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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.230 by root, Sat Jun 27 08:25:36 2009 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
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 */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
72 { 140 {
73 if ( found ) 141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 142 break;
75
76 found = pl;
77 } 143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
78 } 146 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 147 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 148
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 151 close_and_delete (fp, comp);
103} 152}
104 153
105void send_rules(const object *op) { 154/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 155static void
107 char rules[HUGE_BUF]; 156set_first_map (object *op)
108 FILE *fp; 157{
109 int comp; 158 op->contr->maplevel = first_map_path;
110 int size; 159 op->x = -1;
111 160 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 161}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 162
163void
164player::activate ()
165{
166 if (active)
114 return; 167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
115 } 232 {
116 rules[0]='\0'; 233 object *tmp, *abil = 0, *skin = 0;
117 size=0; 234
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 236 if (tmp->type == FORCE)
120 continue; 237 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
122 { 311 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 312 case SKILL:
124 break; 313 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 314 break;
167 } 315
168 strncat(news+size,buf,HUGE_BUF-size); 316 case WAND:
169 size+=strlen(buf); 317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
170 } 326 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 327
181int playername_ok(const char *cp) { 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 329 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 330}
190 331
191/* This no longer sets the player map. Also, it now updates 332void
192 * all the pointers so the caller doesn't need to do that. 333player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 334{
194 */ 335 observe = op ? op : ob;
336 do_los = 1;
337}
195 338
196/* Redo this to do both get_player_ob and get_player. 339player::player ()
197 * Hopefully this will be less bugfree and simpler. 340{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 342 * we deal with that below this point.
236 */ 343 */
237 p->party=NULL; 344 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 345 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 347
243#ifdef AUTOSAVE 348 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 349
245#endif 350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
246 369 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 370 ob->destroy_inv (false);
371 ob->destroy ();
248 372 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 373
258 roll_stats(op); 374 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 375}
300 376
301 377player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 378{
305 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
306 op->x = -1; 380 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 381}
310 382
311/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
313 * mode. 385 * mode.
314 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
315 391
316int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 393
319 p=get_player(NULL); 394 pl->ob->roll_stats ();
320 p->socket = *ns; 395 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 397
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 398 set_first_map (pl->ob);
331 399
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 400 return pl;
339} 401}
340 402
341/* 403/*
342 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
345 */ 407 */
408archetype *
346archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
347{ 410{
348 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);
418
349 for (;;) { 419 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 420 {
361} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
362 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
363 430
431object *
364object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
365 object *op = NULL; 434 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 435 objectlink *ol;
368 unsigned lastdist; 436 unsigned lastdist;
369 rv_vector rv; 437 rv_vector rv;
370 438
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 440 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 442 continue;
398 443
399 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
445 {
400 op=ol->ob; 446 op = ol->ob;
401 lastdist=rv.distance; 447 lastdist = rv.distance;
402 } 448 }
403 } 449 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 450
451 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 452 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 454 {
412 } 455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
413#if 0 459#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 461#endif
416 return op; 462 return op;
417} 463}
418 464
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 466 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 483 * is probably not a good thing.
438 */ 484 */
439#define MAX_SPACES 50 485#define MAX_SPACES 50
440
441 486
442/* 487/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 506 * is blocking itself.
462 */ 507 */
508int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
464 rv_vector rv; 511 rv_vector rv;
465 sint16 x,y; 512 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
468 515
469 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
470 517
471 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
519 return 0;
472 520
473 x=mon->x; 521 x = mon->x;
474 y=mon->y; 522 y = mon->y;
475 m=mon->map; 523 m = mon->map;
476 dir = rv.direction; 524 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
479 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 529 if (diff > max)
530 return 0;
531
481 while (diff >1 && max>0) { 532 while (diff > 1 && max > 0)
533 {
482 lastx = x; 534 lastx = x;
483 lasty = y; 535 lasty = y;
484 lastmap = m; 536 lastmap = m;
485 x = lastx + freearr_x[dir]; 537 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 538 y = lasty + freearr_y[dir];
487 539
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 542
491 /* Space is blocked - try changing direction a little */ 543 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
494 /* recalculate direction from last good location. Possible 547 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 548 * we were not traversing ideal location before.
496 */ 549 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 551 if (rv.direction != dir)
552 {
499 /* OK - says direction should be different - lets reset the 553 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 554 * the values so it will try again.
501 */ 555 */
502 x = lastx; 556 x = lastx;
503 y = lasty; 557 y = lasty;
504 m = lastmap; 558 m = lastmap;
505 dir = firstdir = rv.direction; 559 dir = firstdir = rv.direction;
560 }
506 } else { 561 else
562 {
507 /* direct path is blocked - try taking a side step to 563 /* direct path is blocked - try taking a side step to
508 * either the left or right. 564 * either the left or right.
509 * Note increase the values in the loop below to be 565 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 566 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 567 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 568 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 569 * stepping back and forth
514 */ 570 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 574 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 575 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 576 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 577 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 578 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 579 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 580 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 581 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 582 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 583 * the last direction the creature has successfully
526 * moved. 584 * moved.
527 */ 585 */
528 586
529 x = lastx + freearr_x[absdir(lastdir+i)]; 587 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 588 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 589 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 590 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 591 if (mflags & P_OUT_OF_MAP)
592 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 596 if (mflags & P_BLOCKSVIEW)
597 continue;
537 598
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
539 } 601 }
540 /* go through entire loop without finding a valid 602 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 603 * sidestep to take - thus, no valid path.
542 */ 604 */
543 if (i==(DETOUR_AMOUNT+1)) 605 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 606 return 0;
545 diff--; 607 diff--;
546 lastdir=dir; 608 lastdir = dir;
547 max--; 609 max--;
548 if (!firstdir) firstdir = dir+i; 610 if (!firstdir)
611 firstdir = dir + i;
549 } /* else check alternate directions */ 612 } /* else check alternate directions */
550 } /* if blocked */ 613 } /* if blocked */
551 else { 614 else
615 {
552 /* we moved towards creature, so diff is less */ 616 /* we moved towards creature, so diff is less */
553 diff--; 617 diff--;
554 max--; 618 max--;
555 lastdir=dir; 619 lastdir = dir;
620 if (!firstdir)
556 if (!firstdir) firstdir = dir; 621 firstdir = dir;
622 }
623
624 if (diff <= 1)
557 } 625 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 627 * headed toward player for entire distance.
561 */ 628 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 631 }
565 if (diff>max) return 0; 632
633 if (diff > max)
634 return 0;
566 } 635 }
636
567 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 638 if (!max)
639 return 0;
569 640
570 return firstdir; 641 return firstdir;
571} 642}
572 643
644void
573void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 646{
575
576 if(pl->randomitems!=NULL) 647 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 649
579 for (op=pl->inv; op; op=next) { 650 for (object *next, *op = pl->inv; op; op = next)
651 {
580 next = op->below; 652 next = op->below;
581 653
582 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
583 * 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
584 */ 656 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 658 SET_FLAG (op, FLAG_APPLIED);
587 659
588 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 661 * by this player due to race restrictions
590 */ 662 */
591 if (pl->type == PLAYER) { 663 if (pl->type == PLAYER)
664 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
593 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 670 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 672 {
602 } 673 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 674 continue;
622 } 675 }
623 if (op->nrof > 1) op->nrof = 1; 676 }
677
678 /* Here we remove duplicated skills (as duplicated spell objects have
679 * _very_ confusing effects for players), which could for instance be
680 * generated by bad treasurelists. - elmex
681 */
682 if (op->type == SKILL)
624 } 683 {
684 for (object *tmp = op->below; tmp; tmp = tmp->below)
685 if (tmp->type == op->type && tmp->name == op->name)
686 {
687 op->destroy ();
688 LOG (llevError,
689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
690 break;
691 }
625 692
693 if (op->nrof > 1)
694 op->nrof = 1;
695 }
696
626 if (op->type == SPELLBOOK && op->inv) { 697 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 699
630 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 702 * merged properly.
633 */ 703 */
634 if (need_identify(op)) { 704 if (need_identify (op))
705 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
709 }
710
711 if (op->type == SPELL)
638 } 712 {
639 if(op->type==SPELL) { 713 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 714 continue;
715 }
716 else if (op->type == SKILL)
643 } 717 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 719 op->stats.exp = 0;
647 op->level = 1; 720 op->level = 1;
648 } 721 }
649 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
652 725
653 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
654 link_player_skills(pl); 727 pl->contr->link_skills ();
655} 728}
656 729
657void get_name(object *op) { 730void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 731get_party_password (object *op, partylist *party)
732{
734 if (party == NULL) { 733 if (party == NULL)
734 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 735 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 736 return;
737 } 737 }
738
738 op->contr->write_buf[0]='\0'; 739 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 740 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 741 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 742 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 743}
743
744 744
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746static int
746int roll_stat(void) { 747roll_stat (void)
748{
747 int a[4],i,j,k; 749 int a[4], i, j, k;
748 750
749 for(i=0;i<4;i++) 751 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 752 a[i] = (int) rndm (6) + 1;
751 753
752 for(i=0,j=0,k=7;i<4;i++) 754 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 755 if (a[i] < k)
754 k=a[i],j=i; 756 k = a[i], j = i;
755 757
756 for(i=0,k=0;i<4;i++) { 758 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 759 if (i != j)
758 k+=a[i]; 760 k += a[i];
759 } 761
760 return k; 762 return k;
761} 763}
762 764
763void roll_stats(object *op) { 765void
766object::roll_stats ()
767{
768 int statsort [NUM_STATS];
769
770 for (;;)
771 {
764 int sum=0; 772 int sum = 0;
765 int i = 0, j = 0; 773 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 774 sum += statsort [i] = roll_stat ();
767 775
768 do { 776 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 777 break;
770 op->stats.Dex=roll_stat(); 778 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 779
781 /* Sort the stats so that rerolling is easier... */ 780 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 781 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 782
790 /* a quick and dirty bubblesort? */ 783 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 784 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 785
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 786 stats.exp = 0;
821 op->stats.ac=0; 787 stats.ac = 0;
822 788
789 stats.hp = stats.maxhp;
790 stats.sp = stats.maxsp;
791 stats.grace = stats.maxgrace;
792
793 if (contr)
794 {
823 op->contr->levhp[1] = 9; 795 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 796 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 797 contr->levgrace[1] = 3;
826 798
827 fix_player(op); 799 contr->orig_stats = stats;
800 }
801}
802
803void
804object::swap_stats (int a, int b)
805{
806 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
807
808 for (int i = 0; i < NUM_STATS; ++i)
809 stats.stat (i) = contr->orig_stats.stat (i);
810
811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
813 stats.ac = 0;
814
815 level = 1;
816 stats.exp = 0;
817 stats.ac = 0;
818
828 op->stats.hp = op->stats.maxhp; 819 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
831 op->contr->orig_stats=op->stats; 829 contr->orig_stats = stats;
830 }
832} 831}
833 832
834void Roll_Again(object *op) 833static void
834start_info (object *op)
835{ 835{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
844 837
845 if ( op->contr->Swap_First == -1 ) { 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 839 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 840}
953 841
954/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
958 * not the class. 846 * not the class.
959 */ 847 */
960 848void
961int key_change_class(object *op, char key) 849player::chargen_race_done ()
962{ 850{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
977 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
979 860
980 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
981 862
982 if (op->msg) { 863 if (ob->msg)
983 free_string(op->msg); 864 ob->msg = 0;
984 op->msg=NULL;
985 }
986 865
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 866 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 868 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 869 esrv_send_inventory (ob, ob);
1001 fix_player(op); 870 ob->update_stats ();
1002 871
1003 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
1004 * is one for this race 873 * is one for this race
1005 */ 874 */
1006 if(*first_map_ext_path) { 875 if (*first_map_ext_path)
1007 object *tmp; 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 877 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 879}
1023 return 0;
1024 }
1025 880
881void
882player::chargen_race_next ()
883{
1026 /* Following actually changes the race - this is the default command 884 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 885 * if we don't match with one of the options above.
1028 */ 886 */
1029 887
1030 tmp_loop = 0; 888 do
1031 while(!tmp_loop) { 889 {
1032 const char *name = add_string (op->name); 890 shstr name = ob->name;
1033 int x = op->x, y = op->y; 891 int x = ob->x, y = ob->y;
892
1034 remove_statbonus(op); 893 ob->remove_statbonus ();
1035 remove_ob (op); 894 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 895 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 896 ob->arch->copy_to (ob);
1038 op->instantiate (); 897 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 898 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 899 ob->name = ob->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 900 ob->x = x;
1045 op->y = y; 901 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 902 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 903 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 904 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 905 ob->add_statbonus ();
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 906 }
907 while (!allowed_class (ob));
908
1055 update_object(op,UP_OBJ_FACE); 909 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 910 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 911 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 912 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 913 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 914 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 915}
1066 916
1067int key_confirm_quit(object *op, char key) 917void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 918flee_player (object *op)
919{
1113 int dir,diff; 920 int dir, diff;
1114 rv_vector rv; 921 rv_vector rv;
1115 922
1116 if(op->stats.hp < 0) { 923 if (op->stats.hp < 0)
924 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
927 return;
928 }
929
930 if (!op->enemy)
931 {
932 LOG (llevDebug, "Fleeing player had no enemy.\n");
933 CLEAR_FLAG (op, FLAG_SCARED);
934 return;
935 }
936
937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
938 {
939 op->enemy = NULL;
940 CLEAR_FLAG (op, FLAG_SCARED);
941 return;
942 }
943
944 get_rangevector (op, op->enemy, &rv, 0);
945
946 dir = absdir (4 + rv.direction);
947 for (diff = 0; diff < 3; diff++)
948 {
949 int m = 1 - rndm (2) * 2;
950
951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 952 return;
1120 } 953 }
1121 954
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 }
1153 /* Cornered, get rid of scared */ 955 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 957 op->enemy = NULL;
1156} 958}
1157
1158 959
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 960/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 961 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 962 * stop.
1162 */ 963 */
964int
1163int check_pick(object *op) { 965check_pick (object *op)
966{
1164 object *tmp, *next; 967 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 968 int stop = 0;
1167 int j, k, wvratio; 969 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 970
1171 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1173 return 1; 973 return 1;
1174 974
1175 op_tag = op->count;
1176
1177 next = op->below; 975 next = op->below;
1178 if (next) 976
1179 next_tag = next->count; 977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 979
1181 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 981 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 982 while (next && !next->destroyed ())
1184 { 983 {
1185 tmp = next; 984 tmp = next;
1186 next = tmp->below; 985 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 986
1190 if (was_destroyed (op, op_tag)) 987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
993 if (op->destroyed ())
1191 return 0; 994 return 0;
1192 995
1193 if ( ! can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1194 continue; 997 continue;
1195 998
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1000 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1200 continue; 1004 continue;
1201 }
1202
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 } 1005 }
1236 } 1006
1237 else { /* old model */
1238 /* NEW pickup handling */ 1007 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1008 if (op->contr->mode & PU_DEBUG)
1240 { 1009 {
1241 /* some debugging code to figure out item information */ 1010 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1011 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1012 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1014 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 } 1018 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1019
1266#if 0 1020 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 1021 return 1;
1268 for(k=0;k<4;k++) 1022
1269 { 1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1024 return 1;
1271 for(j=0;j<32;j++) 1025
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 }
1280 /* philosophy: 1026 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1027 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1028 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1029 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1030 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1031 * example.
1286 * The drawback: right now it has no frontend, so you need to 1032 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1033 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1034 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 1037 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1038 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1039 * meaning if any test passes, the item gets picked up. */
1294 1040
1295 /* if mode is set to pick nothing up, return */ 1041 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1298 1044
1299 /* if mode is set to stop when encountering objects, return */ 1045 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1046 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1047 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1304 1050
1305 /* useful for going into stores and not losing your settings... */ 1051 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1052 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1053 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1309 1056
1310 /* prevent us from turning into auto-thieves :) */ 1057 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1312 1060
1313 /* ignore known cursed objects */ 1061 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1315 1064
1316 /* all food and drink if desired */ 1065 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1066 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1068 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1321 if(op->contr->mode & PU_DRINK) 1074 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1324 1080
1325 if(op->contr->mode & PU_POTION) 1081 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1082 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1328 1087
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1088 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1089 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1090 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1333 if(op->contr->mode & PU_SKILLSCROLL) 1096 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1097 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1336 if(op->contr->mode & PU_READABLES) 1103 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1339 1109
1340 /* wands/staves/rods/horns */ 1110 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1344 1117
1345 /* pick up all magical items */ 1118 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1119 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1349 1125
1350 if(op->contr->mode & PU_VALUABLES) 1126 if (op->contr->mode & PU_VALUABLES)
1351 { 1127 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1128 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1129 {
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1354 } 1133 }
1355 1134
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1136 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1137 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1138 {
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* we don't forget dragon food */
1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1360 1150
1361 /* bows and arrows. Bows are good for selling! */ 1151 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1152 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1153 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1365 if(op->contr->mode & PU_ARROW) 1159 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1160 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1368 1165
1369 /* all kinds of armor etc. */ 1166 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1167 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1168 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1373 if(op->contr->mode & PU_HELMET) 1174 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1175 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1376 if(op->contr->mode & PU_SHIELD) 1181 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1182 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1379 if(op->contr->mode & PU_BOOTS) 1188 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1189 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1382 if(op->contr->mode & PU_GLOVES) 1195 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1196 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1385 if(op->contr->mode & PU_CLOAK) 1202 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1203 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1388 1208
1389 /* hoping to catch throwing daggers here */ 1209 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1210 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1393 1216
1394 /* careful: chairs and tables are weapons! */ 1217 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1218 if (op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 } 1219 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1404 { 1226 }
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410 1227
1411 /* misc stuff that's useful */ 1228 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1229 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1415 1235
1416 /* any of the last 4 bits set means we use the ratio for value 1236 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1237 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1238 if (op->contr->mode & PU_RATIO)
1419 { 1239 {
1420 /* use value density to decide what else to grab */ 1240 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1241 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1243 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1244 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1246 {
1427 pick_up(op, tmp);
1428#if 0 1247#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1249 if (tmp->name != NULL)
1250 {
1431 fprintf(stderr,"%s", tmp->name); 1251 fprintf (stderr, "%s", tmp->name);
1432 } 1252 }
1253 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1257#endif
1258 CHK_PICK_PICKUP;
1437 continue; 1259 continue;
1438 } 1260 }
1261 } /* the new pickup model */
1439 } 1262 }
1440 } /* the new pickup model */ 1263
1441 }
1442 return ! stop; 1264 return !stop;
1443} 1265}
1444 1266
1445/* 1267/*
1446 * Find an arrow in the inventory and after that 1268 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1269 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1270 * found object is returned.
1449 */ 1271 */
1272object *
1450object *find_arrow(object *op, const char *type) 1273find_arrow (object *op, const char *type)
1451{ 1274{
1452 object *tmp = NULL; 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1453 1278
1454 for(op=op->inv; op; op=op->below) 1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1281 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1282 {
1458 else if (op->type==ARROW && op->race==type) 1283 splay (tmp);
1459 return op; 1284 return arrow;
1285 }
1286
1460 return tmp; 1287 return 0;
1461} 1288}
1462 1289
1463/* 1290/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1292 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1293 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1295 */
1469 1296object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1298{
1472 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1474 1301
1475 if (!type) 1302 if (!type)
1476 return NULL; 1303 return NULL;
1477 1304
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1305 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1306 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1308 {
1481 i = 0; 1309 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1483 if (i > betterby) { 1312 if (i > betterby)
1313 {
1484 tmp = ntmp; 1314 tmp = ntmp;
1485 betterby = i; 1315 betterby = i;
1486 } 1316 }
1317 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1318 else if (arrow->type == ARROW && arrow->race == type)
1319 {
1488 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1321 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1322 {
1491 if (arrow->attacktype & AT_DEATH) { 1323 if (arrow->attacktype & AT_DEATH)
1324 {
1492 *better = 100; 1325 *better = 100;
1493 return arrow; 1326 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1327 }
1498 } else { 1328 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1329 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1330 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1331 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1332 }
1515 } 1333 }
1334 else
1335 {
1336 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1337 {
1338 attacktype = 1 << attacknum;
1339 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1340 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1341 {
1342 tmp = arrow;
1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1344 }
1345 }
1346
1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1348 {
1349 tmp = arrow;
1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1351 }
1352
1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1354 {
1355 tmp = arrow;
1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1357 }
1516 } 1358 }
1359 }
1517 } 1360 }
1361
1518 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1363 return find_arrow (op, type);
1520 1364
1521 *better = betterby; 1365 *better = betterby;
1522 return tmp; 1366 return tmp;
1523} 1367}
1524 1368
1525/* looks in a given direction, finds the first valid target, and calls 1369/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1370 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1371 * op = the shooter
1528 * type = bow->race 1372 * type = bow->race
1529 * dir = fire direction 1373 * dir = fire direction
1530 */ 1374 */
1531 1375object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1377{
1534 object *tmp = NULL; 1378 object *tmp = NULL;
1535 mapstruct *m; 1379 maptile *m;
1536 int i, mflags, found, number; 1380 int i, mflags, found, number;
1537 sint16 x, y; 1381 sint16 x, y;
1538 1382
1539 if (op->map == NULL) 1383 if (op->map == NULL)
1540 return find_arrow(op, type); 1384 return find_arrow (op, type);
1541 1385
1542 /* do a dex check */ 1386 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1387 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1388 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1389 return find_arrow (op, type);
1546 1390
1547 m = op->map; 1391 m = op->map;
1548 x = op->x; 1392 x = op->x;
1549 y = op->y; 1393 y = op->y;
1550 1394
1551 /* find the first target */ 1395 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1396 for (i = 0, found = 0; i < 20; i++)
1397 {
1553 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1403 {
1557 tmp = NULL; 1404 tmp = 0;
1405 break;
1406 }
1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1408 {
1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1410 * perhaps a bad assumption.
1411 */
1412 tmp = 0;
1413 break;
1414 }
1415
1416 if (mflags & P_IS_ALIVE)
1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1558 break; 1419 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1420 }
1576 if (tmp == NULL) 1421
1422 if (!tmp)
1577 return find_arrow(op, type); 1423 return find_arrow (op, type);
1578 1424
1579 if (tmp->head) 1425 if (tmp->head)
1580 tmp = tmp->head; 1426 tmp = tmp->head;
1581 1427
1582 return find_better_arrow(op, tmp, type, &i); 1428 return find_better_arrow (op, tmp, type, &i);
1583} 1429}
1584 1430
1585/* 1431/*
1586 * Creature fires a bow - op can be monster or player. Returns 1432 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1433 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1436 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1437 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1438 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1439 * player fire modes.
1594 */ 1440 */
1441int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1442fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1443{
1598 object *left, *bow; 1444 object *left, *bow;
1599 tag_t left_tag, tag; 1445 int mflags;
1600 int bowspeed, mflags; 1446 maptile *m;
1601 mapstruct *m;
1602 1447
1603 if (!dir) { 1448 if (!dir)
1449 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1451 return 0;
1452 }
1453
1454 if (op->contr)
1455 bow = op->current_weapon;
1456 else
1606 } 1457 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1458 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1459 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1460 * don't need to switch back and forth between bows and weapons.
1613 */ 1461 */
1614 if(bow->type==BOW) 1462 if (bow->type == BOW)
1615 break; 1463 break;
1616 1464
1617 if (!bow) { 1465 if (!bow)
1466 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1468 return 0;
1469 }
1470
1471 // optimisation: move object to top so we will find it quickly again
1472 if (bow->below)
1620 } 1473 {
1474 bow->remove ();
1475 op->insert (bow);
1476 }
1621 } 1477 }
1478
1622 if( !bow->race || !bow->skill) { 1479 if (!bow->race || !bow->skill)
1480 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1482 return 0;
1625 } 1483 }
1626 1484
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1485 if (arrow == NULL)
1486 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1487 if ((arrow = find_arrow (op, bow->race)) == NULL)
1488 {
1637 if (op->type == PLAYER) 1489 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1490 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1491 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1492 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1493 CLEAR_FLAG (op, FLAG_READY_BOW);
1494
1643 return 0; 1495 return 0;
1644 } 1496 }
1645 } 1497 }
1498
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1499 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1500 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1501 return 0;
1649 } 1502
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1503 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1504 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1505 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1506 return 0;
1653 } 1507 }
1654 1508
1655 /* this should not happen, but sometimes does */ 1509 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1510 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1511 {
1658 free_object(arrow); 1512 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1513 arrow->destroy ();
1659 return 0; 1514 return 0;
1660 } 1515 }
1661 1516
1662 left = arrow; /* these are arrows left to the player */ 1517 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1518 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1519 if (!arrow)
1665 if (arrow == NULL) { 1520 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1521 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1522 return 0;
1669 } 1523 }
1670 set_owner(arrow, op); 1524
1671 if (arrow->skill) free_string(arrow->skill); 1525 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1526 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1527 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1528
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1529 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1530 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1531 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1532 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1533
1690 /* Note that this was different for monsters - they got their level 1534#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1535 if (player *pl = op->contr)
1692 */
1693 1536 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1537 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1538
1539 /* penalize ROF for bestarrow */
1540 if (pl->bowtype == bow_bestarrow)
1541 speed *= .9f;
1542 else
1543 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1544
1545 op->speed_left += speed - op->speed;
1546 }
1547#endif
1548
1549 SET_ANIMATION (arrow, arrow->direction);
1550
1698 /* update the speed */ 1551 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1552 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1553 + bow->stats.dam / 7.f;
1703 1554
1704 if (arrow->speed < 1.0) 1555 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1556 arrow->speed_left = 0;
1708 1557
1558 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1559
1709 if (op->type == PLAYER) { 1560 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1561 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1562 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1563 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1564
1565 if (!arrow->slaying)
1566 arrow->slaying = op->slaying;
1567
1568 arrow->attacktype |= op->attacktype;
1569 }
1570 else
1571 {
1720 arrow->level = op->level; 1572 arrow->level = op->level;
1721 } 1573 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1574
1575 if (!arrow->slaying)
1576 arrow->slaying = bow->slaying;
1577
1723 arrow->attacktype |= bow->attacktype; 1578 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1579 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1580
1727 arrow->map = m; 1581 wc -= arrow->level;
1582 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1583
1584 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1585 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1586 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1587
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1588 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1589 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1590
1735 if (!was_destroyed(arrow, tag)) 1591 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1592 move_arrow (arrow);
1737 1593
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1594 return 1;
1745} 1595}
1746 1596
1747/* Special fire code for players - this takes into 1597/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1598 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1599 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1600 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1601 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1602 * hence the function name.
1753 */ 1603 */
1604int
1754int player_fire_bow(object *op, int dir) 1605player_fire_bow (object *op, int dir)
1755{ 1606{
1756 int ret=0, wcmod=0; 1607 int ret;
1757 1608
1758 if (op->contr->bowtype == bow_bestarrow) { 1609 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1610 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1611 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1612 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1613 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1614 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1615 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1616 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1617 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1618 else if (op->contr->bowtype == bow_threewide)
1619 {
1620 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1621 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1622 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1623 }
1624 else if (op->contr->bowtype == bow_spreadshot)
1625 {
1626 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1627 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1628 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1629 }
1630 else
1631 {
1632 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1633 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1771 } else if (op->contr->bowtype == bow_spreadshot) {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1775
1776 } else {
1777 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1779 } 1634 }
1635
1780 return ret; 1636 return ret;
1781} 1637}
1782
1783 1638
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1639/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1640 * Broken apart from 'fire' to keep it more readable.
1786 */ 1641 */
1642void
1787void fire_misc_object(object *op, int dir) 1643fire_misc_object (object *op, int dir)
1788{ 1644{
1789 object *item; 1645 object *item = op->contr->ranged_ob;
1790 1646
1791 if (!op->contr->ranges[range_misc]) { 1647 if (!item)
1648 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1649 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1650 return;
1794 } 1651 }
1795 1652
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1653 if (!item->inv)
1654 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1655 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1656 return;
1800 } 1657 }
1658
1659 if (!op->change_weapon (item))
1660 return;
1661
1801 if (item->type == WAND) { 1662 if (item->type == WAND)
1663 {
1802 if(item->stats.food<=0) { 1664 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1665 {
1666 op->contr->play_sound (sound_find ("wand_poof"));
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1667 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1668
1805 return; 1669 return;
1806 } 1670 }
1671 }
1807 } else if (item->type == ROD || item->type==HORN) { 1672 else if (item->type == ROD || item->type == HORN)
1673 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1674 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1675
1676 // using the maximum of the rods charge allows at least one spell cast
1677 // for a rod or horn, this fixes some broken rods.
1678 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1679 {
1680 op->contr->play_sound (sound_find ("wand_poof"));
1681
1810 if (item->type== ROD) 1682 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1683 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1684 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1685 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0)); 1686
1816 return; 1687 return;
1817 } 1688 }
1818 } 1689 }
1819 1690
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1691 if (cast_spell (op, item, dir, item->inv, NULL))
1692 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1693 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1694
1822 if (item->type == WAND) { 1695 if (item->type == WAND)
1696 {
1823 if (!(--item->stats.food)) { 1697 if (!(--item->stats.food))
1698 {
1824 object *tmp; 1699 object *tmp;
1700
1825 if (item->arch) { 1701 if (item->arch)
1702 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1703 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1704 item->face = item->arch->face;
1828 item->speed = 0; 1705 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1706 }
1831 if ((tmp=is_player_inv(item))) 1707
1708 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1709 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1710 }
1834 } 1711 }
1835 else if (item->type == ROD || item->type==HORN) { 1712 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1713 drain_rod_charge (item);
1837 }
1838 } 1714 }
1839} 1715}
1840 1716
1841/* Received a fire command for the player - go and do it. 1717/* Received a fire command for the player - go and do it.
1842 */ 1718 */
1719bool
1843void fire(object *op,int dir) { 1720fire (object *op, int dir)
1721{
1844 int spellcost=0; 1722 int spellcost = 0;
1845 1723
1724 player *pl = op->contr;
1725
1726 if (pl->golem)
1727 {
1728 control_golem (op->contr->golem, dir);
1729 return false;
1730 }
1731
1732 object *ob = pl->ranged_ob;
1733
1734 if (!ob)
1735 return false;
1736
1737 if (op->speed_left > 0.f)
1738 --op->speed_left;
1739 else
1740 return false;
1741
1742 if (!op->change_weapon (ob))
1743 return false;
1744
1846 /* check for loss of invisiblity/hide */ 1745 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1746 if (action_makes_visible (op))
1747 make_visible (op);
1848 1748
1849 switch(op->contr->shoottype) { 1749 switch (ob->type)
1850 case range_none: 1750 {
1851 return; 1751 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1752 player_fire_bow (op, dir);
1855 return; 1753 break;
1856 1754
1857 case range_magic: /* Casting spells */ 1755 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1756 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1757 break;
1860 1758
1861 case range_misc: 1759 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1760 apply_map_builder (op, dir);
1886 return; 1761 break;
1762
1763 case SKILL:
1764 do_skill (op, op, ob, dir, 0);
1765 break;
1766
1887 default: 1767 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1768 fire_misc_object (op, dir);
1889 return; 1769 break;
1890 } 1770 }
1891}
1892 1771
1893 1772 return true;
1773}
1894 1774
1895/* find_key 1775/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1776 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1777 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1778 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1780 * pl is the player,
1901 * inv is the objects inventory to searched 1781 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1782 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1783 * This function can be called recursively to search containers.
1904 */ 1784 */
1905 1785object *
1906object * find_key(object *pl, object *container, object *door) 1786find_key (object *pl, object *container, object *door)
1907{ 1787{
1908 object *tmp,*key; 1788 object *tmp, *key;
1909 1789
1910 /* Should not happen, but sanity checking is never bad */ 1790 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1791 if (!container->inv)
1792 return 0;
1912 1793
1913 /* First, lets try to find a key in the top level inventory */ 1794 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1795 for (tmp = container->inv; tmp; tmp = tmp->below)
1796 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1797 if (door->type == DOOR && tmp->type == KEY)
1798 break;
1916 /* For sanity, we should really check door type, but other stuff 1799 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1800 * (like containers) can be locked with special keys
1918 */ 1801 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1802 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1803 break;
1921 } 1804 }
1805
1922 /* No key found - lets search inventories now */ 1806 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1807 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1808 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1809 * a key, return
1926 */ 1810 */
1927 if (!tmp) { 1811 if (!tmp)
1812 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1813 for (tmp = container->inv; tmp; tmp = tmp->below)
1814 {
1929 /* No reason to search empty containers */ 1815 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1816 if (tmp->type == CONTAINER && tmp->inv)
1817 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1818 if ((key = find_key (pl, tmp, door)))
1819 return key;
1932 } 1820 }
1933 } 1821 }
1822
1823 if (!tmp)
1934 if (!tmp) return NULL; 1824 return NULL;
1935 } 1825 }
1826
1936 /* We get down here if we have found a key. Now if its in a container, 1827 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1828 * see if we actually want to use it
1938 */ 1829 */
1939 if (pl!=container) { 1830 if (pl != container)
1831 {
1940 /* Only let players use keys in containers */ 1832 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1833 if (!pl->contr)
1834 return NULL;
1942 /* cases where this fails: 1835 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1836 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1837 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1838 * If the container is not active, return now since only active
1946 * containers can be used. 1839 * containers can be used.
1947 * If we only search keyrings and the container does not have 1840 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1841 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1842 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1843 * inv must have been an container and must have been active.
1951 * 1844 *
1952 * Change the color so that the message doesn't disappear with 1845 * Change the color so that the message doesn't disappear with
1953 * all the others. 1846 * all the others.
1954 */ 1847 */
1955 if (pl->contr->usekeys == key_inventory || 1848 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1849 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1850 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 (!container->race || strcmp(container->race, "keys"))) 1851 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1852 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1853 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1854 return NULL;
1964 } 1855 }
1965 } 1856 }
1857
1966 return tmp; 1858 return tmp;
1967} 1859}
1968 1860
1969/* moved door processing out of move_player_attack. 1861/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1862 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1863 * such that the caller should not do anything more,
1972 * 0 otherwise 1864 * 0 otherwise
1973 */ 1865 */
1866static int
1974static int player_attack_door(object *op, object *door) 1867player_attack_door (object *op, object *door)
1975{ 1868{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1869 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1870 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1871 * otherwise, we fall through to the rest of the code.
1980 */ 1872 */
1981 object *key=find_key(op, op, door); 1873 object *key = find_key (op, op, door);
1982 1874
1983 /* IF we found a key, do some extra work */ 1875 /* If we found a key, do some extra work */
1984 if (key) { 1876 if (key)
1877 {
1985 object *container=key->env; 1878 object *container = key->env;
1986 1879
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1880 if (action_makes_visible (op))
1881 make_visible (op);
1882
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1883 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1884 spring_trap (door->inv, op);
1885
1990 if (door->type == DOOR) { 1886 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1887 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1888 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1889 {
1995 "You open the door with the %s", query_short_name(key)); 1890 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1891 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1892 }
1893
1998 /* Do this after we print the message */ 1894 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1895 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1896
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1897 return 1; /* Nothing more to do below */
1898 }
2004 } else if (door->type==LOCKED_DOOR) { 1899 else if (door->type == LOCKED_DOOR)
1900 {
2005 /* Might as well return now - no other way to open this */ 1901 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1902 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1903 return 1;
2008 } 1904 }
1905
2009 return 0; 1906 return 0;
2010} 1907}
2011 1908
2012/* This function is just part of a breakup from move_player. 1909/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1910 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1911 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1912 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1913 * going to try and move (not fire weapons).
2017 */ 1914 */
2018 1915bool
2019void move_player_attack(object *op, int dir) 1916move_player_attack (object *op, int dir)
2020{ 1917{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1918 int on_battleground;
2024 mapstruct *m;
2025 1919
2026 nx=freearr_x[dir]+op->x; 1920 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1921 sint16 ny = freearr_y[dir] + op->y;
2028 1922
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1923 on_battleground = op_on_battleground (op, 0, 0);
2030 1924
1925 if (out_of_map (op->map, nx, ny))
1926 return false;
1927
1928 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1929 {
1930 --op->speed_left;
1931 return true;
1932 }
1933
2031 /* If braced, or can't move to the square, and it is not out of the 1934 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1935 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1936 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1937 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1938 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1939 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1940 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1941 * move_ob uses.
2039 */ 1942 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1943 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 1944
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1945 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 1946 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 1947 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1948 * on the space
1949 */
1950 object *mon;
1951 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1952 {
1953 if ((mon->flag [FLAG_ALIVE]
1954 || mon->type == LOCKED_DOOR
1955 || mon->flag [FLAG_CAN_ROLL])
1956 && mon != op)
1957 break;
1958 }
1959
1960 if (!mon) /* This happens anytime the player tries to move */
1961 return false; /* into a wall */
1962
1963 mon = mon->head_ ();
1964
1965 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1966 if (op->contr->weapon_sp_left > 0.f)
1967 if (player_attack_door (op, mon))
2057 */ 1968 {
2058 while (tmp!=NULL) { 1969 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 1970 return true;
2060 tmp=tmp->above; 1971 }
2061 continue; 1972
1973 /* The following deals with possibly attacking peaceful
1974 * or friendly creatures. Basically, all players are considered
1975 * unaggressive. If the moving player has peaceful set, then the
1976 * object should be pushed instead of attacked. It is assumed that
1977 * if you are braced, you will not attack friends accidently,
1978 * and thus will not push them.
1979 */
1980
1981 /* If the creature is a pet, push it even if the player is not
1982 * peaceful. Our assumption is the creature is a pet if the
1983 * player owns it and it is either friendly or unagressive.
1984 */
1985 if (op->type == PLAYER
1986 && ((mon->owner && mon->owner->contr
1987 && same_party (mon->owner->contr->party, op->contr->party))
1988 || mon->owner == op)
1989 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1990 {
1991 /* If we're braced, we don't want to switch places with it */
1992 if (op->contr->braced)
1993 return false;
1994
1995 if (op->speed_left > 0.f)
1996 {
1997 --op->speed_left;
1998
1999 op->play_sound (sound_find ("push_player"));
2000 push_ob (mon, dir, op);
2001
2002 if (action_makes_visible (op))
2003 make_visible (op);
2004
2005 return true;
2006 }
2007 else
2008 return false;
2009 }
2010
2011 /* in certain circumstances, you shouldn't attack friendly
2012 * creatures. Note that if you are braced, you can't push
2013 * someone, but put it inside this loop so that you won't
2014 * attack them either.
2015 */
2016 if ((mon->type == PLAYER || mon->enemy != op)
2017 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2018 && ((op->contr->peaceful
2019 || (mon->type == PLAYER && mon->contr->peaceful))
2020 && !on_battleground))
2021 {
2022 if (op->speed_left > 0.f)
2023 {
2024 --op->speed_left;
2025
2026 if (!op->contr->braced)
2027 {
2028 op->play_sound (sound_find ("push_player"));
2029 push_ob (mon, dir, op);
2062 } 2030 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2031 else
2064 mon = tmp; 2032 op->statusmsg ("You withhold your attack");
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2033
2075 if(mon->head != NULL) 2034 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 2035 make_visible (op);
2077 2036
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2037 return true;
2079 if (player_attack_door(op, mon)) return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 { 2038 }
2106 /* If we're braced, we don't want to switch places with it */ 2039 }
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op);
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 2040 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2041 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2042 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2043 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2044 {
2045 if (op->speed_left > 0.f)
2046 {
2047 --op->speed_left;
2048
2142 recursive_roll(mon,dir,op); 2049 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2050 if (action_makes_visible (op))
2144 } 2051 make_visible (op);
2145 2052
2053 return true;
2054 }
2055 }
2146 /* Any generic living creature. Including things like doors. 2056 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2057 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2058 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2059 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2060 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2061 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2062 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2063 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2064 {
2156 2065 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 } 2066 {
2184 } /* if player should attack something */ 2067 --op->contr->weapon_sp_left;
2185}
2186 2068
2069 skill_attack (mon, op, 0, 0, 0);
2070
2071 if (action_makes_visible (op))
2072 make_visible (op);
2073
2074 return true;
2075 }
2076 }
2077
2078 return false;
2079}
2080
2081bool
2187int move_player(object *op,int dir) { 2082move_player (object *op, int dir)
2083{
2188 int pick; 2084 int pick;
2189 2085
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2086 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2087 return 0;
2088
2089 /* Sanity check: make sure dir is valid */
2090 if ((dir < 0) || (dir >= 9))
2091 {
2092 LOG (llevError, "move_player: invalid direction %d\n", dir);
2093 return 0;
2094 }
2095
2096 /* peterm: added following line */
2097 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2098 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2099
2100 op->facing = dir;
2101
2102 if (op->flag [FLAG_HIDDEN])
2103 do_hidden_move (op);
2104
2105 bool retval;
2106
2107 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2108 retval = RESULT_INT (0);
2109 else if (op->contr->fire_on)
2110 retval = fire (op, dir);
2111 else
2112 {
2113 retval = move_player_attack (op, dir);
2114 pick = check_pick (op);
2115 }
2116
2117 /* Add special check for newcs players and fire on - this way, the
2118 * server can handle repeat firing.
2119 */
2120 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2121 op->direction = dir;
2122 else
2123 op->direction = 0;
2124
2125 /* Update how the player looks. Use the facing, so direction may
2126 * get reset to zero. This allows for full animation capabilities
2127 * for players.
2128 */
2129 animate_object (op, op->facing);
2130
2131 return retval;
2231} 2132}
2232 2133
2233/* This is similar to handle_player, below, but is only used by the 2134/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2135 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2136 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2137 * the new speed values for commands.
2237 * 2138 *
2238 * Returns true if there are more actions we can do. 2139 * Returns true if there are more actions we can do. Should not do
2140 * many actions in a row, as that would be too unfair to other
2141 * players.
2239 */ 2142 */
2143bool
2240int handle_newcs_player(object *op) 2144handle_newcs_player (object *op)
2241{ 2145{
2242 if (op->contr->hidden) {
2243 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 }
2256 }
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2146 if (QUERY_FLAG (op, FLAG_SCARED))
2147 {
2148 if (op->speed_left > 0.f)
2149 {
2150 --op->speed_left;
2259 flee_player(op); 2151 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2152
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2153 return true;
2264 } 2154 }
2155 else
2156 return false;
2265 } 2157 }
2266 2158
2267 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer.
2271 */
2272 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0;
2277 }
2278
2279 /* call this here - we also will call this in do_ericserver, but 2159 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2160 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2161 * called, so we recheck it here.
2282 */ 2162 */
2283 HandleClient(&op->contr->socket, op->contr); 2163 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2164 return true;
2285 2165
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2166 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction); 2167 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2168
2296 else return 0; 2169 return false;
2297 } 2170}
2171
2172int
2173save_life (object *op)
2174{
2175 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2176 return 0;
2299}
2300 2177
2301int save_life(object *op) { 2178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2179 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2180 {
2181 op->play_sound (sound_find ("ob_evaporate"));
2182 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2183
2184 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2185 CLEAR_FLAG (op, FLAG_LIFESAVE);
2186
2187 if (op->stats.hp < 0)
2188 op->stats.hp = op->stats.maxhp;
2189
2190 if (op->stats.food < 0)
2191 op->stats.food = 999;
2192
2193 op->update_stats ();
2305 return 0; 2194 return 1;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2311 "Your %s vibrates violently, then evaporates.",
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 } 2195 }
2196
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2197 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2198 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2199 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2200 return 0;
2329} 2201}
2330 2202
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2203/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2204 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2205 * function will descend into containers. op is the object to start the search
2334 * from. 2206 * from.
2335 */ 2207 */
2208static void
2336void remove_unpaid_objects(object *op, object *env) 2209drop_unpaid_items (object *op, object *env)
2337{ 2210{
2338 object *next;
2339
2340 while (op) { 2211 while (op)
2212 {
2341 next=op->below; /* Make sure we have a good value, in case 2213 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2214
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2215 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2216 op->insert_at (env);
2346 op->x = env->x; 2217 else if (op->inv)
2347 op->y = env->y; 2218 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2219
2349 esrv_del_item(env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0);
2351 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2353 op=next; 2220 op = next;
2354 } 2221 }
2355} 2222}
2356 2223
2224void
2225object::drop_unpaid_items ()
2226{
2227 if (!flag [FLAG_REMOVED])
2228 ::drop_unpaid_items (inv, this);
2229}
2357 2230
2358/* 2231/*
2359 * Returns pointer a static string containing gravestone text 2232 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2233 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2234 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2235 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2236 * but there isn't one in the server directory.
2364 */ 2237 */
2238const char *
2365char *gravestone_text (object *op) 2239gravestone_text (object *op)
2366{ 2240{
2241 static dynbuf_text buf;
2242
2243 buf << "---- R.I.P. ----\n\n"
2244 << op->name;
2245
2246 if (op->type == PLAYER)
2247 buf << " the " << op->contr->title;
2248
2249 buf << "\n\n";
2250
2251 buf << "who was level ";
2252 buf << (sint32)op->level << "\n\n" // OO breakdown
2253 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2254
2255 if (op->type == PLAYER)
2256 buf << "by " << op->contr->killer_name () << ".\n\n";
2257
2258 {
2367 static char buf2[MAX_BUF]; 2259 static char buf2[128];
2368 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2260 time_t now = time (NULL);
2370
2371 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2374 else
2375 sprintf (buf, "%s\n", op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER) {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2261 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2262 buf << buf2;
2391 strcat (buf2, buf); 2263 }
2264
2392 return buf2; 2265 return buf;
2393} 2266}
2394 2267
2395 2268void
2396
2397void do_some_living(object *op) { 2269do_some_living (object *op)
2270{
2398 int last_food=op->stats.food; 2271 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2272 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2273 int over_hp, over_sp, over_grace;
2401 int i; 2274 int i;
2402 int rate_hp = 1200; 2275 int rate_hp = 1200;
2403 int rate_sp = 2500; 2276 int rate_sp = 2500;
2404 int rate_grace = 2000; 2277 int rate_grace = 2000;
2405 const int max_hp = 1; 2278 const int max_hp = 1;
2406 const int max_sp = 1; 2279 const int max_sp = 1;
2407 const int max_grace = 1; 2280 const int max_grace = 1;
2408 2281
2409 if (op->contr->outputs_sync) { 2282 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2283 {
2411 if (op->contr->outputs[i].buf!=NULL && 2284 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2285 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2286 * depending on the value of invisible, so we need to
2287 * alternate it here for it to work correctly.
2288 */
2289 if (pticks & 2)
2290 op->invisible--;
2414 } 2291 }
2292 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2293 {
2294 if (!op->invisible--)
2295 {
2296 make_visible (op);
2297 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2298 }
2299 }
2415 2300
2416 if(op->contr->state==ST_PLAYING) { 2301 if (op->contr->ns->state == ST_PLAYING)
2417 2302 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2303 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2304 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2305 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2306 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2307 else
2308 {
2423 gen_hp = op->stats.maxhp; 2309 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2310 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2311 }
2312
2426 if(op->contr->gen_sp >= 0 ) 2313 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2314 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2315 else
2316 {
2429 gen_sp = op->stats.maxsp; 2317 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2318 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2319 }
2320
2432 if(op->contr->gen_grace >= 0) 2321 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2322 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2323 else
2324 {
2435 gen_grace = op->stats.maxgrace; 2325 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2326 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 }
2438
2439 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 } 2327 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) {
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--;
2461 if(op->stats.sp>op->stats.maxsp)
2462 op->stats.sp=op->stats.maxsp;
2463 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472 2328
2473 /* Regenerate Grace */ 2329 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2330 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2331 if (--op->last_grace < 0)
2332 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2333 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2334 op->stats.grace++; /* no penalty in food for regaining grace */
2335
2478 if(max_grace>1) { 2336 if (max_grace > 1)
2337 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2338 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2339 if (over_grace > 0)
2340 {
2481 op->stats.sp += over_grace 2341 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2342 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2483 op->last_grace=0; 2343 op->last_grace = 0;
2344 }
2484 } else { 2345 else
2346 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2347 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2348 }
2486 } 2349 }
2487 } else { 2350 else
2351 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2352 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2353 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2354 /* wearing stuff doesn't detract from grace generation. */
2491 }
2492
2493 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) {
2495 if(op->stats.hp<op->stats.maxhp) {
2496 op->stats.hp++;
2497 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2499 op->stats.food--;
2500 if(op->contr->digestion<0)
2501 op->stats.food+=op->contr->digestion;
2502 else if(op->contr->digestion>0 &&
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food;
2505 } 2355 }
2506 } 2356
2507 if(max_hp>1) { 2357 if (op->stats.food > 0)
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 } 2358 {
2516 } else { 2359 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2360 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2361 {
2519 } 2362 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2363
2521 /* Digestion */ 2364 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2365 {
2523#ifdef COZY_SERVER 2366 op->stats.sp++;
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0,
2526 penalty=dg<0?-dg:0;
2527#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif
2531 2367
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2534 else
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2368 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2538 }
2539 }
2540
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2542 object *tmp, *flesh=NULL;
2543
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2369 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0);
2549 if(op->stats.food>=0||op->stats.hp<0)
2550 break; 2370 {
2371 op->stats.food--;
2372
2373 if (op->contr->digestion < 0)
2374 op->stats.food += op->contr->digestion;
2375 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2376 op->stats.food = last_food;
2377 }
2551 } 2378 }
2379
2380 if (max_sp > 1)
2381 {
2382 over_sp = (gen_sp + 10) / rate_sp;
2383 if (over_sp > 0)
2384 {
2385 if (op->stats.sp < op->stats.maxsp)
2386 {
2387 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2388
2389 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2390 op->stats.sp--;
2391
2392 if (op->stats.sp > op->stats.maxsp)
2393 op->stats.sp = op->stats.maxsp;
2394 }
2395
2396 op->last_sp = 0;
2397 }
2398 else
2399 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2400 }
2401 else
2402 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2403 }
2404
2405 /* Regenerate Hit Points */
2406 if (--op->last_heal < 0)
2407 {
2408 if (op->stats.hp < op->stats.maxhp)
2409 {
2410 op->stats.hp++;
2411
2412 /* dms do not consume food */
2413 if (!QUERY_FLAG (op, FLAG_WIZ))
2414 {
2415 op->stats.food--;
2416
2417 if (op->contr->digestion < 0)
2418 op->stats.food += op->contr->digestion;
2419 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2420 op->stats.food = last_food;
2421 }
2422 }
2423
2424 if (max_hp > 1)
2425 {
2426 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2427
2428 if (over_hp > 0)
2429 {
2430 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2431 op->last_heal = 0;
2432 }
2433 else
2434 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2435 }
2436 else
2437 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2438 }
2439 }
2440
2441 /* Digestion */
2442 if (--op->last_eat < 0)
2443 {
2444 int bonus = max (0, op->contr->digestion),
2445 penalty = max (0, -op->contr->digestion);
2446
2447 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2448
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 op->stats.food--;
2452 }
2453
2454 if (op->stats.food < 0 && op->stats.hp >= 0)
2455 {
2456 object *flesh = 0;
2457
2458 for_inv_removable (op, tmp)
2459 {
2460 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2461 continue;
2462
2463 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2464 {
2465 op->statusmsg ("You blindly grab for a bite of food. "
2466 "H<To prevent you from starving, you ate some random item from your backpack.>");
2467 manual_apply (op, tmp, 0);
2468
2469 if (op->stats.food >= 0 || op->stats.hp < 0)
2470 break;
2471 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2472 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2473 flesh = tmp;
2554 } /* end of for loop */ 2474 }
2475
2555 /* If player is still starving, it means they don't have any food, so 2476 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2477 * eat flesh instead.
2557 */ 2478 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2479 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2480 {
2481 op->statusmsg ("You blindly grab for a bite of food. "
2482 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 manual_apply(op,flesh,0); 2483 manual_apply (op, flesh, 0);
2484 }
2485
2486 // If player is still starving, alert him!
2487 if (op->stats.food < 0)
2488 op->failmsg ("You are starving! "
2489 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2490 }
2491
2492 if (op->stats.food < 0)
2561 } 2493 {
2562 } /* end if player is starving */ 2494 op->stats.hp += op->stats.food;
2495 op->stats.food = 0;
2563 2496
2564 while(op->stats.food<0&&op->stats.hp>0) 2497 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2498 {
2499 op->contr->killer = archetype::get ("killer_starvation");
2500 op->contr->killer->destroy ();
2501 }
2502 }
2566 2503
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2504 /* killer should be set here already */
2505 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2506 kill_player (op);
2507 }
2569} 2508}
2570
2571
2572 2509
2573/* If the player should die (lack of hp, food, etc), we call this. 2510/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2511 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2512 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2513 * file.
2577 */ 2514 */
2515void
2578void kill_player(object *op) 2516kill_player (object *op)
2579{ 2517{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2518 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2519 maptile *map; /* this is for resurrection */
2583 int z;
2584 int num_stats_lose;
2585 int lost_a_stat;
2586 int lose_this_stat;
2587 int this_stat;
2588 int will_kill_again; 2520 int will_kill_again;
2589 archetype *at; 2521 archetype *at;
2590 object *tmp; 2522 object *tmp;
2591 2523
2592 if(save_life(op)) 2524 if (save_life (op))
2593 return; 2525 return;
2594 2526
2527 dynbuf_text deathtab;
2595 2528
2529 /* restore player */
2530 at = archetype::find ("poisoning");
2531 if (object *tmp = present_arch_in_ob (at, op))
2532 {
2533 tmp->destroy ();
2534 deathtab << "Your body feels cleansed...\r";
2535 }
2536
2537 at = archetype::find ("confusion");
2538 if (object *tmp = present_arch_in_ob (at, op))
2539 {
2540 tmp->destroy ();
2541 deathtab << "Your mind feels clearer...\r";
2542 }
2543
2544 cure_disease (op, 0, 0); /* remove any disease */
2545
2546 max_it (op->stats.hp , op->stats.maxhp);
2547 max_it (op->stats.sp , op->stats.maxsp);
2548 max_it (op->stats.grace, op->stats.maxgrace);
2549
2550 if (op->stats.food <= 0)
2551 op->stats.food = 999;
2552
2553 // remove all spell effects that are active
2554 // to avoid long-term effects such as word-of-recall
2555 for (object *item = op->inv; item; )
2556 {
2557 object *next = item->below;
2558
2559 if (item->type == SPELL_EFFECT && item->active)
2560 item->destroy ();
2561
2562 item = next;
2563 }
2564
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2565 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2566 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2567 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2568 */
2600 if (op_on_battleground(op, &x, &y)) { 2569 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2570 {
2602 "You have been defeated in combat!"); 2571 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2604 "Local medics have saved your life...");
2605
2606 /* restore player */
2607 at = find_archetype("poisoning");
2608 tmp=present_arch_in_ob(at,op);
2609 if (tmp) {
2610 remove_ob(tmp);
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2613 }
2614 2572
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2621 }
2622
2623 cure_disease(op,0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999;
2626
2627 /* create a bodypart-trophy to make the winner happy */ 2573 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2574 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 {
2631 sprintf(buf,"%s's finger",op->name);
2632 tmp->name = add_string(buf);
2633 sprintf(buf," This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level),
2636 op->contr->killer);
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0;
2639 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 } 2575 {
2576 tmp->name = format ("%s's finger" , &op->name);
2577 tmp->name_pl = format ("%s's fingers", &op->name);
2578 tmp->msg = format (
2579 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2580 &op->name, op->contr->title,
2581 (int)op->level,
2582 op->contr->killer_name ()
2583 );
2584 tmp->value = 0, tmp->type = 0;
2585 tmp->materialname = "organics";
2586 tmp->insert_at (op, tmp);
2643 2587 }
2588
2644 /* teleport defeated player to new destination*/ 2589 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2590 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2591 op->contr->braced = 0;
2592
2593 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2594 return;
2648 } 2595 }
2649 2596
2597 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2598 deathtab << "T<YOU HAVE DIED>\n\n";
2599
2650 INVOKE_PLAYER (DEATH, op->contr); 2600 INVOKE_PLAYER (DEATH, op->contr);
2651 2601
2652 command_kill_pets (op, 0); 2602 command_kill_pets (op, 0);
2653 2603
2654 if(op->stats.food<0) { 2604 op->contr->play_sound (sound_find ("player_dies"));
2655 if (op->contr->explore) {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name);
2662 strcpy(op->contr->killer,"starvation");
2663 }
2664 else {
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name);
2672 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2674 2605
2675 /* save the map location for corpse, gravestone*/ 2606 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2607 x = op->x;
2608 y = op->y;
2609 map = op->map;
2677 2610
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2611 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2612 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2613 * See the config.h file for a little more in depth detail about this.
2683 */ 2614 */
2684 2615
2685 /* Basically two ways to go - remove a stat permanently, or just 2616 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2617 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2618 * of death.
2688 */ 2619 */
2689#ifndef COZY_SERVER 2620#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2621 if (settings.balanced_stat_loss)
2622 {
2691 /* If stat loss is permanent, lose one stat only. */ 2623 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2624 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2625 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2626 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2627 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2628 little bit harder. */
2697 /* GD */ 2629 /* GD */
2698 if (settings.stat_loss_on_death) 2630 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2631 num_stats_lose = 1;
2704 } 2632 else
2633 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2634 }
2635 else
2636 num_stats_lose = 1;
2637
2705 lost_a_stat = 0; 2638 lost_a_stat = 0;
2706 2639
2707 for (z=0; z<num_stats_lose; z++) { 2640 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2641 {
2642 i = rndm (NUM_STATS);
2709 2643
2710 if (settings.stat_loss_on_death) { 2644 if (settings.stat_loss_on_death)
2645 {
2711 /* Pick a random stat and take a point off it. Tell the player 2646 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2647 * what he lost.
2713 */ 2648 */
2714 change_attr_value(&(op->stats), i,-1); 2649 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2650 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2651 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2652 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2653 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2654 lost_a_stat = 1;
2720 } else { 2655 }
2656 else
2657 {
2721 /* deplete a stat */ 2658 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2659 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2660 object *dep;
2661
2662 dep = present_arch_in_ob (deparch, op);
2663 if (!dep)
2724 2664 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2665 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2666 insert_ob_in_ob (dep, op);
2729 } 2667 }
2730 lose_this_stat = 1; 2668 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2669 if (settings.balanced_stat_loss)
2670 {
2732 /* GD */ 2671 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2672 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2673 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2674 if (this_stat < 0)
2675 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2676 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2677 int keep_chance = this_stat * this_stat;
2678
2738 /* Yes, I am paranoid. Sue me. */ 2679 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2680 if (keep_chance < 1)
2740 keep_chance = 1; 2681 keep_chance = 1;
2741 2682
2742 /* There is a maximum depletion total per level. */ 2683 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2684 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2685 {
2744 lose_this_stat = 0; 2686 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2687 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2688 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2689 }
2756 } 2690 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2691 {
2766 if (this_stat>=-50) { 2692 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2693 lose_this_stat = 0;
2694 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2695 this_stat, keep_chance, loss_chance,
2696 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2697 }
2773 } 2698 }
2774 } 2699 }
2775 } 2700
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2701 if (lose_this_stat)
2778 { 2702 {
2779 /* determine_god() seems to not work sometimes... why is this? 2703 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2704 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2705 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2706 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2707 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2708 * difference.
2785 " you.", god); 2709 */
2710 if (this_stat >= -50)
2786 else 2711 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2712 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2713 SET_FLAG (dep, FLAG_APPLIED);
2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2715 op->update_stats ();
2716 lost_a_stat = 1;
2717 }
2789 } 2718 }
2719 }
2720 }
2721
2722 /* If no stat lost, tell the player. */
2723 if (!lost_a_stat)
2724 {
2725 /* determine_god() seems to not work sometimes... why is this?
2726 Should I be using something else? GD */
2727 shstr_tmp god = determine_god (op);
2728
2729 if (god != shstr_none)
2730 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2731 else
2732 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2733 }
2734#else
2735 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2736#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2737
2794 /* Put a gravestone up where the character 'almost' died. List the 2738 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2739 * exp loss on the stone.
2796 */ 2740 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2741 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2742 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2743 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2744 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2801 FREE_AND_COPY(tmp->name_pl, buf); 2745 &op->name, op->contr->title, op->contr->killer_name ());
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2746 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2748
2811 /**************************************/ 2749 /**************************************/
2812 /* */ 2750 /* */
2813 /* Subtract the experience points, */ 2751 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2752 /* */
2817 /**************************************/ 2753 /**************************************/
2818 2754
2819 /* remove any poisoning and confusion the character may be suffering.*/
2820 /* restore player */
2821 at = find_archetype("poisoning");
2822 tmp=present_arch_in_ob(at,op);
2823 if (tmp) {
2824 remove_ob(tmp);
2825 free_object(tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2827 }
2828
2829 at = find_archetype("confusion");
2830 tmp=present_arch_in_ob(at,op);
2831 if (tmp) {
2832 remove_ob(tmp);
2833 free_object(tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2835 }
2836 cure_disease(op,0); /* remove any disease */
2837
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2755 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2756 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 2757
2845 /* 2758 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2759 * Check to see if the player has any unpaid items. If so, remove them
2847 * the player has any unpaid items. If so, remove them and put them back 2760 * and put them back in the map.
2848 * in the map. 2761 */
2849 */ 2762 op->drop_unpaid_items ();
2850 2763
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2764 /****************************************/
2855 /* */ 2765 /* */
2856 /* Move player to his current respawn- */ 2766 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2767 /* position (usually last savebed) */
2858 /* */ 2768 /* */
2859 /****************************************/ 2769 /****************************************/
2860 2770
2861 enter_player_savebed(op); 2771 enter_player_savebed (op);
2862 2772
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2773 op->contr->braced = 0;
2867 save_player(op,1);
2868 2774
2869 /* it is possible that the player has blown something up 2775 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2776 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2777 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2778 * on the space that might harm the player.
2873 */ 2779 */
2874 will_kill_again=0; 2780 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2782 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2783 will_kill_again |= tmp->attacktype;
2878 } 2784
2879 if (will_kill_again) { 2785 if (will_kill_again)
2786 {
2880 object *force; 2787 object *force;
2881 int at; 2788 int at;
2882 2789
2883 force=get_archetype(FORCE_NAME); 2790 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2791 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2792 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2793 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2794 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2795 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2796 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2797 force->resist[at] = 100;
2798
2799 insert_ob_in_ob (force, op);
2800 op->update_stats ();
2801 }
2802
2803 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2804}
2805
2806void
2807loot_object (object *op)
2808{ /* Grab and destroy some treasure */
2809 object *tmp, *tmp2, *next;
2810
2811 op->close_container (); /* close open sack first */
2812
2813 for (tmp = op->inv; tmp; tmp = next)
2814 {
2815 next = tmp->below;
2816
2817 if (tmp->invisible)
2818 continue;
2819
2820 tmp->remove ();
2821 tmp->x = op->x, tmp->y = op->y;
2822
2823 if (tmp->type == CONTAINER)
2824 loot_object (tmp); /* empty container to ground */
2825
2826 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2827 {
2828 if (tmp->nrof > 1)
2829 {
2830 tmp->decrease (rndm (1, tmp->nrof - 1));
2831 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2832 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 2833 else
2950 delete_character(op->name,1); 2834 tmp->destroy ();
2951 } 2835 }
2952 } 2836 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 2838 }
2997} 2839}
2998 2840
2999/* 2841/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2842 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2843 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2844 * was changed.
3003 */ 2845 */
3004 2846void
3005void fix_weight(void) { 2847fix_weight (void)
3006 player *pl; 2848{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2849 for_all_players (pl)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2850 {
3009 if(old == sum) 2851 sint32 old = pl->ob->carrying;
3010 continue; 2852
3011 fix_player(pl->ob); 2853 pl->ob->update_weight ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2854
3013 pl->ob->name, old, sum); 2855 if (old != pl->ob->carrying)
2856 {
2857 pl->ob->update_stats ();
2858 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2859 }
3014 } 2860 }
3015} 2861}
3016 2862
2863void
3017void fix_luck(void) { 2864fix_luck (void)
3018 player *pl; 2865{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2866 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2867 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2868 pl->ob->change_luck (0);
3022} 2869}
3023
3024 2870
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2871/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2872 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2873 * just treat this as any other spell casting object.
3028 */ 2874 */
3029
3030void 2875void
3031cast_dust (object * op, object * throw_ob, int dir) 2876cast_dust (object *op, object *throw_ob, int dir)
3032{ 2877{
3033 object *skop, *spob; 2878 object *skop, *spob;
3034 2879
3035 skop = find_skill_by_name (op, throw_ob->skill); 2880 skop = find_skill_by_name (op, throw_ob->skill);
3036 2881
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2882 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2883 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2884 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2885 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2886 return;
3043 } 2887 }
3044 2888
3045 spob = throw_ob->inv; 2889 spob = throw_ob->inv;
3046 2890
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2891 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 2892 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2893 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2894 if (!spob)
3051 { 2895 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2896 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 2897 return;
3055 } 2898 }
3056 2899
3057 if (op->type == PLAYER) 2900 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2901 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2902
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2903 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2904
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2905 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2906}
3066 2907
2908void
3067void make_visible (object *op) { 2909make_visible (object *op)
3068 op->hide = 0; 2910{
2911 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2912 op->invisible = 0;
2913
3070 if(op->type==PLAYER) { 2914 if (op->type == PLAYER)
2915 {
3071 op->contr->tmp_invis = 0; 2916 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2917 op->contr->invis_race = 0;
3073 } 2918 }
2919
3074 update_object(op,UP_OBJ_FACE); 2920 update_object (op, UP_OBJ_CHANGE);
3075} 2921}
3076 2922
2923int
3077int is_true_undead(object *op) { 2924is_true_undead (object *op)
3078 object *tmp=NULL; 2925{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2926 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2927 return 1;
3081 2928
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 2929 return 0;
3087} 2930}
3088 2931
3089/* look at the surrounding terrain to determine 2932/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2933 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2934 * indicate greater hideability.
3092 */ 2935 */
3093 2936int
3094int hideability(object *ob) { 2937hideability (object *ob)
2938{
3095 int i,level=0, mflag; 2939 int i, level = 0, mflag;
3096 sint16 x,y; 2940 sint16 x, y;
3097 2941
3098 if(!ob||!ob->map) return 0; 2942 if (!ob || !ob->map)
2943 return 0;
3099 2944
3100 /* so, on normal lighted maps, its hard to hide */ 2945 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2946 level = ob->map->darklevel () - 2;
3102 2947
3103 /* this also picks up whether the object is glowing. 2948 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2949 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2950 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2951 if (ob->has_carried_lights ())
2952 level = -(10 + (2 * ob->map->darklevel ()));
3107 2953
3108 /* scan through all nearby squares for terrain to hide in */ 2954 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2955 for (i = 0, x = ob->x, y = ob->y;
2956 i <= SIZEOFFREE1;
2957 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2958 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2959 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2960 if (mflag & P_OUT_OF_MAP)
2961 continue;
2962
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2963 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2964 level += 2;
3114 else /* open terrain! */ 2965 else /* open terrain! */
3115 level -= 1; 2966 level -= 1;
3116 } 2967 }
3117 2968
3118#if 0 2969#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2970 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2971#endif
3121 return level; 2972 return level;
3122} 2973}
3123 2974
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2975/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2976 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2977 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2978 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2979 */
3129 2980void
3130void do_hidden_move (object *op) { 2981do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2982{
3132 object *skop; 2983 int hide = 0;
3133 2984
3134 if(!op || !op->map) return; 2985 if (!op || !op->map)
2986 return;
3135 2987
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2988 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2989 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2990
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2991 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2992 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2993 if (!skop || num >= skop->level)
2994 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2995 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op);
3143 return;
3144 } else num += 20;
3145 }
3146 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */
3148 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3150 make_visible(op); 2996 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2997 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2998 }
2999 else
3000 num += 20;
3001
3002 num += op->map->difficulty;
3003 hide = hideability (op); /* modify by terrain hidden level */
3004 num -= hide;
3005
3006 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3007 {
3008 make_visible (op);
3009
3010 if (op->type == PLAYER)
3011 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3012 }
3154 else if (op->type == PLAYER && skop) { 3013 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3014 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3015}
3158 3016
3159/* determine if who is standing near a hostile creature. */ 3017/* determine if who is standing near a hostile creature. */
3160 3018
3019int
3161int stand_near_hostile( object *who ) { 3020stand_near_hostile (object *who)
3021{
3162 object *tmp=NULL; 3022 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3023 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3024 maptile *m;
3165 sint16 x,y; 3025 sint16 x, y;
3166 3026
3167 if(!who) return 0; 3027 if (!who)
3028 return 0;
3168 3029
3169 if(who->type==PLAYER) player=1; 3030 if (who->type == PLAYER)
3031 player = 1;
3032
3033 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3034 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3035
3172 /* search adjacent squares */ 3036 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3037 for (i = 1; i < 9; i++)
3038 {
3174 x = who->x+freearr_x[i]; 3039 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3040 y = who->y + freearr_y[i];
3176 m = who->map; 3041 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3042 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3043 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3044 * blocked, don't need to check this space.
3180 */ 3045 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3046 if (mflags & P_OUT_OF_MAP)
3047 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3048 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3049 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3050
3185 if((player||friendly) 3051 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3052 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3053 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3054 return 1;
3055 else if (tmp->type == PLAYER)
3056 {
3057 /*don't let a hidden DM prevent you from hiding */
3058 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3059 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 3060 }
3194 } 3061 }
3195 } 3062 }
3196 return 0; 3063 return 0;
3197} 3064}
3198 3065
3199/* check the player los field for viewability of the 3066/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3067 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3068 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 3069 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 3070 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 3071 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 3072 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 3073 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 3074 * imply the way your head, or body is facing? It's possible
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3075 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3076 * -b.t.
3210 * This function is now map tiling safe. 3077 * This function is now map tiling safe.
3211 */ 3078 */
3212 3079int
3213int player_can_view (object *pl,object *op) { 3080player_can_view (object *pl, object *op)
3081{
3214 rv_vector rv; 3082 rv_vector rv;
3215 int dx,dy; 3083 int dx, dy;
3216 3084
3217 if(pl->type!=PLAYER) { 3085 if (pl->type != PLAYER)
3086 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3087 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3088 return -1;
3220 } 3089 }
3221 if (!pl || !op) return 0;
3222 3090
3223 if(op->head) { op = op->head; } 3091 if (!pl || !op)
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 3092 return 0;
3093
3094 op = op->head_ ();
3095
3096 get_rangevector (pl, op, &rv, 0x1);
3097
3098 /* starting with the 'head' part, lets loop
3099 * through the object and find if it has any
3100 * part that is in the los array but isn't on
3101 * a blocked los square.
3102 * we use the archetype to figure out offsets.
3103 */
3104 while (op)
3105 {
3106 dx = rv.distance_x + op->arch->x;
3107 dy = rv.distance_y + op->arch->y;
3108
3109 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3110 return 1;
3111
3112 op = op->more;
3113 }
3114
3115 return 0;
3247} 3116}
3248 3117
3249/* routine for both players and monsters. We call this when 3118/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3119 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3120 * place or invisiblity spell. Artefact invisiblity causes
3252 * effected by this. If we arent invisible to begin with, we 3121 * "noise" instead. If we arent invisible to begin with, we
3253 * return 0. 3122 * return 0.
3254 */ 3123 */
3124int
3255int action_makes_visible (object *op) { 3125action_makes_visible (object *op)
3256 3126{
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3127 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3128 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3129 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3130 {
3131 // artefact invisibility is permanent, but we still make noise
3132 // this is important for game-balance.
3133 if (op->contr)
3134 op->make_noise ();
3135
3259 return 0; 3136 return 0;
3137 }
3260 3138
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3139 if (op->contr && op->contr->tmp_invis == 0)
3140 return 0;
3262 3141
3263 /* If monsters, they should become visible */ 3142 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3143 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3144 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3145 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3266 return 1; 3146 return 1;
3267 } 3147 }
3268 } 3148 }
3149
3269 return 0; 3150 return 0;
3270} 3151}
3271 3152
3272/* op_on_battleground - checks if the given object op (usually 3153/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3154 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3155 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3156 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3157 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3158 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3159 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3160 */
3161int
3280int op_on_battleground (object *op, int *x, int *y) { 3162op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3163{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3164 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3165 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3166 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3167 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3168 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3169 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3170 for (object *tmp = op->below; tmp; tmp = tmp->below)
3171 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3172 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3173 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3174 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3175 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3176 && tmp->name == shstr_battleground
3177 && EXIT_X (tmp) && EXIT_Y (tmp))
3178 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3179 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3180 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3181 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3182 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3183 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3184 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3185 {
3300 if (x != NULL && y != NULL) 3186 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3187 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3188
3302 return 1; 3189 return 1;
3190 }
3303 } 3191 }
3304 } 3192 }
3305 } 3193
3306 if (x != NULL && y != NULL) 3194 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3195 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3196
3308 return 1; 3197 return 1;
3198 }
3309 } 3199 }
3310 }
3311 } 3200 }
3201
3312 /* If we got here, did not find a battleground */ 3202 /* If we got here, did not find a battleground */
3313 return 0; 3203 return 0;
3314} 3204}
3315 3205
3316/* 3206/*
3320 * attributes: 3210 * attributes:
3321 * object *who the dragon player 3211 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3212 * int atnr the attack-number of the ability focus
3323 * int level ability level 3213 * int level ability level
3324 */ 3214 */
3215void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3216dragon_ability_gain (object *who, int atnr, int level)
3217{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3218 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3219 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3220 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3221 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3222 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3223 int i = 0, j = 0;
3332 3224
3333 /* get the appropriate treasurelist */ 3225 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3226 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3227 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3228 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3229 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3230 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3231 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3232 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3233 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3234
3343 if (trlist == NULL || who->type != PLAYER) 3235 if (trlist == NULL || who->type != PLAYER)
3236 return;
3237
3238 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3239
3240 if (!tr || !tr->item)
3241 {
3242 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3243 return;
3244 }
3245
3246 /* everything seems okay - now bring on the gift: */
3247 item = tr->item;
3248
3249 if (item->type == SPELL)
3250 {
3251 if (check_spell_known (who, item->name))
3344 return; 3252 return;
3345 3253
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3254 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3255 do_learn_spell (who, item, 0);
3348 3256 return;
3349 if (tr == NULL || tr->item == NULL) { 3257 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3258
3259 /* grant direct spell */
3260 if (item->type == SPELLBOOK)
3261 {
3262 if (!item->inv)
3263 {
3264 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3265 return;
3266 }
3267 if (check_spell_known (who, item->inv->name))
3351 return; 3268 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3269 if (item->invisible)
3270 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3271 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3272 do_learn_spell (who, item->inv, 0);
3378 return; 3273 return;
3379 } 3274 }
3380 } 3275 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3276 else if (item->type == SKILL_TOOL && item->invisible)
3277 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3278 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3279 {
3383 3280
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3281 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3282 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3283 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3284 * but not all of them, he gets nothing.
3388 */ 3285 */
3389 if (!(skop->attacktype & item->attacktype)) { 3286 if (!(skop->attacktype & item->attacktype))
3287 {
3390 /* Give new attacktype */ 3288 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3289 skop->attacktype |= item->attacktype;
3392 3290
3393 /* always add physical if there's none */ 3291 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3292 skop->attacktype |= AT_PHYSICAL;
3395 3293
3396 if (item->msg != NULL) 3294 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3295 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3296
3399 /* Give player new face */ 3297 /* Give player new face */
3400 if (item->animation_id) { 3298 if (item->animation_id)
3299 {
3401 who->face = skop->face; 3300 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3301 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3302 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3303 who->last_anim = 0;
3405 who->state = 0; 3304 who->state = 0;
3406 animate_object(who, who->direction); 3305 animate_object (who, who->direction);
3407 } 3306 }
3408 } 3307 }
3409 } 3308 }
3410 } 3309 }
3411 else if (item->type == FORCE) { 3310 else if (item->type == FORCE)
3311 {
3412 /* forces in the treasurelist can alter the player's stats */ 3312 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3313 object *skin;
3314
3414 /* first get the dragon skin force */ 3315 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3316 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3317 ;
3417 if (skin == NULL) return; 3318
3418 3319 if (!skin)
3320 return;
3321
3419 /* adding new spellpath attunements */ 3322 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3323 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3324 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3325 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3326
3423 /* print message */ 3327 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3328 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3329 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3330 {
3426 if(item->path_attuned & (1<<i)) { 3331 if (item->path_attuned & (1 << i))
3332 {
3427 if (j) 3333 if (j)
3428 strcat(buf," and "); 3334 strcat (buf, " and ");
3429 else 3335 else
3430 j = 1; 3336 j = 1;
3431 strcat(buf, spellpathnames[i]); 3337 strcat (buf, spellpathnames[i]);
3432 } 3338 }
3433 } 3339 }
3434 strcat(buf,"."); 3340 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3341 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3342 }
3437 3343
3438 /* evtl. adding flags: */ 3344 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3345 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3346 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3347 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3348 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3349 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3350 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3351
3446 /* print message if there is one */ 3352 /* print message if there is one */
3447 if (item->msg != NULL) 3353 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3354 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3355 }
3356 else
3449 } 3357 {
3450 else {
3451 /* generate misc. treasure */ 3358 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3359 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3360 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3361 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3362 }
3458} 3363}
3459 3364
3460/** 3365/**
3461 * Unready an object for a player. This function does nothing if the object was 3366 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3367 * not readied.
3463 */ 3368 */
3369void
3464void player_unready_range_ob(player *pl, object *ob) { 3370player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3371{
3372 if (pl->ob->current_weapon == ob)
3373 pl->ob->current_weapon = 0;
3466 3374
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3375 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3376 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3377
3470 if (pl->shoottype == i) { 3378 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3379 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3380}
3381
3382sint8
3383player::darkness_at (maptile *map, int x, int y) const
3384{
3385 if (!ns)
3386 return LOS_BLOCKED;
3387
3388 int dx, dy;
3389 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3390 return LOS_BLOCKED;
3391
3392 x += dx - ns->current_x;
3393 y += dy - ns->current_y;
3394
3395 return blocked_los (x, y);
3396}
3397
3398void
3399player::infobox (const char *title, const char *msg, int color)
3400{
3401 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3402}
3403
3404void
3405player::statusmsg (const char *msg, int color)
3406{
3407 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3408}
3409
3410void
3411player::failmsg (const char *msg, int color)
3412{
3413 play_sound (sound_find ("generic_failure"));
3414 statusmsg (msg, color);
3415}
3416

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