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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 1.233 by root, Mon Oct 12 14:00:59 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
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> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 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; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
129 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
130 "INFORMATION: %s\n%s", (char *)"%s\n%s",
131 subject, news); /*send previously read news */
132
133 strcpy (subject, buf + 1);
134 strip_endline (subject);
135 size = 0;
136 news[0] = '\0';
137 }
138 else
139 {
140 if (size + strlen (buf) >= HUGE_BUF)
72 { 141 {
73 if ( found ) 142 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 143 break;
75
76 found = pl;
77 } 144 }
145 strncat (news + size, buf, HUGE_BUF - size);
146 size += strlen (buf);
78 } 147 }
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;
88 148 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 149
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 150 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 151 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); 152 close_and_delete (fp, comp);
103} 153}
104 154
105void send_rules(const object *op) { 155/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 156static void
107 char rules[HUGE_BUF]; 157set_first_map (object *op)
108 FILE *fp; 158{
109 int comp; 159 op->contr->maplevel = first_map_path;
110 int size; 160 op->x = -1;
111 161 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 162}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 163
164void
165player::activate ()
166{
167 if (active)
114 return; 168 return;
169
170 players.insert (this);
171 ob->remove ();
172 ob->map = 0;
173 ob->activate_recursive ();
174 CLEAR_FLAG (ob, FLAG_FRIENDLY);
175 add_friendly_object (ob);
176}
177
178void
179player::deactivate ()
180{
181 if (!active)
182 return;
183
184 terminate_all_pets (ob);
185 remove_friendly_object (ob);
186 ob->deactivate_recursive ();
187
188 if (ob->map)
189 maplevel = ob->map->path;
190
191 ob->remove ();
192 ob->enemy = 0; // sometimes keeps an extra refcount on itself
193 ob->map = 0;
194 party = 0;
195
196 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
197
198 players.erase (this);
199}
200
201// connect the player with a specific client
202// also changes, rationalises, and fixes some incorrect settings
203void
204player::connect (client *ns)
205{
206 this->ns = ns;
207 ns->pl = this;
208
209 run_on = 0;
210 fire_on = 0;
211 ob->close_container (); //TODO: client-specific
212
213 ns->update_look = 0;
214 ns->look_position = 0;
215
216 clear_los ();
217
218 ns->reset_stats ();
219
220 /* make sure he's a player -- needed because of class change. */
221 ob->type = PLAYER; // we are paranoid
222 ob->race = ob->arch->race;
223
224 ob->update_weight ();
225 link_skills ();
226
227 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
228
229 assign (title, ob->arch->object::name);
230
231 /* if it's a dragon player, set the correct title here */
232 if (is_dragon_pl (ob))
115 } 233 {
116 rules[0]='\0'; 234 object *tmp, *abil = 0, *skin = 0;
117 size=0; 235
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 236 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 237 if (tmp->type == FORCE)
120 continue; 238 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 239 abil = tmp;
240 else if (tmp->arch->archname == shstr_dragon_skin_force)
241 skin = tmp;
242
243 set_dragon_name (ob, abil, skin);
244 }
245
246 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
247
248 esrv_new_player (this);
249
250 ob->update_stats ();
251
252 ns->floorbox_update ();
253 esrv_send_inventory (ob, ob);
254 esrv_add_spells (this, 0);
255
256 activate ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261
262 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this);
264}
265
266void
267player::disconnect ()
268{
269 if (ob)
270 {
271 ob->close_container (); //TODO: client-specific
272 ob->drop_unpaid_items ();
273 }
274
275 if (ns)
276 {
277 if (active)
278 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 ns->reset_stats ();
283 ns->pl = 0;
284 ns = 0;
285 }
286
287 observe = ob;
288
289 deactivate ();
290}
291
292// the need for this function can be explained
293// by load_object not returning the object
294void
295player::set_object (object *op)
296{
297 ob = observe = op;
298 ob->contr = this; /* this aren't yet in archetype */
299
300 ob->speed = 1.0f;
301 ob->speed_left = 0.5f;
302
303 ob->direction = 5; /* So player faces south */
304
305 ob->flag [FLAG_READY_WEAPON] = false;
306 ob->flag [FLAG_READY_SKILL] = false;
307 ob->flag [FLAG_READY_BOW] = false;
308
309 for (object *op = ob->inv; op; op = op->below)
310 if (op->flag [FLAG_APPLIED])
311 switch (op->type)
122 { 312 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 313 case SKILL:
124 break; 314 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; 315 break;
167 } 316
168 strncat(news+size,buf,HUGE_BUF-size); 317 case WAND:
169 size+=strlen(buf); 318 case ROD:
319 case HORN:
320 case BOW:
321 ranged_ob = op;
322 break;
323
324 case WEAPON:
325 combat_ob = op;
326 break;
170 } 327 }
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}
180 328
181int playername_ok(const char *cp) { 329 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 330 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} 331}
190 332
191/* This no longer sets the player map. Also, it now updates 333void
192 * all the pointers so the caller doesn't need to do that. 334player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 335{
194 */ 336 observe = op ? op : ob;
337 do_los = 1;
338}
195 339
196/* Redo this to do both get_player_ob and get_player. 340player::player ()
197 * Hopefully this will be less bugfree and simpler. 341{
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 - 342 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 343 * we deal with that below this point.
236 */ 344 */
237 p->party=NULL; 345 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 346 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 347 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 348
243#ifdef AUTOSAVE 349 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 350
245#endif 351 gen_sp_armour = 10;
352 bowtype = bow_normal;
353 petmode = pet_normal;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
246 370 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 371 ob->destroy_inv (false);
372 ob->destroy ();
248 373 }
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 */
257 374
258 roll_stats(op); 375 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} 376}
300 377
301 378player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 379{
305 strcpy(op->contr->maplevel, first_map_path); 380 /* Clear item stack */
306 op->x = -1; 381 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 382}
310 383
311/* Tries to add player on the connection passwd in ns. 384/* 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 385 * All we can really get in this is some settings like host and display
313 * mode. 386 * mode.
314 */ 387 */
388player *
389player::create ()
390{
391 player *pl = new player;
315 392
316int add_player(NewSocket *ns) { 393 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 394
319 p=get_player(NULL); 395 pl->ob->roll_stats ();
320 p->socket = *ns; 396 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 397 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 398
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); 399 set_first_map (pl->ob);
331 400
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; 401 return pl;
339} 402}
340 403
341/* 404/*
342 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
345 */ 408 */
409archetype *
346archetype *get_player_archetype(archetype* at) 410get_player_archetype (archetype *at)
347{ 411{
348 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
419
349 for (;;) { 420 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 } 421 {
361} 422 if (++i == archetypes.end ())
423 i = archetypes.begin ();
424 else if (*i == at)
425 cleanup ("not a single player archetype found");
362 426
427 if ((*i)->type == PLAYER)
428 return *i;
429 }
430}
363 431
432object *
364object *get_nearest_player(object *mon) { 433get_nearest_player (object *mon)
434{
365 object *op = NULL; 435 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 436 objectlink *ol;
368 unsigned lastdist; 437 unsigned lastdist;
369 rv_vector rv; 438 rv_vector rv;
370 439
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 441 {
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)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 443 continue;
398 444
399 if(lastdist>rv.distance) { 445 if (lastdist > rv.distance)
446 {
400 op=ol->ob; 447 op = ol->ob;
401 lastdist=rv.distance; 448 lastdist = rv.distance;
402 } 449 }
403 } 450 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 451
452 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 453 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 454 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 455 {
412 } 456 op = pl->ob;
457 lastdist = rv.distance;
458 }
459
413#if 0 460#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 461 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 462#endif
416 return op; 463 return op;
417} 464}
418 465
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 466/* 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 467 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 468 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 482 * 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 483 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 484 * is probably not a good thing.
438 */ 485 */
439#define MAX_SPACES 50 486#define MAX_SPACES 50
440
441 487
442/* 488/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 489 * 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 490 * 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 491 * 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. 504 * 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, 505 * 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 506 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 507 * is blocking itself.
462 */ 508 */
509int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 510path_to_player (object *mon, object *pl, unsigned mindiff)
511{
464 rv_vector rv; 512 rv_vector rv;
465 sint16 x,y; 513 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 514 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 515 maptile *m, *lastmap;
468 516
469 get_rangevector(mon, pl, &rv, 0); 517 get_rangevector (mon, pl, &rv, 0);
470 518
471 if (rv.distance<mindiff) return 0; 519 if (rv.distance < mindiff)
520 return 0;
472 521
473 x=mon->x; 522 x = mon->x;
474 y=mon->y; 523 y = mon->y;
475 m=mon->map; 524 m = mon->map;
476 dir = rv.direction; 525 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 526 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); 527 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
528
479 /* If we can't solve it within the search distance, return now. */ 529 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 530 if (diff > max)
531 return 0;
532
481 while (diff >1 && max>0) { 533 while (diff > 1 && max > 0)
534 {
482 lastx = x; 535 lastx = x;
483 lasty = y; 536 lasty = y;
484 lastmap = m; 537 lastmap = m;
485 x = lastx + freearr_x[dir]; 538 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 539 y = lasty + freearr_y[dir];
487 540
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 541 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); 542 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 543
491 /* Space is blocked - try changing direction a little */ 544 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 545 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)))) { 546 && (m == mon->map && blocked_link (mon, m, x, y))))
547 {
494 /* recalculate direction from last good location. Possible 548 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 549 * we were not traversing ideal location before.
496 */ 550 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 551 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 552 if (rv.direction != dir)
553 {
499 /* OK - says direction should be different - lets reset the 554 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 555 * the values so it will try again.
501 */ 556 */
502 x = lastx; 557 x = lastx;
503 y = lasty; 558 y = lasty;
504 m = lastmap; 559 m = lastmap;
505 dir = firstdir = rv.direction; 560 dir = firstdir = rv.direction;
561 }
506 } else { 562 else
563 {
507 /* direct path is blocked - try taking a side step to 564 /* direct path is blocked - try taking a side step to
508 * either the left or right. 565 * either the left or right.
509 * Note increase the values in the loop below to be 566 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 567 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 568 * 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 569 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 570 * stepping back and forth
514 */ 571 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 572 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
573 {
574 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 575 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 576 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 577 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 578 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 579 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 580 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 581 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 582 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 583 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 584 * the last direction the creature has successfully
526 * moved. 585 * moved.
527 */ 586 */
528 587
529 x = lastx + freearr_x[absdir(lastdir+i)]; 588 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 589 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 590 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 591 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 592 if (mflags & P_OUT_OF_MAP)
593 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 594 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 595 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
596 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 597 if (mflags & P_BLOCKSVIEW)
598 continue;
537 599
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 600 if (m == mon->map && blocked_link (mon, m, x, y))
601 break;
539 } 602 }
540 /* go through entire loop without finding a valid 603 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 604 * sidestep to take - thus, no valid path.
542 */ 605 */
543 if (i==(DETOUR_AMOUNT+1)) 606 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 607 return 0;
545 diff--; 608 diff--;
546 lastdir=dir; 609 lastdir = dir;
547 max--; 610 max--;
548 if (!firstdir) firstdir = dir+i; 611 if (!firstdir)
612 firstdir = dir + i;
549 } /* else check alternate directions */ 613 } /* else check alternate directions */
550 } /* if blocked */ 614 } /* if blocked */
551 else { 615 else
616 {
552 /* we moved towards creature, so diff is less */ 617 /* we moved towards creature, so diff is less */
553 diff--; 618 diff--;
554 max--; 619 max--;
555 lastdir=dir; 620 lastdir = dir;
621 if (!firstdir)
556 if (!firstdir) firstdir = dir; 622 firstdir = dir;
623 }
624
625 if (diff <= 1)
557 } 626 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 627 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 628 * headed toward player for entire distance.
561 */ 629 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 630 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); 631 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 632 }
565 if (diff>max) return 0; 633
634 if (diff > max)
635 return 0;
566 } 636 }
637
567 /* If we reached the max, didn't find a direction in time */ 638 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 639 if (!max)
640 return 0;
569 641
570 return firstdir; 642 return firstdir;
571} 643}
572 644
645void
573void give_initial_items(object *pl,treasurelist *items) { 646give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 647{
575
576 if(pl->randomitems!=NULL) 648 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 650
579 for (op=pl->inv; op; op=next) { 651 for (object *next, *op = pl->inv; op; op = next)
652 {
580 next = op->below; 653 next = op->below;
581 654
582 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 657 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 658 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 659 SET_FLAG (op, FLAG_APPLIED);
587 660
588 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 662 * by this player due to race restrictions
590 */ 663 */
591 if (pl->type == PLAYER) { 664 if (pl->type == PLAYER)
665 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
593 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 671 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 673 {
602 } 674 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; 675 continue;
622 } 676 }
623 if (op->nrof > 1) op->nrof = 1; 677 }
678
679 /* Here we remove duplicated skills (as duplicated spell objects have
680 * _very_ confusing effects for players), which could for instance be
681 * generated by bad treasurelists. - elmex
682 */
683 if (op->type == SKILL)
624 } 684 {
685 for (object *tmp = op->below; tmp; tmp = tmp->below)
686 if (tmp->type == op->type && tmp->name == op->name)
687 {
688 op->destroy ();
689 LOG (llevError,
690 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
691 break;
692 }
625 693
694 if (op->nrof > 1)
695 op->nrof = 1;
696 }
697
626 if (op->type == SPELLBOOK && op->inv) { 698 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 699 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 700
630 /* Give starting characters identified, uncursed, and undamned 701 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 702 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 703 * merged properly.
633 */ 704 */
634 if (need_identify(op)) { 705 if (need_identify (op))
706 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 707 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 708 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 709 CLEAR_FLAG (op, FLAG_DAMNED);
710 }
711
712 if (op->type == SPELL)
638 } 713 {
639 if(op->type==SPELL) { 714 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 715 continue;
716 }
717 else if (op->type == SKILL)
643 } 718 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 719 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 720 op->stats.exp = 0;
647 op->level = 1; 721 op->level = 1;
648 } 722 }
649 /* lock all 'normal items by default */ 723 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 724 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 725 } /* for loop of objects in player inv */
652 726
653 /* Need to set up the skill pointers */ 727 /* Need to set up the skill pointers */
654 link_player_skills(pl); 728 pl->contr->link_skills ();
655} 729}
656 730
657void get_name(object *op) { 731void
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) { 732get_party_password (object *op, partylist *party)
733{
734 if (party == NULL) { 734 if (party == NULL)
735 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 736 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 737 return;
737 } 738 }
739
738 op->contr->write_buf[0]='\0'; 740 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 741 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 742 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 743 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 744}
743
744 745
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747static int
746int roll_stat(void) { 748roll_stat (void)
749{
747 int a[4],i,j,k; 750 int a[4], i, j, k;
748 751
749 for(i=0;i<4;i++) 752 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 753 a[i] = (int) rndm (6) + 1;
751 754
752 for(i=0,j=0,k=7;i<4;i++) 755 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 756 if (a[i] < k)
754 k=a[i],j=i; 757 k = a[i], j = i;
755 758
756 for(i=0,k=0;i<4;i++) { 759 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 760 if (i != j)
758 k+=a[i]; 761 k += a[i];
759 } 762
760 return k; 763 return k;
761} 764}
762 765
763void roll_stats(object *op) { 766void
767object::roll_stats ()
768{
769 int statsort [NUM_STATS];
770
771 for (;;)
772 {
764 int sum=0; 773 int sum = 0;
765 int i = 0, j = 0; 774 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 775 sum += statsort [i] = roll_stat ();
767 776
768 do { 777 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 778 break;
770 op->stats.Dex=roll_stat(); 779 }
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);
780 780
781 /* Sort the stats so that rerolling is easier... */ 781 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 782 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;
789 783
790 /* a quick and dirty bubblesort? */ 784 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]; 785 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];
809 786
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; 787 stats.exp = 0;
821 op->stats.ac=0; 788 stats.ac = 0;
822 789
790 stats.hp = stats.maxhp;
791 stats.sp = stats.maxsp;
792 stats.grace = stats.maxgrace;
793
794 if (contr)
795 {
823 op->contr->levhp[1] = 9; 796 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 797 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 798 contr->levgrace[1] = 3;
826 799
827 fix_player(op); 800 contr->orig_stats = stats;
801 }
802}
803
804void
805object::swap_stats (int a, int b)
806{
807 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
808
809 for (int i = 0; i < NUM_STATS; ++i)
810 stats.stat (i) = contr->orig_stats.stat (i);
811
812 //TODO: the following code looks so borked and should, at the very least,
813 // be merged with the similar code in roll_stats
814 stats.ac = 0;
815
816 level = 1;
817 stats.exp = 0;
818 stats.ac = 0;
819
828 op->stats.hp = op->stats.maxhp; 820 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 821 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 822 stats.grace = stats.maxgrace;
823
824 if (contr)
825 {
826 contr->levhp[1] = 9;
827 contr->levsp[1] = 6;
828 contr->levgrace[1] = 3;
829
831 op->contr->orig_stats=op->stats; 830 contr->orig_stats = stats;
831 }
832} 832}
833 833
834void Roll_Again(object *op) 834static void
835start_info (object *op)
835{ 836{
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]; 837 char buf[MAX_BUF];
844 838
845 if ( op->contr->Swap_First == -1 ) { 839 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); 840 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} 841}
953 842
954/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
958 * not the class. 847 * not the class.
959 */ 848 */
960 849void
961int key_change_class(object *op, char key) 850player::chargen_race_done ()
962{ 851{
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 */ 852 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 853 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 854
855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
858
977 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
979 861
980 op->contr->state=ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
981 863
982 if (op->msg) { 864 if (ob->msg)
983 free_string(op->msg); 865 ob->msg = 0;
984 op->msg=NULL;
985 }
986 866
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); 867 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 868 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 869 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 870 esrv_send_inventory (ob, ob);
1001 fix_player(op); 871 ob->update_stats ();
1002 872
1003 /* This moves the player to a different start map, if there 873 /* This moves the player to a different start map, if there
1004 * is one for this race 874 * is one for this race
1005 */ 875 */
1006 if(*first_map_ext_path) { 876 if (*first_map_ext_path)
1007 object *tmp; 877 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 878 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"); 879 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 880}
1023 return 0;
1024 }
1025 881
882void
883player::chargen_race_next ()
884{
1026 /* Following actually changes the race - this is the default command 885 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 886 * if we don't match with one of the options above.
1028 */ 887 */
1029 888
1030 tmp_loop = 0; 889 do
1031 while(!tmp_loop) { 890 {
1032 const char *name = add_string (op->name); 891 shstr name = ob->name;
1033 int x = op->x, y = op->y; 892 int x = ob->x, y = ob->y;
893
1034 remove_statbonus(op); 894 ob->remove_statbonus ();
1035 remove_ob (op); 895 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 896 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 897 ob->arch->copy_to (ob);
1038 op->instantiate (); 898 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 899 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 900 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; 901 ob->x = x;
1045 op->y = y; 902 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 903 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 904 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 905 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 906 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 } 907 }
908 while (!allowed_class (ob));
909
1055 update_object(op,UP_OBJ_FACE); 910 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 911 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 912 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 913 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 914 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 915 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} 916}
1066 917
1067int key_confirm_quit(object *op, char key) 918void
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) { 919flee_player (object *op)
920{
1113 int dir,diff; 921 int dir, diff;
1114 rv_vector rv; 922 rv_vector rv;
1115 923
1116 if(op->stats.hp < 0) { 924 if (op->stats.hp < 0)
925 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 926 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 927 CLEAR_FLAG (op, FLAG_SCARED);
928 return;
929 }
930
931 if (!op->enemy)
932 {
933 LOG (llevDebug, "Fleeing player had no enemy.\n");
934 CLEAR_FLAG (op, FLAG_SCARED);
935 return;
936 }
937
938 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
939 {
940 op->enemy = NULL;
941 CLEAR_FLAG (op, FLAG_SCARED);
942 return;
943 }
944
945 get_rangevector (op, op->enemy, &rv, 0);
946
947 dir = absdir (4 + rv.direction);
948 for (diff = 0; diff < 3; diff++)
949 {
950 int m = 1 - rndm (2) * 2;
951
952 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 953 return;
1120 } 954 }
1121 955
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 */ 956 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 957 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 958 op->enemy = NULL;
1156} 959}
1157
1158 960
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 961/* 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 962 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 963 * stop.
1162 */ 964 */
965int
1163int check_pick(object *op) { 966check_pick (object *op)
967{
1164 object *tmp, *next; 968 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 969 int stop = 0;
1167 int j, k, wvratio; 970 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 971
1171 /* if you're flying, you cna't pick up anything */ 972 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 973 if (op->move_type & MOVE_FLYING)
1173 return 1; 974 return 1;
1174 975
1175 op_tag = op->count;
1176
1177 next = op->below; 976 next = op->below;
1178 if (next) 977
1179 next_tag = next->count; 978 int cnt = MAX_ITEM_PER_DROP;
979#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 980
1181 /* loop while there are items on the floor that are not marked as 981 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 982 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 983 while (next && !next->destroyed ())
1184 { 984 {
1185 tmp = next; 985 tmp = next;
1186 next = tmp->below; 986 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 987
1190 if (was_destroyed (op, op_tag)) 988 if (cnt <= 0)
989 {
990 op->failmsg ("Couldn't pickup all items at once.");
991 return 0;
992 }
993
994 if (op->destroyed ())
1191 return 0; 995 return 0;
1192 996
1193 if ( ! can_pick (op, tmp)) 997 if (!can_pick (op, tmp))
1194 continue; 998 continue;
1195 999
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1000 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1001 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1002 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1003 CHK_PICK_PICKUP;
1004
1200 continue; 1005 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 } 1006 }
1236 } 1007
1237 else { /* old model */
1238 /* NEW pickup handling */ 1008 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1009 if (op->contr->mode & PU_DEBUG)
1240 { 1010 {
1241 /* some debugging code to figure out item information */ 1011 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1012 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1013 ? 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)))); 1014 &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", 1015 : 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)))); 1016 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1017
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1018 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 } 1019 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1020
1266#if 0 1021 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 1022 return 1;
1268 for(k=0;k<4;k++) 1023
1269 { 1024 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1025 return 1;
1271 for(j=0;j<32;j++) 1026
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: 1027 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1028 * 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 1029 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1030 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1031 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1032 * example.
1286 * The drawback: right now it has no frontend, so you need to 1033 * 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 1034 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1035 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 1038 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1039 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1040 * meaning if any test passes, the item gets picked up. */
1294 1041
1295 /* if mode is set to pick nothing up, return */ 1042 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 1043 if (op->contr->mode == PU_NOTHING)
1044 return 1;
1298 1045
1299 /* if mode is set to stop when encountering objects, return */ 1046 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1047 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1048 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 1049 if (op->contr->mode & PU_STOP)
1050 return 0;
1304 1051
1305 /* useful for going into stores and not losing your settings... */ 1052 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1053 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1054 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1055 if (op->contr->mode & PU_INHIBIT)
1056 return 1;
1309 1057
1310 /* prevent us from turning into auto-thieves :) */ 1058 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1059 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1060 continue;
1312 1061
1313 /* ignore known cursed objects */ 1062 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1063 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1064 continue;
1315 1065
1316 /* all food and drink if desired */ 1066 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1067 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1068 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1069 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1321 if(op->contr->mode & PU_DRINK) 1075 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1076 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; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1324 1081
1325 if(op->contr->mode & PU_POTION) 1082 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1083 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1328 1088
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1089 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1090 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1091 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1333 if(op->contr->mode & PU_SKILLSCROLL) 1097 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1098 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1336 if(op->contr->mode & PU_READABLES) 1104 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1105 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1339 1110
1340 /* wands/staves/rods/horns */ 1111 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1112 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1113 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1114 {
1115 CHK_PICK_PICKUP;
1116 continue;
1117 }
1344 1118
1345 /* pick up all magical items */ 1119 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1120 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1121 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; } 1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1349 1126
1350 if(op->contr->mode & PU_VALUABLES) 1127 if (op->contr->mode & PU_VALUABLES)
1351 { 1128 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1129 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1354 } 1134 }
1355 1135
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1136 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1137 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1138 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* we don't forget dragon food */
1145 if (op->contr->mode & PU_FLESH)
1146 if (tmp->type == FLESH)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1360 1151
1361 /* bows and arrows. Bows are good for selling! */ 1152 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1153 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1154 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1155 {
1156 CHK_PICK_PICKUP;
1157 continue;
1158 }
1159
1365 if(op->contr->mode & PU_ARROW) 1160 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1161 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1368 1166
1369 /* all kinds of armor etc. */ 1167 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1168 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1169 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1170 {
1171 CHK_PICK_PICKUP;
1172 continue;
1173 }
1174
1373 if(op->contr->mode & PU_HELMET) 1175 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1176 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1376 if(op->contr->mode & PU_SHIELD) 1182 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1183 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1379 if(op->contr->mode & PU_BOOTS) 1189 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1190 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1191 {
1192 CHK_PICK_PICKUP;
1193 continue;
1194 }
1195
1382 if(op->contr->mode & PU_GLOVES) 1196 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1197 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1385 if(op->contr->mode & PU_CLOAK) 1203 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1204 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1388 1209
1389 /* hoping to catch throwing daggers here */ 1210 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1211 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1212 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1393 1217
1394 /* careful: chairs and tables are weapons! */ 1218 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1219 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 } 1220 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1221 if (tmp->type == WEAPON)
1222 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1404 { 1227 }
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 1228
1411 /* misc stuff that's useful */ 1229 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1230 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1231 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1415 1236
1416 /* any of the last 4 bits set means we use the ratio for value 1237 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1238 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1239 if (op->contr->mode & PU_RATIO)
1419 { 1240 {
1420 /* use value density to decide what else to grab */ 1241 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1242 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1243 /* >=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 */ 1244 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1245 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1246 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1247 {
1427 pick_up(op, tmp);
1428#if 0 1248#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1249 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1250 if (tmp->name != NULL)
1251 {
1431 fprintf(stderr,"%s", tmp->name); 1252 fprintf (stderr, "%s", tmp->name);
1432 } 1253 }
1254 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1255 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1256 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1257 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1258#endif
1259 CHK_PICK_PICKUP;
1437 continue; 1260 continue;
1438 } 1261 }
1262 } /* the new pickup model */
1439 } 1263 }
1440 } /* the new pickup model */ 1264
1441 }
1442 return ! stop; 1265 return !stop;
1443} 1266}
1444 1267
1445/* 1268/*
1446 * Find an arrow in the inventory and after that 1269 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1270 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1271 * found object is returned.
1449 */ 1272 */
1273object *
1450object *find_arrow(object *op, const char *type) 1274find_arrow (object *op, const char *type)
1451{ 1275{
1452 object *tmp = NULL; 1276 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1277 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1278 return splay (tmp);
1453 1279
1454 for(op=op->inv; op; op=op->below) 1280 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1281 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1282 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1283 {
1458 else if (op->type==ARROW && op->race==type) 1284 splay (tmp);
1459 return op; 1285 return arrow;
1286 }
1287
1460 return tmp; 1288 return 0;
1461} 1289}
1462 1290
1463/* 1291/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1292 * 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 1293 * 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 1294 * 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. 1295 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1296 */
1469 1297object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1298find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1299{
1472 object *tmp = NULL, *arrow, *ntmp; 1300 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1301 int attacknum, attacktype, betterby = 0, i;
1474 1302
1475 if (!type) 1303 if (!type)
1476 return NULL; 1304 return NULL;
1477 1305
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1306 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1307 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1308 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1309 {
1481 i = 0; 1310 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1311 ntmp = find_better_arrow (arrow, target, type, &i);
1312
1483 if (i > betterby) { 1313 if (i > betterby)
1314 {
1484 tmp = ntmp; 1315 tmp = ntmp;
1485 betterby = i; 1316 betterby = i;
1486 } 1317 }
1318 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1319 else if (arrow->type == ARROW && arrow->race == type)
1320 {
1488 /* allways prefer assasination/slaying */ 1321 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1322 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1323 {
1491 if (arrow->attacktype & AT_DEATH) { 1324 if (arrow->attacktype & AT_DEATH)
1325 {
1492 *better = 100; 1326 *better = 100;
1493 return arrow; 1327 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1328 }
1498 } else { 1329 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 } 1330 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1331 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1332 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 } 1333 }
1515 } 1334 }
1335 else
1336 {
1337 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1338 {
1339 attacktype = 1 << attacknum;
1340 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1341 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1342 {
1343 tmp = arrow;
1344 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1345 }
1346 }
1347
1348 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1349 {
1350 tmp = arrow;
1351 betterby = 2 + arrow->magic + arrow->stats.dam;
1352 }
1353
1354 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1355 {
1356 tmp = arrow;
1357 betterby = 1 + arrow->magic + arrow->stats.dam;
1358 }
1516 } 1359 }
1360 }
1517 } 1361 }
1362
1518 if (tmp == NULL && arrow == NULL) 1363 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1364 return find_arrow (op, type);
1520 1365
1521 *better = betterby; 1366 *better = betterby;
1522 return tmp; 1367 return tmp;
1523} 1368}
1524 1369
1525/* looks in a given direction, finds the first valid target, and calls 1370/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1371 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1372 * op = the shooter
1528 * type = bow->race 1373 * type = bow->race
1529 * dir = fire direction 1374 * dir = fire direction
1530 */ 1375 */
1531 1376object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1377pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1378{
1534 object *tmp = NULL; 1379 object *tmp = NULL;
1535 mapstruct *m; 1380 maptile *m;
1536 int i, mflags, found, number; 1381 int i, mflags, found, number;
1537 sint16 x, y; 1382 sint16 x, y;
1538 1383
1539 if (op->map == NULL) 1384 if (op->map == NULL)
1540 return find_arrow(op, type); 1385 return find_arrow (op, type);
1541 1386
1542 /* do a dex check */ 1387 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1388 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))) 1389 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1390 return find_arrow (op, type);
1546 1391
1547 m = op->map; 1392 m = op->map;
1548 x = op->x; 1393 x = op->x;
1549 y = op->y; 1394 y = op->y;
1550 1395
1551 /* find the first target */ 1396 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1397 for (i = 0, found = 0; i < 20; i++)
1398 {
1553 x += freearr_x[dir]; 1399 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1400 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1401 mflags = get_map_flags (m, &m, x, y, &x, &y);
1402
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1403 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1404 {
1557 tmp = NULL; 1405 tmp = 0;
1406 break;
1407 }
1408 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1409 {
1410 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1411 * perhaps a bad assumption.
1412 */
1413 tmp = 0;
1414 break;
1415 }
1416
1417 if (mflags & P_IS_ALIVE)
1418 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1419 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1558 break; 1420 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 } 1421 }
1576 if (tmp == NULL) 1422
1423 if (!tmp)
1577 return find_arrow(op, type); 1424 return find_arrow (op, type);
1578 1425
1579 if (tmp->head) 1426 if (tmp->head)
1580 tmp = tmp->head; 1427 tmp = tmp->head;
1581 1428
1582 return find_better_arrow(op, tmp, type, &i); 1429 return find_better_arrow (op, tmp, type, &i);
1583} 1430}
1584 1431
1585/* 1432/*
1586 * Creature fires a bow - op can be monster or player. Returns 1433 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1434 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1437 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1438 * 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 1439 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1440 * player fire modes.
1594 */ 1441 */
1442int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1443fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1444{
1598 object *left, *bow; 1445 object *left, *bow;
1599 tag_t left_tag, tag; 1446 int mflags;
1600 int bowspeed, mflags; 1447 maptile *m;
1601 mapstruct *m;
1602 1448
1603 if (!dir) { 1449 if (!dir)
1450 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1452 return 0;
1453 }
1454
1455 if (op->contr)
1456 bow = op->current_weapon;
1457 else
1606 } 1458 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1459 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1460 /* 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. 1461 * don't need to switch back and forth between bows and weapons.
1613 */ 1462 */
1614 if(bow->type==BOW) 1463 if (bow->type == BOW)
1615 break; 1464 break;
1616 1465
1617 if (!bow) { 1466 if (!bow)
1467 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1468 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1469 return 0;
1620 } 1470 }
1471
1472 // optimisation: move object to top so we will find it quickly again
1473 splay (bow);
1621 } 1474 }
1475
1622 if( !bow->race || !bow->skill) { 1476 if (!bow->race || !bow->skill)
1477 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1478 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1479 return 0;
1625 } 1480 }
1626 1481
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) { 1482 if (arrow == NULL)
1483 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1484 if ((arrow = find_arrow (op, bow->race)) == NULL)
1485 {
1637 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1487 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 */ 1488 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1489 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1490 CLEAR_FLAG (op, FLAG_READY_BOW);
1491
1643 return 0; 1492 return 0;
1644 } 1493 }
1645 } 1494 }
1495
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1496 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1497 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1498 return 0;
1649 } 1499
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1500 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1501 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1502 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1503 return 0;
1653 } 1504 }
1654 1505
1655 /* this should not happen, but sometimes does */ 1506 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1507 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1508 {
1658 free_object(arrow); 1509 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1510 arrow->destroy ();
1659 return 0; 1511 return 0;
1660 } 1512 }
1661 1513
1662 left = arrow; /* these are arrows left to the player */ 1514 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1515 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1516 if (!arrow)
1665 if (arrow == NULL) { 1517 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1519 return 0;
1669 } 1520 }
1670 set_owner(arrow, op); 1521
1671 if (arrow->skill) free_string(arrow->skill); 1522 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1523 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1524 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1525
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 */ 1526 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1527 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1528 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1529 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1530
1690 /* Note that this was different for monsters - they got their level 1531#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1532 if (player *pl = op->contr)
1692 */
1693 1533 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1534 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1535
1536 /* penalize ROF for bestarrow */
1537 if (pl->bowtype == bow_bestarrow)
1538 speed *= .9f;
1539 else
1540 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1541
1542 op->speed_left += speed - op->speed;
1543 }
1544#endif
1545
1546 SET_ANIMATION (arrow, arrow->direction);
1547
1698 /* update the speed */ 1548 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1549 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; 1550 + bow->stats.dam / 7.f;
1703 1551
1704 if (arrow->speed < 1.0) 1552 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1553 arrow->speed_left = 0;
1708 1554
1555 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1556
1709 if (op->type == PLAYER) { 1557 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1558 {
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; 1559 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1560 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1561
1562 if (!arrow->slaying)
1563 arrow->slaying = op->slaying;
1564
1565 arrow->attacktype |= op->attacktype;
1566 }
1567 else
1568 {
1720 arrow->level = op->level; 1569 arrow->level = op->level;
1721 } 1570 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1571
1572 if (!arrow->slaying)
1573 arrow->slaying = bow->slaying;
1574
1723 arrow->attacktype |= bow->attacktype; 1575 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1576 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1577
1727 arrow->map = m; 1578 wc -= arrow->level;
1579 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1580
1581 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1582 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1583 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1584
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1585 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1586 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1587
1735 if (!was_destroyed(arrow, tag)) 1588 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1589 move_arrow (arrow);
1737 1590
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; 1591 return 1;
1745} 1592}
1746 1593
1747/* Special fire code for players - this takes into 1594/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1595 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1596 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1597 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1598 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1599 * hence the function name.
1753 */ 1600 */
1601int
1754int player_fire_bow(object *op, int dir) 1602player_fire_bow (object *op, int dir)
1755{ 1603{
1756 int ret=0, wcmod=0; 1604 int ret;
1757 1605
1758 if (op->contr->bowtype == bow_bestarrow) { 1606 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1607 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1608 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); 1609 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1610 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1611 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1612 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, 1613 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1614 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1615 else if (op->contr->bowtype == bow_threewide)
1616 {
1617 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1619 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1620 }
1621 else if (op->contr->bowtype == bow_spreadshot)
1622 {
1623 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1624 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1625 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1626 }
1627 else
1628 {
1629 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1630 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 } 1631 }
1632
1780 return ret; 1633 return ret;
1781} 1634}
1782
1783 1635
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1636/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1637 * Broken apart from 'fire' to keep it more readable.
1786 */ 1638 */
1639void
1787void fire_misc_object(object *op, int dir) 1640fire_misc_object (object *op, int dir)
1788{ 1641{
1789 object *item; 1642 object *item = op->contr->ranged_ob;
1790 1643
1791 if (!op->contr->ranges[range_misc]) { 1644 if (!item)
1645 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1646 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1647 return;
1794 } 1648 }
1795 1649
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1650 if (!item->inv)
1651 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1652 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1653 return;
1800 } 1654 }
1655
1656 if (!op->change_weapon (item))
1657 return;
1658
1801 if (item->type == WAND) { 1659 if (item->type == WAND)
1660 {
1802 if(item->stats.food<=0) { 1661 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1662 {
1663 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)); 1664 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1665
1805 return; 1666 return;
1806 } 1667 }
1668 }
1807 } else if (item->type == ROD || item->type==HORN) { 1669 else if (item->type == ROD || item->type == HORN)
1670 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1671 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1672
1673 // using the maximum of the rods charge allows at least one spell cast
1674 // for a rod or horn, this fixes some broken rods.
1675 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1676 {
1677 op->contr->play_sound (sound_find ("wand_poof"));
1678
1810 if (item->type== ROD) 1679 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)); 1680 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1681 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1682 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)); 1683
1816 return; 1684 return;
1817 } 1685 }
1818 } 1686 }
1819 1687
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1688 if (cast_spell (op, item, dir, item->inv, NULL))
1689 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1690 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1691
1822 if (item->type == WAND) { 1692 if (item->type == WAND)
1693 {
1823 if (!(--item->stats.food)) { 1694 if (!(--item->stats.food))
1695 {
1824 object *tmp; 1696 object *tmp;
1697
1825 if (item->arch) { 1698 if (item->arch)
1699 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1700 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1701 item->face = item->arch->face;
1828 item->speed = 0; 1702 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1703 }
1831 if ((tmp=is_player_inv(item))) 1704
1705 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1706 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1707 }
1834 } 1708 }
1835 else if (item->type == ROD || item->type==HORN) { 1709 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1710 drain_rod_charge (item);
1837 }
1838 } 1711 }
1839} 1712}
1840 1713
1841/* Received a fire command for the player - go and do it. 1714/* Received a fire command for the player - go and do it.
1842 */ 1715 */
1716bool
1843void fire(object *op,int dir) { 1717fire (object *op, int dir)
1718{
1844 int spellcost=0; 1719 int spellcost = 0;
1845 1720
1721 player *pl = op->contr;
1722
1723 if (pl->golem)
1724 {
1725 control_golem (op->contr->golem, dir);
1726 return false;
1727 }
1728
1729 object *ob = pl->ranged_ob;
1730
1731 if (!ob)
1732 return false;
1733
1734 if (op->speed_left > 0.f)
1735 --op->speed_left;
1736 else
1737 return false;
1738
1739 if (!op->change_weapon (ob))
1740 return false;
1741
1846 /* check for loss of invisiblity/hide */ 1742 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1743 if (action_makes_visible (op))
1744 make_visible (op);
1848 1745
1849 switch(op->contr->shoottype) { 1746 switch (ob->type)
1850 case range_none: 1747 {
1851 return; 1748 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1749 player_fire_bow (op, dir);
1855 return; 1750 break;
1856 1751
1857 case range_magic: /* Casting spells */ 1752 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1753 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1754 break;
1860 1755
1861 case range_misc: 1756 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 ); 1757 apply_map_builder (op, dir);
1886 return; 1758 break;
1759
1760 case SKILL:
1761 do_skill (op, op, ob, dir, 0);
1762 break;
1763
1887 default: 1764 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1765 fire_misc_object (op, dir);
1889 return; 1766 break;
1890 } 1767 }
1891}
1892 1768
1893 1769 return true;
1770}
1894 1771
1895/* find_key 1772/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1773 * 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 1774 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1775 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1777 * pl is the player,
1901 * inv is the objects inventory to searched 1778 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1779 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1780 * This function can be called recursively to search containers.
1904 */ 1781 */
1905 1782object *
1906object * find_key(object *pl, object *container, object *door) 1783find_key (object *pl, object *container, object *door)
1907{ 1784{
1908 object *tmp,*key; 1785 object *tmp, *key;
1909 1786
1910 /* Should not happen, but sanity checking is never bad */ 1787 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1788 if (!container->inv)
1789 return 0;
1912 1790
1913 /* First, lets try to find a key in the top level inventory */ 1791 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1792 for (tmp = container->inv; tmp; tmp = tmp->below)
1793 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1794 if (door->type == DOOR && tmp->type == KEY)
1795 break;
1796
1916 /* For sanity, we should really check door type, but other stuff 1797 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1798 * (like containers) can be locked with special keys
1918 */ 1799 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1800 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1801 break;
1921 } 1802 }
1803
1922 /* No key found - lets search inventories now */ 1804 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1805 /* 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 1806 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1807 * a key, return
1926 */ 1808 */
1927 if (!tmp) { 1809 if (!tmp)
1810 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1811 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 /* No reason to search empty containers */ 1812 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1813 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1814 if ((key = find_key (pl, tmp, door)))
1932 } 1815 return key;
1933 } 1816
1934 if (!tmp) return NULL; 1817 if (!tmp)
1818 return 0;
1935 } 1819 }
1820
1936 /* We get down here if we have found a key. Now if its in a container, 1821 /* 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 1822 * see if we actually want to use it
1938 */ 1823 */
1939 if (pl!=container) { 1824 if (pl != container)
1825 {
1940 /* Only let players use keys in containers */ 1826 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1827 if (!pl->contr)
1828 return 0;
1829
1942 /* cases where this fails: 1830 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1831 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1832 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1833 * If the container is not active, return now since only active
1946 * containers can be used. 1834 * containers can be used.
1947 * If we only search keyrings and the container does not have 1835 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1836 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1837 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1838 * inv must have been an container and must have been active.
1951 * 1839 *
1952 * Change the color so that the message doesn't disappear with 1840 * Change the color so that the message doesn't disappear with
1953 * all the others. 1841 * all the others.
1954 */ 1842 */
1955 if (pl->contr->usekeys == key_inventory || 1843 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1844 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1845 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 (!container->race || strcmp(container->race, "keys"))) 1846 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1847 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1848 "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; 1849 return NULL;
1964 } 1850 }
1965 } 1851 }
1852
1966 return tmp; 1853 return tmp;
1967} 1854}
1968 1855
1969/* moved door processing out of move_player_attack. 1856/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1857 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1858 * such that the caller should not do anything more,
1972 * 0 otherwise 1859 * 0 otherwise
1973 */ 1860 */
1861static int
1974static int player_attack_door(object *op, object *door) 1862player_attack_door (object *op, object *door)
1975{ 1863{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1864 /* 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 - 1865 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1866 * otherwise, we fall through to the rest of the code.
1980 */ 1867 */
1981 object *key=find_key(op, op, door); 1868 object *key = find_key (op, op, door);
1982 1869
1983 /* IF we found a key, do some extra work */ 1870 /* If we found a key, do some extra work */
1984 if (key) { 1871 if (key)
1872 {
1985 object *container=key->env; 1873 object *container = key->env;
1986 1874
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1877
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1878 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1879 spring_trap (door->inv, op);
1880
1990 if (door->type == DOOR) { 1881 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1882 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1883 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1884 {
1995 "You open the door with the %s", query_short_name(key)); 1885 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1886 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1887 }
1888
1998 /* Do this after we print the message */ 1889 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1890 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1891
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1892 return 1; /* Nothing more to do below */
1893 }
2004 } else if (door->type==LOCKED_DOOR) { 1894 else if (door->type == LOCKED_DOOR)
1895 {
2005 /* Might as well return now - no other way to open this */ 1896 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1897 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1898 return 1;
2008 } 1899 }
1900
2009 return 0; 1901 return 0;
2010} 1902}
2011 1903
2012/* This function is just part of a breakup from move_player. 1904/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1905 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1906 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1907 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1908 * going to try and move (not fire weapons).
2017 */ 1909 */
2018 1910bool
2019void move_player_attack(object *op, int dir) 1911move_player_attack (object *op, int dir)
2020{ 1912{
2021 object *tmp, *mon; 1913 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1914 {
1915 --op->speed_left;
1916 return true;
1917 }
1918
2023 int on_battleground; 1919 int on_battleground;
2024 mapstruct *m;
2025 1920
2026 nx=freearr_x[dir]+op->x; 1921 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1922 sint16 ny = freearr_y[dir] + op->y;
2028 1923
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1924 on_battleground = op_on_battleground (op, 0, 0);
2030 1925
1926 if (out_of_map (op->map, nx, ny))
1927 return false;
1928
2031 /* If braced, or can't move to the square, and it is not out of the 1929 /* 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 1930 * 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 1931 * 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 1932 * 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 1933 * 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 1934 * 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 1935 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1936 * move_ob uses.
2039 */ 1937 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1938 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 1939
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1940 /* 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. 1941 * 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 1942 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1943 * on the space
1944 */
1945 object *mon;
1946 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1947 {
1948 if ((mon->flag [FLAG_ALIVE]
1949 || mon->type == LOCKED_DOOR
1950 || mon->flag [FLAG_CAN_ROLL])
1951 && mon != op)
1952 break;
1953 }
1954
1955 if (!mon) /* This happens anytime the player tries to move */
1956 return false; /* into a wall */
1957
1958 mon = mon->head_ ();
1959
1960 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1961 if (op->contr->weapon_sp_left > 0.f)
1962 if (player_attack_door (op, mon))
2057 */ 1963 {
2058 while (tmp!=NULL) { 1964 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 1965 return true;
2060 tmp=tmp->above; 1966 }
2061 continue; 1967
1968 /* The following deals with possibly attacking peaceful
1969 * or friendly creatures. Basically, all players are considered
1970 * unaggressive. If the moving player has peaceful set, then the
1971 * object should be pushed instead of attacked. It is assumed that
1972 * if you are braced, you will not attack friends accidently,
1973 * and thus will not push them.
1974 */
1975
1976 /* If the creature is a pet, push it even if the player is not
1977 * peaceful. Our assumption is the creature is a pet if the
1978 * player owns it and it is either friendly or unagressive.
1979 */
1980 if (op->type == PLAYER
1981 && ((mon->owner && mon->owner->contr
1982 && same_party (mon->owner->contr->party, op->contr->party))
1983 || mon->owner == op)
1984 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1985 {
1986 /* If we're braced, we don't want to switch places with it */
1987 if (op->contr->braced)
1988 return false;
1989
1990 if (op->speed_left > 0.f)
1991 {
1992 --op->speed_left;
1993
1994 op->play_sound (sound_find ("push_player"));
1995 push_ob (mon, dir, op);
1996
1997 if (action_makes_visible (op))
1998 make_visible (op);
1999
2000 return true;
2001 }
2002 else
2003 return false;
2004 }
2005
2006 /* in certain circumstances, you shouldn't attack friendly
2007 * creatures. Note that if you are braced, you can't push
2008 * someone, but put it inside this loop so that you won't
2009 * attack them either.
2010 */
2011 if ((mon->type == PLAYER || mon->enemy != op)
2012 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2013 && ((op->contr->peaceful
2014 || (mon->type == PLAYER && mon->contr->peaceful))
2015 && !on_battleground))
2016 {
2017 if (op->speed_left > 0.f)
2018 {
2019 --op->speed_left;
2020
2021 if (!op->contr->braced)
2022 {
2023 op->play_sound (sound_find ("push_player"));
2024 push_ob (mon, dir, op);
2062 } 2025 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2026 else
2064 mon = tmp; 2027 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 2028
2075 if(mon->head != NULL) 2029 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 2030 make_visible (op);
2077 2031
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2032 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 { 2033 }
2106 /* If we're braced, we don't want to switch places with it */ 2034 }
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 2035 /* 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. 2036 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2037 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2038 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2039 {
2040 if (op->speed_left > 0.f)
2041 {
2042 --op->speed_left;
2043
2142 recursive_roll(mon,dir,op); 2044 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2045 if (action_makes_visible (op))
2144 } 2046 make_visible (op);
2145 2047
2048 return true;
2049 }
2050 }
2146 /* Any generic living creature. Including things like doors. 2051 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2052 * 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: 2053 * 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 2054 * 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. 2055 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2056 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2057 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2058 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2059 {
2156 2060 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 } 2061 {
2184 } /* if player should attack something */ 2062 --op->contr->weapon_sp_left;
2185}
2186 2063
2064 skill_attack (mon, op, 0, 0, 0);
2065
2066 if (action_makes_visible (op))
2067 make_visible (op);
2068
2069 return true;
2070 }
2071 }
2072
2073 return false;
2074}
2075
2076bool
2187int move_player(object *op,int dir) { 2077move_player (object *op, int dir)
2078{
2188 int pick; 2079 int pick;
2189 2080
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2081 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; 2082 return 0;
2083
2084 /* Sanity check: make sure dir is valid */
2085 if ((dir < 0) || (dir >= 9))
2086 {
2087 LOG (llevError, "move_player: invalid direction %d\n", dir);
2088 return 0;
2089 }
2090
2091 /* peterm: added following line */
2092 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2093 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2094
2095 op->facing = dir;
2096
2097 if (op->flag [FLAG_HIDDEN])
2098 do_hidden_move (op);
2099
2100 bool retval;
2101
2102 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2103 retval = RESULT_INT (0);
2104 else if (op->contr->fire_on)
2105 retval = fire (op, dir);
2106 else
2107 {
2108 retval = move_player_attack (op, dir);
2109 pick = check_pick (op);
2110 }
2111
2112 /* Add special check for newcs players and fire on - this way, the
2113 * server can handle repeat firing.
2114 */
2115 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2116 op->direction = dir;
2117 else
2118 op->direction = 0;
2119
2120 /* Update how the player looks. Use the facing, so direction may
2121 * get reset to zero. This allows for full animation capabilities
2122 * for players.
2123 */
2124 animate_object (op, op->facing);
2125
2126 return retval;
2231} 2127}
2232 2128
2233/* This is similar to handle_player, below, but is only used by the 2129/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2130 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2131 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2132 * the new speed values for commands.
2237 * 2133 *
2238 * Returns true if there are more actions we can do. 2134 * Returns true if there are more actions we can do. Should not do
2135 * many actions in a row, as that would be too unfair to other
2136 * players.
2239 */ 2137 */
2138bool
2240int handle_newcs_player(object *op) 2139handle_newcs_player (object *op)
2241{ 2140{
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)) { 2141 if (QUERY_FLAG (op, FLAG_SCARED))
2142 {
2143 if (op->speed_left > 0.f)
2144 {
2145 --op->speed_left;
2259 flee_player(op); 2146 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2147
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2148 return true;
2264 } 2149 }
2150 else
2151 return false;
2265 } 2152 }
2266 2153
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 2154 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2155 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2156 * called, so we recheck it here.
2282 */ 2157 */
2283 HandleClient(&op->contr->socket, op->contr); 2158 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2159 return true;
2285 2160
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2161 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); 2162 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2163
2296 else return 0; 2164 return false;
2297 } 2165}
2166
2167int
2168save_life (object *op)
2169{
2170 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2171 return 0;
2299}
2300 2172
2301int save_life(object *op) { 2173 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2174 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2175 {
2176 op->play_sound (sound_find ("ob_evaporate"));
2177 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2178
2179 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2180 CLEAR_FLAG (op, FLAG_LIFESAVE);
2181
2182 if (op->stats.hp < 0)
2183 op->stats.hp = op->stats.maxhp;
2184
2185 if (op->stats.food < 0)
2186 op->stats.food = 999;
2187
2188 op->update_stats ();
2305 return 0; 2189 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 } 2190 }
2191
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2192 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2194 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2195 return 0;
2329} 2196}
2330 2197
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2198/* 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 2199 * 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 2200 * function will descend into containers. op is the object to start the search
2334 * from. 2201 * from.
2335 */ 2202 */
2203static void
2336void remove_unpaid_objects(object *op, object *env) 2204drop_unpaid_items (object *op, object *env)
2337{ 2205{
2338 object *next;
2339
2340 while (op) { 2206 while (op)
2207 {
2341 next=op->below; /* Make sure we have a good value, in case 2208 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2209
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2210 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2211 op->insert_at (env);
2346 op->x = env->x; 2212 else if (op->inv)
2347 op->y = env->y; 2213 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2214
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; 2215 op = next;
2354 } 2216 }
2355} 2217}
2356 2218
2219void
2220object::drop_unpaid_items ()
2221{
2222 if (!flag [FLAG_REMOVED])
2223 ::drop_unpaid_items (inv, this);
2224}
2357 2225
2358/* 2226/*
2359 * Returns pointer a static string containing gravestone text 2227 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2228 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2229 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2230 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2231 * but there isn't one in the server directory.
2364 */ 2232 */
2233const char *
2365char *gravestone_text (object *op) 2234gravestone_text (object *op)
2366{ 2235{
2236 static dynbuf_text buf;
2237
2238 buf << "---- R.I.P. ----\n\n"
2239 << op->name;
2240
2241 if (op->type == PLAYER)
2242 buf << " the " << op->contr->title;
2243
2244 buf << "\n\n";
2245
2246 buf << "who was level ";
2247 buf << (sint32)op->level << "\n\n" // OO breakdown
2248 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2249
2250 if (op->type == PLAYER)
2251 buf << "by " << op->contr->killer_name () << ".\n\n";
2252
2253 {
2367 static char buf2[MAX_BUF]; 2254 static char buf2[128];
2368 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2255 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)); 2256 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << buf2;
2391 strcat (buf2, buf); 2258 }
2259
2392 return buf2; 2260 return buf;
2393} 2261}
2394 2262
2395 2263void
2396
2397void do_some_living(object *op) { 2264do_some_living (object *op)
2265{
2398 int last_food=op->stats.food; 2266 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2267 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2268 int over_hp, over_sp, over_grace;
2401 int i; 2269 int i;
2402 int rate_hp = 1200; 2270 int rate_hp = 1200;
2403 int rate_sp = 2500; 2271 int rate_sp = 2500;
2404 int rate_grace = 2000; 2272 int rate_grace = 2000;
2405 const int max_hp = 1; 2273 const int max_hp = 1;
2406 const int max_sp = 1; 2274 const int max_sp = 1;
2407 const int max_grace = 1; 2275 const int max_grace = 1;
2408 2276
2409 if (op->contr->outputs_sync) { 2277 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2278 {
2411 if (op->contr->outputs[i].buf!=NULL && 2279 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2280 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2281 * depending on the value of invisible, so we need to
2282 * alternate it here for it to work correctly.
2283 */
2284 if (pticks & 2)
2285 op->invisible--;
2414 } 2286 }
2287 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2288 {
2289 if (!op->invisible--)
2290 {
2291 make_visible (op);
2292 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2293 }
2294 }
2415 2295
2416 if(op->contr->state==ST_PLAYING) { 2296 if (op->contr->ns->state == ST_PLAYING)
2417 2297 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2298 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2299 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2300 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2301 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2302 else
2303 {
2423 gen_hp = op->stats.maxhp; 2304 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2305 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2306 }
2307
2426 if(op->contr->gen_sp >= 0 ) 2308 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2309 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2310 else
2311 {
2429 gen_sp = op->stats.maxsp; 2312 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2313 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2314 }
2315
2432 if(op->contr->gen_grace >= 0) 2316 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2317 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2318 else
2319 {
2435 gen_grace = op->stats.maxgrace; 2320 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2321 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 } 2322 }
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 2323
2473 /* Regenerate Grace */ 2324 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2325 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2326 if (--op->last_grace < 0)
2327 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2328 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2329 op->stats.grace++; /* no penalty in food for regaining grace */
2330
2478 if(max_grace>1) { 2331 if (max_grace > 1)
2332 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2333 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2334 if (over_grace > 0)
2335 {
2481 op->stats.sp += over_grace 2336 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; 2337 + (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; 2338 op->last_grace = 0;
2339 }
2484 } else { 2340 else
2341 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2342 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2343 }
2486 } 2344 }
2487 } else { 2345 else
2346 {
2488 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);
2489 } 2348 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2349 /* 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 } 2350 }
2506 } 2351
2507 if(max_hp>1) { 2352 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 } 2353 {
2516 } else { 2354 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2355 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2356 {
2519 } 2357 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2358
2521 /* Digestion */ 2359 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2360 {
2523#ifdef COZY_SERVER 2361 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 2362
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 */ 2363 /* 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)) { 2364 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; 2365 {
2366 op->stats.food--;
2367
2368 if (op->contr->digestion < 0)
2369 op->stats.food += op->contr->digestion;
2370 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2371 op->stats.food = last_food;
2372 }
2551 } 2373 }
2374
2375 if (max_sp > 1)
2376 {
2377 over_sp = (gen_sp + 10) / rate_sp;
2378 if (over_sp > 0)
2379 {
2380 if (op->stats.sp < op->stats.maxsp)
2381 {
2382 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2383
2384 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2385 op->stats.sp--;
2386
2387 if (op->stats.sp > op->stats.maxsp)
2388 op->stats.sp = op->stats.maxsp;
2389 }
2390
2391 op->last_sp = 0;
2392 }
2393 else
2394 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2395 }
2396 else
2397 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2398 }
2399
2400 /* Regenerate Hit Points */
2401 if (--op->last_heal < 0)
2402 {
2403 if (op->stats.hp < op->stats.maxhp)
2404 {
2405 op->stats.hp++;
2406
2407 /* dms do not consume food */
2408 if (!QUERY_FLAG (op, FLAG_WIZ))
2409 {
2410 op->stats.food--;
2411
2412 if (op->contr->digestion < 0)
2413 op->stats.food += op->contr->digestion;
2414 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2415 op->stats.food = last_food;
2416 }
2417 }
2418
2419 if (max_hp > 1)
2420 {
2421 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2422
2423 if (over_hp > 0)
2424 {
2425 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2426 op->last_heal = 0;
2427 }
2428 else
2429 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2430 }
2431 else
2432 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2433 }
2434 }
2435
2436 /* Digestion */
2437 if (--op->last_eat < 0)
2438 {
2439 int bonus = max (0, op->contr->digestion),
2440 penalty = max (0, -op->contr->digestion);
2441
2442 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2443
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG (op, FLAG_WIZ))
2446 op->stats.food--;
2447 }
2448
2449 if (op->stats.food < 0 && op->stats.hp >= 0)
2450 {
2451 object *flesh = 0;
2452
2453 for_inv_removable (op, tmp)
2454 {
2455 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2456 continue;
2457
2458 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2459 {
2460 op->statusmsg ("You blindly grab for a bite of food. "
2461 "H<To prevent you from starving, you ate some random item from your backpack.>");
2462 manual_apply (op, tmp, 0);
2463
2464 if (op->stats.food >= 0 || op->stats.hp < 0)
2465 break;
2466 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2467 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2468 flesh = tmp;
2554 } /* end of for loop */ 2469 }
2470
2555 /* If player is still starving, it means they don't have any food, so 2471 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2472 * eat flesh instead.
2557 */ 2473 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2474 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."); 2475 {
2476 op->statusmsg ("You blindly grab for a bite of food. "
2477 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 manual_apply(op,flesh,0); 2478 manual_apply (op, flesh, 0);
2479 }
2480
2481 // If player is still starving, alert him!
2482 if (op->stats.food < 0)
2483 op->failmsg ("You are starving! "
2484 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2485 }
2486
2487 if (op->stats.food < 0)
2561 } 2488 {
2562 } /* end if player is starving */ 2489 op->stats.hp += op->stats.food;
2490 op->stats.food = 0;
2563 2491
2564 while(op->stats.food<0&&op->stats.hp>0) 2492 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2493 {
2494 op->contr->killer = archetype::get ("killer_starvation");
2495 op->contr->killer->destroy ();
2496 }
2497 }
2566 2498
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2499 /* killer should be set here already */
2500 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2501 kill_player (op);
2502 }
2569} 2503}
2570
2571
2572 2504
2573/* If the player should die (lack of hp, food, etc), we call this. 2505/* 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 2506 * 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 2507 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2508 * file.
2577 */ 2509 */
2510void
2578void kill_player(object *op) 2511kill_player (object *op)
2579{ 2512{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2513 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2514 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; 2515 int will_kill_again;
2589 archetype *at; 2516 archetype *at;
2590 object *tmp; 2517 object *tmp;
2591 2518
2592 if(save_life(op)) 2519 if (save_life (op))
2593 return; 2520 return;
2594 2521
2522 dynbuf_text deathtab;
2595 2523
2524 /* restore player */
2525 at = archetype::find ("poisoning");
2526 if (object *tmp = present_arch_in_ob (at, op))
2527 {
2528 tmp->destroy ();
2529 deathtab << "Your body feels cleansed...\r";
2530 }
2531
2532 at = archetype::find ("confusion");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your mind feels clearer...\r";
2537 }
2538
2539 cure_disease (op, 0, 0); /* remove any disease */
2540
2541 max_it (op->stats.hp , op->stats.maxhp);
2542 max_it (op->stats.sp , op->stats.maxsp);
2543 max_it (op->stats.grace, op->stats.maxgrace);
2544
2545 if (op->stats.food <= 0)
2546 op->stats.food = 999;
2547
2548 // remove all spell effects that are active
2549 // to avoid long-term effects such as word-of-recall
2550 for (object *item = op->inv; item; )
2551 {
2552 object *next = item->below;
2553
2554 if (item->type == SPELL_EFFECT && item->active)
2555 item->destroy ();
2556
2557 item = next;
2558 }
2559
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2560 /* 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. 2561 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2562 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2563 */
2600 if (op_on_battleground(op, &x, &y)) { 2564 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2565 {
2602 "You have been defeated in combat!"); 2566 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 2567
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 */ 2568 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2569 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 } 2570 {
2571 tmp->name = format ("%s's finger" , &op->name);
2572 tmp->name_pl = format ("%s's fingers", &op->name);
2573 tmp->msg = format (
2574 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2575 &op->name, op->contr->title,
2576 (int)op->level,
2577 op->contr->killer_name ()
2578 );
2579 tmp->value = 0, tmp->type = 0;
2580 tmp->materialname = "organics";
2581 tmp->insert_at (op, tmp);
2643 2582 }
2583
2644 /* teleport defeated player to new destination*/ 2584 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2585 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2586 op->contr->braced = 0;
2587
2588 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2589 return;
2648 } 2590 }
2649 2591
2592 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2593 deathtab << "T<YOU HAVE DIED>\n\n";
2594
2650 INVOKE_PLAYER (DEATH, op->contr); 2595 INVOKE_PLAYER (DEATH, op->contr);
2651 2596
2652 command_kill_pets (op, 0); 2597 command_kill_pets (op, 0);
2653 2598
2654 if(op->stats.food<0) { 2599 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 2600
2675 /* save the map location for corpse, gravestone*/ 2601 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2602 x = op->x;
2603 y = op->y;
2604 map = op->map;
2677 2605
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2606 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2607 * 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. 2608 * See the config.h file for a little more in depth detail about this.
2683 */ 2609 */
2684 2610
2685 /* Basically two ways to go - remove a stat permanently, or just 2611 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2612 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2613 * of death.
2688 */ 2614 */
2689#ifndef COZY_SERVER 2615#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2616 if (settings.balanced_stat_loss)
2617 {
2691 /* If stat loss is permanent, lose one stat only. */ 2618 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2619 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2620 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2621 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2622 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2623 little bit harder. */
2697 /* GD */ 2624 /* GD */
2698 if (settings.stat_loss_on_death) 2625 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; 2626 num_stats_lose = 1;
2704 } 2627 else
2628 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2629 }
2630 else
2631 num_stats_lose = 1;
2632
2705 lost_a_stat = 0; 2633 lost_a_stat = 0;
2706 2634
2707 for (z=0; z<num_stats_lose; z++) { 2635 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2636 {
2637 i = rndm (NUM_STATS);
2709 2638
2710 if (settings.stat_loss_on_death) { 2639 if (settings.stat_loss_on_death)
2640 {
2711 /* Pick a random stat and take a point off it. Tell the player 2641 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2642 * what he lost.
2713 */ 2643 */
2714 change_attr_value(&(op->stats), i,-1); 2644 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2645 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2646 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2647 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2648 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2649 lost_a_stat = 1;
2720 } else { 2650 }
2651 else
2652 {
2721 /* deplete a stat */ 2653 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2654 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2655 object *dep;
2656
2657 dep = present_arch_in_ob (deparch, op);
2658 if (!dep)
2724 2659 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2660 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2661 insert_ob_in_ob (dep, op);
2729 } 2662 }
2730 lose_this_stat = 1; 2663 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2664 if (settings.balanced_stat_loss)
2665 {
2732 /* GD */ 2666 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2667 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2668 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2669 if (this_stat < 0)
2670 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2671 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2672 int keep_chance = this_stat * this_stat;
2673
2738 /* Yes, I am paranoid. Sue me. */ 2674 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2675 if (keep_chance < 1)
2740 keep_chance = 1; 2676 keep_chance = 1;
2741 2677
2742 /* There is a maximum depletion total per level. */ 2678 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2679 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2680 {
2744 lose_this_stat = 0; 2681 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2682 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2683 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 } 2684 }
2756 } 2685 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 */ 2686 {
2766 if (this_stat>=-50) { 2687 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; 2688 lose_this_stat = 0;
2689 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2690 this_stat, keep_chance, loss_chance,
2691 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2692 }
2773 } 2693 }
2774 } 2694 }
2775 } 2695
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2696 if (lose_this_stat)
2778 { 2697 {
2779 /* determine_god() seems to not work sometimes... why is this? 2698 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2699 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2700 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2701 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2702 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2703 * difference.
2785 " you.", god); 2704 */
2705 if (this_stat >= -50)
2786 else 2706 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2707 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2708 SET_FLAG (dep, FLAG_APPLIED);
2709 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2710 op->update_stats ();
2711 lost_a_stat = 1;
2712 }
2789 } 2713 }
2714 }
2715 }
2716
2717 /* If no stat lost, tell the player. */
2718 if (!lost_a_stat)
2719 {
2720 /* determine_god() seems to not work sometimes... why is this?
2721 Should I be using something else? GD */
2722 shstr_tmp god = determine_god (op);
2723
2724 if (god != shstr_none)
2725 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2726 else
2727 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2728 }
2729#else
2730 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2731#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 2732
2794 /* Put a gravestone up where the character 'almost' died. List the 2733 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2734 * exp loss on the stone.
2796 */ 2735 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2736 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2737 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2738 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2739 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); 2740 &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; 2741 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2742 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2743
2811 /**************************************/ 2744 /**************************************/
2812 /* */ 2745 /* */
2813 /* Subtract the experience points, */ 2746 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2747 /* */
2817 /**************************************/ 2748 /**************************************/
2818 2749
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)); */ 2750 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2751 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 2752
2845 /* 2753 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2754 * 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 2755 * and put them back in the map.
2848 * in the map. 2756 */
2849 */ 2757 op->drop_unpaid_items ();
2850 2758
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2759 /****************************************/
2855 /* */ 2760 /* */
2856 /* Move player to his current respawn- */ 2761 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2762 /* position (usually last savebed) */
2858 /* */ 2763 /* */
2859 /****************************************/ 2764 /****************************************/
2860 2765
2861 enter_player_savebed(op); 2766 enter_player_savebed (op);
2862 2767
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2768 op->contr->braced = 0;
2867 save_player(op,1);
2868 2769
2869 /* it is possible that the player has blown something up 2770 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2771 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2772 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2773 * on the space that might harm the player.
2873 */ 2774 */
2874 will_kill_again=0; 2775 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2777 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2778 will_kill_again |= tmp->attacktype;
2878 } 2779
2879 if (will_kill_again) { 2780 if (will_kill_again)
2781 {
2880 object *force; 2782 object *force;
2881 int at; 2783 int at;
2882 2784
2883 force=get_archetype(FORCE_NAME); 2785 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2786 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2787 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2788 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2789 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2790 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2791 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2792 force->resist[at] = 100;
2793
2794 insert_ob_in_ob (force, op);
2795 op->update_stats ();
2796 }
2797
2798 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2799}
2800
2801void
2802loot_object (object *op)
2803{ /* Grab and destroy some treasure */
2804 object *tmp, *tmp2, *next;
2805
2806 op->close_container (); /* close open sack first */
2807
2808 for (tmp = op->inv; tmp; tmp = next)
2809 {
2810 next = tmp->below;
2811
2812 if (tmp->invisible)
2813 continue;
2814
2815 tmp->remove ();
2816 tmp->x = op->x, tmp->y = op->y;
2817
2818 if (tmp->type == CONTAINER)
2819 loot_object (tmp); /* empty container to ground */
2820
2821 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2822 {
2823 if (tmp->nrof > 1)
2824 {
2825 tmp->decrease (rndm (1, tmp->nrof - 1));
2826 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2827 }
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 { 2828 else
2950 delete_character(op->name,1); 2829 tmp->destroy ();
2951 } 2830 }
2952 } 2831 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); 2832 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 } 2833 }
2997} 2834}
2998 2835
2999/* 2836/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2837 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2838 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2839 * was changed.
3003 */ 2840 */
3004 2841void
3005void fix_weight(void) { 2842fix_weight (void)
3006 player *pl; 2843{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2844 for_all_players (pl)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2845 {
3009 if(old == sum) 2846 sint32 old = pl->ob->carrying;
3010 continue; 2847
3011 fix_player(pl->ob); 2848 pl->ob->update_weight ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2849
3013 pl->ob->name, old, sum); 2850 if (old != pl->ob->carrying)
2851 {
2852 pl->ob->update_stats ();
2853 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2854 }
3014 } 2855 }
3015} 2856}
3016 2857
2858void
3017void fix_luck(void) { 2859fix_luck (void)
3018 player *pl; 2860{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2861 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2862 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2863 pl->ob->change_luck (0);
3022} 2864}
3023
3024 2865
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2866/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2867 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2868 * just treat this as any other spell casting object.
3028 */ 2869 */
3029
3030void 2870void
3031cast_dust (object * op, object * throw_ob, int dir) 2871cast_dust (object *op, object *throw_ob, int dir)
3032{ 2872{
3033 object *skop, *spob; 2873 object *skop, *spob;
3034 2874
3035 skop = find_skill_by_name (op, throw_ob->skill); 2875 skop = find_skill_by_name (op, throw_ob->skill);
3036 2876
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2877 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2878 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2879 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2880 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2881 return;
3043 } 2882 }
3044 2883
3045 spob = throw_ob->inv; 2884 spob = throw_ob->inv;
3046 2885
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2886 // 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 2887 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2888 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2889 if (!spob)
3051 { 2890 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2891 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; 2892 return;
3055 } 2893 }
3056 2894
3057 if (op->type == PLAYER) 2895 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2896 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2897
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2898 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2899
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2900 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2901}
3066 2902
2903void
3067void make_visible (object *op) { 2904make_visible (object *op)
3068 op->hide = 0; 2905{
2906 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2907 op->invisible = 0;
2908
3070 if(op->type==PLAYER) { 2909 if (op->type == PLAYER)
2910 {
3071 op->contr->tmp_invis = 0; 2911 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2912 op->contr->invis_race = 0;
3073 } 2913 }
2914
3074 update_object(op,UP_OBJ_FACE); 2915 update_object (op, UP_OBJ_CHANGE);
3075} 2916}
3076 2917
2918int
3077int is_true_undead(object *op) { 2919is_true_undead (object *op)
3078 object *tmp=NULL; 2920{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2921 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2922 return 1;
3081 2923
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; 2924 return 0;
3087} 2925}
3088 2926
3089/* look at the surrounding terrain to determine 2927/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2928 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2929 * indicate greater hideability.
3092 */ 2930 */
3093 2931int
3094int hideability(object *ob) { 2932hideability (object *ob)
2933{
3095 int i,level=0, mflag; 2934 int i, level = 0, mflag;
3096 sint16 x,y; 2935 sint16 x, y;
3097 2936
3098 if(!ob||!ob->map) return 0; 2937 if (!ob || !ob->map)
2938 return 0;
3099 2939
3100 /* so, on normal lighted maps, its hard to hide */ 2940 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2941 level = ob->map->darklevel () - 2;
3102 2942
3103 /* this also picks up whether the object is glowing. 2943 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2944 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2945 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2946 if (ob->has_carried_lights ())
2947 level = -(10 + (2 * ob->map->darklevel ()));
3107 2948
3108 /* scan through all nearby squares for terrain to hide in */ 2949 /* 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]) { 2950 for (i = 0, x = ob->x, y = ob->y;
2951 i <= SIZEOFFREE1;
2952 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2953 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2954 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2955 if (mflag & P_OUT_OF_MAP)
2956 continue;
2957
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2958 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2959 level += 2;
3114 else /* open terrain! */ 2960 else /* open terrain! */
3115 level -= 1; 2961 level -= 1;
3116 } 2962 }
3117 2963
3118#if 0 2964#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2965 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2966#endif
3121 return level; 2967 return level;
3122} 2968}
3123 2969
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2970/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2971 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2972 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2973 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2974 */
3129 2975void
3130void do_hidden_move (object *op) { 2976do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2977{
3132 object *skop; 2978 int hide = 0;
3133 2979
3134 if(!op || !op->map) return; 2980 if (!op || !op->map)
2981 return;
3135 2982
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2983 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2984 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2985
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2986 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2987 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2988 if (!skop || num >= skop->level)
2989 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2990 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); 2991 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2992 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2993 }
2994 else
2995 num += 20;
2996
2997 num += op->map->difficulty;
2998 hide = hideability (op); /* modify by terrain hidden level */
2999 num -= hide;
3000
3001 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3002 {
3003 make_visible (op);
3004
3005 if (op->type == PLAYER)
3006 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3007 }
3154 else if (op->type == PLAYER && skop) { 3008 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3009 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3010}
3158 3011
3159/* determine if who is standing near a hostile creature. */ 3012/* determine if who is standing near a hostile creature. */
3160 3013
3014int
3161int stand_near_hostile( object *who ) { 3015stand_near_hostile (object *who)
3016{
3162 object *tmp=NULL; 3017 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3018 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3019 maptile *m;
3165 sint16 x,y; 3020 sint16 x, y;
3166 3021
3167 if(!who) return 0; 3022 if (!who)
3023 return 0;
3168 3024
3169 if(who->type==PLAYER) player=1; 3025 if (who->type == PLAYER)
3026 player = 1;
3027
3028 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3029 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3030
3172 /* search adjacent squares */ 3031 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3032 for (i = 1; i < 9; i++)
3033 {
3174 x = who->x+freearr_x[i]; 3034 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3035 y = who->y + freearr_y[i];
3176 m = who->map; 3036 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3037 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3038 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3039 * blocked, don't need to check this space.
3180 */ 3040 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3041 if (mflags & P_OUT_OF_MAP)
3042 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3043 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3044 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3045
3185 if((player||friendly) 3046 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3047 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3048 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3049 return 1;
3050 else if (tmp->type == PLAYER)
3051 {
3052 /*don't let a hidden DM prevent you from hiding */
3053 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3054 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 } 3055 }
3194 } 3056 }
3195 } 3057 }
3196 return 0; 3058 return 0;
3197} 3059}
3198 3060
3199/* check the player los field for viewability of the 3061/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3062 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3063 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 3064 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 3065 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 3066 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 3067 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 3068 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 3069 * 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. 3070 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3071 * -b.t.
3210 * This function is now map tiling safe. 3072 * This function is now map tiling safe.
3211 */ 3073 */
3212 3074int
3213int player_can_view (object *pl,object *op) { 3075player_can_view (object *pl, object *op)
3076{
3214 rv_vector rv; 3077 rv_vector rv;
3215 int dx,dy; 3078 int dx, dy;
3216 3079
3217 if(pl->type!=PLAYER) { 3080 if (pl->type != PLAYER)
3081 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3082 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3083 return -1;
3220 } 3084 }
3221 if (!pl || !op) return 0;
3222 3085
3223 if(op->head) { op = op->head; } 3086 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; 3087 return 0;
3088
3089 op = op->head_ ();
3090
3091 get_rangevector (pl, op, &rv, 0x1);
3092
3093 /* starting with the 'head' part, lets loop
3094 * through the object and find if it has any
3095 * part that is in the los array but isn't on
3096 * a blocked los square.
3097 * we use the archetype to figure out offsets.
3098 */
3099 while (op)
3100 {
3101 dx = rv.distance_x + op->arch->x;
3102 dy = rv.distance_y + op->arch->y;
3103
3104 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3105 return 1;
3106
3107 op = op->more;
3108 }
3109
3110 return 0;
3247} 3111}
3248 3112
3249/* routine for both players and monsters. We call this when 3113/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3114 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3115 * place or invisiblity spell. Artefact invisiblity causes
3252 * effected by this. If we arent invisible to begin with, we 3116 * "noise" instead. If we arent invisible to begin with, we
3253 * return 0. 3117 * return 0.
3254 */ 3118 */
3119int
3255int action_makes_visible (object *op) { 3120action_makes_visible (object *op)
3256 3121{
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3122 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3123 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3124 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3125 {
3126 // artefact invisibility is permanent, but we still make noise
3127 // this is important for game-balance.
3128 if (op->contr)
3129 op->make_noise ();
3130
3259 return 0; 3131 return 0;
3132 }
3260 3133
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3134 if (op->contr && op->contr->tmp_invis == 0)
3135 return 0;
3262 3136
3263 /* If monsters, they should become visible */ 3137 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3138 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3139 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3266 return 1; 3141 return 1;
3267 } 3142 }
3268 } 3143 }
3144
3269 return 0; 3145 return 0;
3270} 3146}
3271 3147
3272/* op_on_battleground - checks if the given object op (usually 3148/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3149 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3150 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3151 * -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 3152 * 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 3153 * 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 3154 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3155 */
3156int
3280int op_on_battleground (object *op, int *x, int *y) { 3157op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3158{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3159 /* 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), 3160 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3161 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3162 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3163 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3164 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3165 for (object *tmp = op->below; tmp; tmp = tmp->below)
3166 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3167 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3168 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3169 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3170 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3171 && tmp->name == shstr_battleground
3172 && EXIT_X (tmp) && EXIT_Y (tmp))
3173 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3174 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3175 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3176 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3177 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3178 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3179 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3180 {
3300 if (x != NULL && y != NULL) 3181 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3182 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3183
3302 return 1; 3184 return 1;
3185 }
3303 } 3186 }
3304 } 3187 }
3305 } 3188
3306 if (x != NULL && y != NULL) 3189 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3190 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3191
3308 return 1; 3192 return 1;
3193 }
3309 } 3194 }
3310 }
3311 } 3195 }
3196
3312 /* If we got here, did not find a battleground */ 3197 /* If we got here, did not find a battleground */
3313 return 0; 3198 return 0;
3314} 3199}
3315 3200
3316/* 3201/*
3320 * attributes: 3205 * attributes:
3321 * object *who the dragon player 3206 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3207 * int atnr the attack-number of the ability focus
3323 * int level ability level 3208 * int level ability level
3324 */ 3209 */
3210void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3211dragon_ability_gain (object *who, int atnr, int level)
3212{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3213 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3214 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3215 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3216 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3217 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3218 int i = 0, j = 0;
3332 3219
3333 /* get the appropriate treasurelist */ 3220 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3221 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3222 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3223 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3224 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3225 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3226 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3227 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3228 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3229
3343 if (trlist == NULL || who->type != PLAYER) 3230 if (trlist == NULL || who->type != PLAYER)
3231 return;
3232
3233 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3234
3235 if (!tr || !tr->item)
3236 {
3237 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3238 return;
3239 }
3240
3241 /* everything seems okay - now bring on the gift: */
3242 item = tr->item;
3243
3244 if (item->type == SPELL)
3245 {
3246 if (check_spell_known (who, item->name))
3344 return; 3247 return;
3345 3248
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3249 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3250 do_learn_spell (who, item, 0);
3348 3251 return;
3349 if (tr == NULL || tr->item == NULL) { 3252 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3253
3254 /* grant direct spell */
3255 if (item->type == SPELLBOOK)
3256 {
3257 if (!item->inv)
3258 {
3259 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3260 return;
3261 }
3262 if (check_spell_known (who, item->inv->name))
3351 return; 3263 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) { 3264 if (item->invisible)
3265 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3266 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); 3267 do_learn_spell (who, item->inv, 0);
3378 return; 3268 return;
3379 } 3269 }
3380 } 3270 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3271 else if (item->type == SKILL_TOOL && item->invisible)
3272 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3273 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3274 {
3383 3275
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3276 /* 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 3277 * 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, 3278 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3279 * but not all of them, he gets nothing.
3388 */ 3280 */
3389 if (!(skop->attacktype & item->attacktype)) { 3281 if (!(skop->attacktype & item->attacktype))
3282 {
3390 /* Give new attacktype */ 3283 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3284 skop->attacktype |= item->attacktype;
3392 3285
3393 /* always add physical if there's none */ 3286 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3287 skop->attacktype |= AT_PHYSICAL;
3395 3288
3396 if (item->msg != NULL) 3289 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3290 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3291
3399 /* Give player new face */ 3292 /* Give player new face */
3400 if (item->animation_id) { 3293 if (item->animation_id)
3294 {
3401 who->face = skop->face; 3295 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3296 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3297 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3298 who->last_anim = 0;
3405 who->state = 0; 3299 who->state = 0;
3406 animate_object(who, who->direction); 3300 animate_object (who, who->direction);
3407 } 3301 }
3408 } 3302 }
3409 } 3303 }
3410 } 3304 }
3411 else if (item->type == FORCE) { 3305 else if (item->type == FORCE)
3306 {
3412 /* forces in the treasurelist can alter the player's stats */ 3307 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3308 object *skin;
3309
3414 /* first get the dragon skin force */ 3310 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3311 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3312 ;
3417 if (skin == NULL) return; 3313
3418 3314 if (!skin)
3315 return;
3316
3419 /* adding new spellpath attunements */ 3317 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3318 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3319 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3320 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3321
3423 /* print message */ 3322 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3323 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3324 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3325 {
3426 if(item->path_attuned & (1<<i)) { 3326 if (item->path_attuned & (1 << i))
3327 {
3427 if (j) 3328 if (j)
3428 strcat(buf," and "); 3329 strcat (buf, " and ");
3429 else 3330 else
3430 j = 1; 3331 j = 1;
3431 strcat(buf, spellpathnames[i]); 3332 strcat (buf, spellpathnames[i]);
3432 } 3333 }
3433 } 3334 }
3434 strcat(buf,"."); 3335 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3336 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3337 }
3437 3338
3438 /* evtl. adding flags: */ 3339 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3340 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3341 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3342 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3343 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3344 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3345 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3346
3446 /* print message if there is one */ 3347 /* print message if there is one */
3447 if (item->msg != NULL) 3348 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3349 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3350 }
3351 else
3449 } 3352 {
3450 else {
3451 /* generate misc. treasure */ 3353 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3354 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3355 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); 3356 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3357 }
3458} 3358}
3459 3359
3460/** 3360/**
3461 * Unready an object for a player. This function does nothing if the object was 3361 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3362 * not readied.
3463 */ 3363 */
3364void
3464void player_unready_range_ob(player *pl, object *ob) { 3365player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3366{
3367 if (pl->ob->current_weapon == ob)
3368 pl->ob->current_weapon = 0;
3466 3369
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3370 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3371 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3372
3470 if (pl->shoottype == i) { 3373 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3374 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3375}
3376
3377sint8
3378player::darkness_at (maptile *map, int x, int y) const
3379{
3380 if (!ns)
3381 return LOS_BLOCKED;
3382
3383 int dx, dy;
3384 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3385 return LOS_BLOCKED;
3386
3387 x += dx - ns->current_x;
3388 y += dy - ns->current_y;
3389
3390 return blocked_los (x, y);
3391}
3392
3393void
3394player::infobox (const char *title, const char *msg, int color)
3395{
3396 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3397}
3398
3399void
3400player::statusmsg (const char *msg, int color)
3401{
3402 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3403}
3404
3405void
3406player::failmsg (const char *msg, int color)
3407{
3408 play_sound (sound_find ("generic_failure"));
3409 statusmsg (msg, color);
3410}
3411

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