op || !op->map)
3113 return; 3081 return;
3114 3082
3115 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);
3116 3085
3117 /* 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! */
3118 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3119 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3120 { 3089 {
3130 num -= hide; 3099 num -= hide;
3131 3100
3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3133 { 3102 {
3134 make_visible (op); 3103 make_visible (op);
3104
3135 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3136 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!");
3137 } 3107 }
3138 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3139 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);
3192 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3193 * 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
3194 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3195 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3196 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3197 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3198 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3199 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3200 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3201 * -b.t. 3171 * -b.t.
3202 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3203 */ 3173 */
3204
3205int 3174int
3206player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3207{ 3176{
3208 rv_vector rv; 3177 rv_vector rv;
3209 int dx, dy; 3178 int dx, dy;
3221 3190
3222 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3223 3192
3224 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any 3194 * through the object and find if it has any
3226 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3227 * a blocked los square. 3196 * a blocked los square.
3228 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3229 */ 3198 */
3230 while (op) 3199 while (op)
3231 { 3200 {
3232 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3233 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3234 3203
3235 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3236 * 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
3237 * for any meaningful values. 3206 * for any meaningful values.
3238 */ 3207 */
3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3240 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3241 !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)])
3242 return 1; 3211 return 1;
3212
3243 op = op->more; 3213 op = op->more;
3244 } 3214 }
3215
3245 return 0; 3216 return 0;
3246} 3217}
3247 3218
3248/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3249 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3252 * return 0. 3223 * return 0.
3253 */ 3224 */
3254int 3225int
3255action_makes_visible (object *op) 3226action_makes_visible (object *op)
3256{ 3227{
3257
3258 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3259 { 3229 {
3260 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3261 return 0; 3231 return 0;
3262 3232
3263 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3264 return 0; 3234 return 0;
3265 3235
3266 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3267 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))
3268 { 3238 {
3269 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");
3270 return 1; 3240 return 1;
3271 } 3241 }
3272 } 3242 }
3243
3273 return 0; 3244 return 0;
3274} 3245}
3275 3246
3276/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3277 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3282 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3283 */ 3254 */
3284int 3255int
3285op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3286{ 3257{
3287 object *tmp;
3288
3289 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3290 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3291 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3292 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3293 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3294 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3295 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3296 { 3265 {
3297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3298 { 3267 {
3299 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3300 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))
3301 { 3272 {
3302 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3303 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))
3304 { 3275 {
3305 object *invtmp;
3306
3307 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3308 { 3277 {
3309 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3310 { 3279 {
3311 if (x != NULL && y != NULL) 3280 if (x && y)
3312 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3313 return 1; 3283 return 1;
3314 } 3284 }
3315 } 3285 }
3316 } 3286 }
3287
3317 if (x != NULL && y != NULL) 3288 if (x && y)
3318 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3319 return 1; 3291 return 1;
3320 } 3292 }
3321 } 3293 }
3322 } 3294 }
3295
3323 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3324 return 0; 3297 return 0;
3325} 3298}
3326 3299
3327/* 3300/*
3343 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3344 int i = 0, j = 0; 3317 int i = 0, j = 0;
3345 3318
3346 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3347 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3348 trlist = treasurelist::find ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3349 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3350 trlist = treasurelist::find ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3351 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3352 trlist = treasurelist::find ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3353 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3354 trlist = treasurelist::find ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3355 3328
3356 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3357 return; 3330 return;
3358 3331
3359 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++);
3363 /* 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]); */
3364 return; 3337 return;
3365 } 3338 }
3366 3339
3367 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3368 item = &(tr->item->clone); 3341 item = tr->item;
3369 3342
3370 if (item->type == SPELL) 3343 if (item->type == SPELL)
3371 { 3344 {
3372 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3373 return; 3346 return;
3432 { 3405 {
3433 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3434 object *skin; 3407 object *skin;
3435 3408
3436 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3438 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3439 ; 3411 ;
3440 3412
3441 if (!skin) 3413 if (!skin)
3442 return; 3414 return;
3443 3415
3478 else 3450 else
3479 { 3451 {
3480 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3484 if (who->type == PLAYER)
3485 esrv_send_item (who, tmp);
3486 } 3456 }
3487} 3457}
3488 3458
3489/** 3459/**
3490 * 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
3519 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))
3520 return 0; 3490 return 0;
3521 3491
3522 return 100 - blocked_los [x][y]; 3492 return 100 - blocked_los [x][y];
3523} 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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