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Comparing deliantra/server/server/player.C (file contents):
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.223 by root, Thu Jan 1 15:43:35 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
123 continue; 122 continue;
124 123
125 if (*buf == '%') 124 if (*buf == '%')
126 { /* send one news */ 125 { /* send one news */
127 if (size > 0) 126 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
129 131
130 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
131 strip_endline (subject); 133 strip_endline (subject);
132 size = 0; 134 size = 0;
133 news[0] = '\0'; 135 news[0] = '\0';
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
150} 152}
151 153
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156}
157
158/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
159static void 155static void
160set_first_map (object *op) 156set_first_map (object *op)
161{ 157{
162 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
163 op->x = -1; 159 op->x = -1;
164 op->y = -1; 160 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178} 161}
179 162
180void 163void
181player::activate () 164player::activate ()
182{ 165{
187 ob->remove (); 170 ob->remove ();
188 ob->map = 0; 171 ob->map = 0;
189 ob->activate_recursive (); 172 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob); 174 add_friendly_object (ob);
192 enter_map ();
193} 175}
194 176
195void 177void
196player::deactivate () 178player::deactivate ()
197{ 179{
204 186
205 if (ob->map) 187 if (ob->map)
206 maplevel = ob->map->path; 188 maplevel = ob->map->path;
207 189
208 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
209 ob->map = 0; 192 ob->map = 0;
210 party = 0; 193 party = 0;
211 194
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213 196
227 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
228 211
229 ns->update_look = 0; 212 ns->update_look = 0;
230 ns->look_position = 0; 213 ns->look_position = 0;
231 214
232 clear_los (ob); 215 clear_los ();
233 216
234 ns->reset_stats (); 217 ns->reset_stats ();
235 218
236 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
239 222
240 ob->carrying = sum_weight (ob); 223 ob->update_weight ();
241 link_player_skills (ob); 224 link_skills ();
242 225
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244 227
245 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
246 229
247 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
249 { 232 {
250 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
251 234
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
258 abil = tmp; 238 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
260 skin = tmp; 240 skin = tmp;
261 241
262 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
263 } 243 }
264 244
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266 246
267 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
268 307
269 for (object *op = ob->inv; op; op = op->below) 308 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED]) 309 if (op->flag [FLAG_APPLIED])
271 switch (op->type) 310 switch (op->type)
272 { 311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
273 case WAND: 316 case WAND:
274 case ROD: 317 case ROD:
275 case HORN: 318 case HORN:
276 case BOW: 319 case BOW:
277 case SKILL: 320 ranged_ob = op;
278 case SKILL_TOOL: 321 break;
322
279 case WEAPON: 323 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY); 324 combat_ob = op;
281 apply_special (ob, op, AP_APPLY);
282 break; 325 break;
283 } 326 }
284 327
285 ob->update_stats (); 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
286 ns->floorbox_update (); 329 ob->deactivate (); // change_weapon activates, fix this better
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299} 330}
300 331
301void 332void
302player::disconnect ()
303{
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op) 333player::set_observe (object *op)
326{ 334{
327 ob = op; 335 observe = op ? op : ob;
328 ob->contr = this; /* this aren't yet in archetype */ 336 do_los = 1;
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333} 337}
334 338
335player::player () 339player::player ()
336{ 340{
337 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
344 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
345 349
346 gen_sp_armour = 10; 350 gen_sp_armour = 10;
347 bowtype = bow_normal; 351 bowtype = bow_normal;
348 petmode = pet_normal; 352 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 353 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
352 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
353} 359}
354 360
355void 361void
356player::do_destroy () 362player::do_destroy ()
357{ 363{
362 if (ob) 368 if (ob)
363 { 369 {
364 ob->destroy_inv (false); 370 ob->destroy_inv (false);
365 ob->destroy (); 371 ob->destroy ();
366 } 372 }
373
374 ob = observe = 0;
367} 375}
368 376
369player::~player () 377player::~player ()
370{ 378{
371 /* Clear item stack */ 379 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
399 */ 407 */
400archetype * 408archetype *
401get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
402{ 410{
403 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
404 418
405 for (;;) 419 for (;;)
406 { 420 {
407 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
408 at = first_archetype; 422 i = archetypes.begin ();
409 else 423 else if (*i == at)
410 at = at->next; 424 cleanup ("not a single player archetype found");
411 425
412 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
413 return at; 427 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 428 }
421} 429}
422 430
423object * 431object *
424get_nearest_player (object *mon) 432get_nearest_player (object *mon)
428 unsigned lastdist; 436 unsigned lastdist;
429 rv_vector rv; 437 rv_vector rv;
430 438
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 { 440 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue; 442 continue;
462 443
463 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
464 { 445 {
659 640
660 return firstdir; 641 return firstdir;
661} 642}
662 643
663void 644void
664give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
665{ 646{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 647 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 649
671 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
672 { 651 {
673 next = op->below; 652 next = op->below;
674 653
675 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
681 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 661 * by this player due to race restrictions
683 */ 662 */
684 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
685 { 664 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
687 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 { 672 {
692 op->destroy (); 673 op->destroy ();
693 continue; 674 continue;
694 } 675 }
695 } 676 }
718 if (op->nrof > 1) 699 if (op->nrof > 1)
719 op->nrof = 1; 700 op->nrof = 1;
720 } 701 }
721 702
722 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 705
727 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
729 * merged properly. 708 * merged properly.
730 */ 709 */
731 if (need_identify (op)) 710 if (need_identify (op))
732 { 711 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 715 }
716
737 if (op->type == SPELL) 717 if (op->type == SPELL)
738 { 718 {
739 op->destroy (); 719 op->destroy ();
740 continue; 720 continue;
741 } 721 }
743 { 723 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 725 op->stats.exp = 0;
746 op->level = 1; 726 op->level = 1;
747 } 727 }
748 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
752 731
753 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
754 link_player_skills (pl); 733 pl->contr->link_skills ();
755} 734}
756 735
757void 736void
758get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
759{ 738{
860static void 839static void
861start_info (object *op) 840start_info (object *op)
862{ 841{
863 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
864 843
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 846}
870 847
871/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
876 */ 853 */
877void 854void
878player::chargen_race_done () 855player::chargen_race_done ()
879{ 856{
880 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying); 858 esrv_new_player (ob->contr);
882 859
883 treasurelist *tl = treasurelist::find ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 861 if (tl)
885 create_treasure (tl, ob, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
886 863
890 ob->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
891 868
892 if (ob->msg) 869 if (ob->msg)
893 ob->msg = 0; 870 ob->msg = 0;
894 871
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903
904 start_info (ob); 872 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems); 874 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob); 875 esrv_send_inventory (ob, ob);
909 ob->update_stats (); 876 ob->update_stats ();
910 877
911 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
912 * is one for this race 879 * is one for this race
913 */ 880 */
914 if (*first_map_ext_path) 881 if (*first_map_ext_path)
915 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else 883 else
930 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
931} 885}
932 886
933void 887void
943 int x = ob->x, y = ob->y; 897 int x = ob->x, y = ob->y;
944 898
945 ob->remove_statbonus (); 899 ob->remove_statbonus ();
946 ob->remove (); 900 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 901 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 902 ob->arch->copy_to (ob);
949 ob->instantiate (); 903 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 905 ob->name = ob->name_pl = name;
952 ob->x = x; 906 ob->x = x;
953 ob->y = y; 907 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 911 ob->add_statbonus ();
958 } 912 }
959 while (!allowed_class (ob)); 913 while (!allowed_class (ob));
960 914
961 update_object (ob, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
977 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
979 return; 933 return;
980 } 934 }
981 935
982 if (op->enemy == NULL) 936 if (!op->enemy)
983 { 937 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 940 return;
987 } 941 }
988 942
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 { 944 {
1002 op->enemy = NULL; 945 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 947 return;
1007 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1008 951
1009 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1011 { 954 {
1012 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1013 956
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return; 958 return;
1016 } 959 }
1017 960
1028check_pick (object *op) 971check_pick (object *op)
1029{ 972{
1030 object *tmp, *next; 973 object *tmp, *next;
1031 int stop = 0; 974 int stop = 0;
1032 int wvratio; 975 int wvratio;
1033 char putstring[128];
1034 976
1035 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1037 return 1; 979 return 1;
1038 980
1039 next = op->below; 981 next = op->below;
1040 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1041 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 987 * destroyed */
1043 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1044 { 989 {
1045 tmp = next; 990 tmp = next;
1046 next = tmp->below; 991 next = tmp->below;
1047 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1048 if (op->destroyed ()) 999 if (op->destroyed ())
1049 return 0; 1000 return 0;
1050 1001
1051 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1052 continue; 1003 continue;
1053 1004
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1006 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1058 continue; 1010 continue;
1059 } 1011 }
1060 1012
1061 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1063 { 1075 {
1064 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1135 {
1066 case 0: 1136 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1137 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1138 }
1099 } 1139 }
1100 else 1140
1101 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1104 { 1144 {
1105 /* some debugging code to figure out item information */ 1145 CHK_PICK_PICKUP;
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue; 1146 continue;
1147 }
1152 1148
1153 /* ignore known cursed objects */ 1149 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1155 continue; 1154 continue;
1155 }
1156 1156
1157 /* all food and drink if desired */ 1157 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1159 if (op->contr->mode & PU_FOOD) 1194 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON)
1227 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1228 {
1162 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1163 continue; 1230 continue;
1164 } 1231 }
1232 }
1165 1233
1234 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1235 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1237 {
1169 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1170 continue; 1239 continue;
1171 } 1240 }
1172 1241
1242 /* any of the last 4 bits set means we use the ratio for value
1243 * pickups */
1173 if (op->contr->mode & PU_POTION) 1244 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1245 {
1246 /* use value density to decide what else to grab */
1247 /* >=7 was >= op->contr->mode */
1248 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1249 */
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1250 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1251 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 { 1252 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1253#if 0
1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 if (tmp->name != NULL)
1221 { 1256 {
1222 pick_up (op, tmp); 1257 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1258 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else 1259 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1260 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1261 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1263#endif
1264 CHK_PICK_PICKUP;
1363 continue; 1265 continue;
1364 }
1365 } 1266 }
1366 } /* the new pickup model */ 1267 } /* the new pickup model */
1367 } 1268 }
1368 1269
1369 return !stop; 1270 return !stop;
1375 * found object is returned. 1276 * found object is returned.
1376 */ 1277 */
1377object * 1278object *
1378find_arrow (object *op, const char *type) 1279find_arrow (object *op, const char *type)
1379{ 1280{
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below) 1281 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp);
1284
1285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1287 if (object *arrow = find_arrow (tmp, type))
1288 {
1289 splay (tmp);
1386 return op; 1290 return arrow;
1291 }
1387 1292
1388 return tmp; 1293 return 0;
1389} 1294}
1390 1295
1391/* 1296/*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1297 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test 1298 * against the target. A full test is not performed, simply a basic test
1394 * of resistances. The archer is making a quick guess at what he sees down 1299 * of resistances. The archer is making a quick guess at what he sees down
1395 * the hall. Failing that it does it's best to pick the highest plus arrow. 1300 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */ 1301 */
1397object * 1302object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1304{
1400 object *tmp = NULL, *arrow, *ntmp; 1305 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1306 int attacknum, attacktype, betterby = 0, i;
1402 1307
1403 if (!type) 1308 if (!type)
1407 { 1312 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1314 {
1410 i = 0; 1315 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1412 if (i > betterby) 1318 if (i > betterby)
1413 { 1319 {
1414 tmp = ntmp; 1320 tmp = ntmp;
1415 betterby = i; 1321 betterby = i;
1416 } 1322 }
1417 } 1323 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1324 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1325 {
1420 /* allways prefer assasination/slaying */ 1326 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race))
1422 { 1328 {
1423 if (arrow->attacktype & AT_DEATH) 1329 if (arrow->attacktype & AT_DEATH)
1424 { 1330 {
1425 *better = 100; 1331 *better = 100;
1426 return arrow; 1332 return arrow;
1434 else 1340 else
1435 { 1341 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1342 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1343 {
1438 attacktype = 1 << attacknum; 1344 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1345 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1346 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1347 {
1442 tmp = arrow; 1348 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1349 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1350 }
1445 } 1351 }
1352
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1354 {
1448 tmp = arrow; 1355 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1357 }
1358
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1360 {
1453 tmp = arrow; 1361 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1363 }
1456 } 1364 }
1457 } 1365 }
1458 } 1366 }
1367
1459 if (tmp == NULL && arrow == NULL) 1368 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1369 return find_arrow (op, type);
1461 1370
1462 *better = betterby; 1371 *better = betterby;
1463 return tmp; 1372 return tmp;
1468 * op = the shooter 1377 * op = the shooter
1469 * type = bow->race 1378 * type = bow->race
1470 * dir = fire direction 1379 * dir = fire direction
1471 */ 1380 */
1472object * 1381object *
1473pick_arrow_target (object *op, const char *type, int dir) 1382pick_arrow_target (object *op, shstr_cmp type, int dir)
1474{ 1383{
1475 object *tmp = NULL; 1384 object *tmp = NULL;
1476 maptile *m; 1385 maptile *m;
1477 int i, mflags, found, number; 1386 int i, mflags, found, number;
1478 sint16 x, y; 1387 sint16 x, y;
1493 for (i = 0, found = 0; i < 20; i++) 1402 for (i = 0, found = 0; i < 20; i++)
1494 { 1403 {
1495 x += freearr_x[dir]; 1404 x += freearr_x[dir];
1496 y += freearr_y[dir]; 1405 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y); 1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 { 1409 {
1500 tmp = NULL; 1410 tmp = 0;
1501 break; 1411 break;
1502 } 1412 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1413 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 { 1414 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption. 1416 * perhaps a bad assumption.
1507 */ 1417 */
1508 tmp = NULL; 1418 tmp = 0;
1509 break; 1419 break;
1510 } 1420 }
1421
1511 if (mflags & P_IS_ALIVE) 1422 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break; 1425 break;
1521 }
1522 } 1426 }
1523 if (tmp == NULL) 1427
1428 if (!tmp)
1524 return find_arrow (op, type); 1429 return find_arrow (op, type);
1525 1430
1526 if (tmp->head) 1431 if (tmp->head)
1527 tmp = tmp->head; 1432 tmp = tmp->head;
1528 1433
1573 if (bow->below) 1478 if (bow->below)
1574 { 1479 {
1575 bow->remove (); 1480 bow->remove ();
1576 op->insert (bow); 1481 op->insert (bow);
1577 } 1482 }
1578
1579 } 1483 }
1580 1484
1581 if (!bow->race || !bow->skill) 1485 if (!bow->race || !bow->skill)
1582 { 1486 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1609 } 1513 }
1610 1514
1611 /* this should not happen, but sometimes does */ 1515 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0) 1516 if (arrow->nrof == 0)
1613 { 1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1614 arrow->destroy (); 1519 arrow->destroy ();
1615 return 0; 1520 return 0;
1616 } 1521 }
1617 1522
1618 left = arrow; /* these are arrows left to the player */ 1523 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1); 1524 arrow = arrow->split ();
1620 if (!arrow) 1525 if (!arrow)
1621 { 1526 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1527 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0; 1528 return 0;
1624 } 1529 }
1632 arrow->stats.grace = arrow->attacktype; 1537 arrow->stats.grace = arrow->attacktype;
1633 1538
1634 if (arrow->slaying) 1539 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying); 1540 arrow->spellarg = strdup (arrow->slaying);
1636 1541
1542#if 0
1637 if (player *pl = op->contr) 1543 if (player *pl = op->contr)
1638 { 1544 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp; 1545 float speed = pl->weapon_sp;
1646 1546
1647 /* penalize ROF for bestarrow */ 1547 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow) 1548 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f; 1549 speed *= .9f;
1650 else 1550 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; 1551 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652 1552
1653 op->speed_left += speed - op->speed; 1553 op->speed_left += speed - op->speed;
1554 }
1654#endif 1555#endif
1655 }
1656 1556
1657 SET_ANIMATION (arrow, arrow->direction); 1557 SET_ANIMATION (arrow, arrow->direction);
1658 1558
1659 /* update the speed */ 1559 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 1560 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1661 + bow->stats.dam / 7.0; 1561 + bow->stats.dam / 7.f;
1662 1562
1663 arrow->set_speed (max (arrow->speed, 2.0)); 1563 arrow->set_speed (max (arrow->speed, 2.f));
1664 arrow->speed_left = 0; 1564 arrow->speed_left = 0;
1665 1565
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1566 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667 1567
1668 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1691 1591
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1592 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW; 1593 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1594 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695 1595
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1596 op->play_sound (sound_find ("fire_arrow"));
1697 m->insert (arrow, sx, sy, op); 1597 m->insert (arrow, sx, sy, op);
1698 1598
1699 if (!arrow->destroyed ()) 1599 if (!arrow->destroyed ())
1700 move_arrow (arrow); 1600 move_arrow (arrow);
1701
1702 if (op->type == PLAYER)
1703 {
1704 if (left->destroyed ())
1705 esrv_del_item (op->contr, left->count);
1706 else
1707 esrv_send_item (op, left);
1708 }
1709 1601
1710 return 1; 1602 return 1;
1711} 1603}
1712 1604
1713/* Special fire code for players - this takes into 1605/* Special fire code for players - this takes into
1718 * hence the function name. 1610 * hence the function name.
1719 */ 1611 */
1720int 1612int
1721player_fire_bow (object *op, int dir) 1613player_fire_bow (object *op, int dir)
1722{ 1614{
1723 int ret = 0, wcmod = 0; 1615 int ret;
1724 1616
1725 if (op->contr->bowtype == bow_bestarrow) 1617 if (op->contr->bowtype == bow_bestarrow)
1726 { 1618 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1619 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 } 1620 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1621 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 { 1622 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1623 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1732 wcmod = -1;
1733
1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 } 1625 }
1736 else if (op->contr->bowtype == bow_threewide) 1626 else if (op->contr->bowtype == bow_threewide)
1737 { 1627 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1629 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 } 1631 }
1742 else if (op->contr->bowtype == bow_spreadshot) 1632 else if (op->contr->bowtype == bow_spreadshot)
1743 { 1633 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1634 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1635 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1636 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 } 1637 }
1748 else 1638 else
1749 { 1639 {
1779 1669
1780 if (item->type == WAND) 1670 if (item->type == WAND)
1781 { 1671 {
1782 if (item->stats.food <= 0) 1672 if (item->stats.food <= 0)
1783 { 1673 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1674 op->contr->play_sound (sound_find ("wand_poof"));
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1675 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786 1676
1787 return; 1677 return;
1788 } 1678 }
1789 } 1679 }
1790 else if (item->type == ROD || item->type == HORN) 1680 else if (item->type == ROD || item->type == HORN)
1791 { 1681 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1683
1684 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1793 { 1687 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1688 op->contr->play_sound (sound_find ("wand_poof"));
1795 1689
1796 if (item->type == ROD) 1690 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1692 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1693 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 } 1696 }
1803 } 1697 }
1804 1698
1805 if (cast_spell (op, item, dir, item->inv, NULL)) 1699 if (cast_spell (op, item, dir, item->inv, NULL))
1806 { 1700 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1701 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702
1808 if (item->type == WAND) 1703 if (item->type == WAND)
1809 { 1704 {
1810 if (!(--item->stats.food)) 1705 if (!(--item->stats.food))
1811 { 1706 {
1812 object *tmp; 1707 object *tmp;
1813 1708
1814 if (item->arch) 1709 if (item->arch)
1815 { 1710 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE); 1711 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face; 1712 item->face = item->arch->face;
1818 item->set_speed (0); 1713 item->set_speed (0);
1819 } 1714 }
1820 1715
1821 if ((tmp = item->in_player ())) 1716 if (object *pl = item->visible_to ())
1822 esrv_update_item (UPD_ANIM, tmp, item); 1717 esrv_update_item (UPD_ANIM, pl, item);
1823 } 1718 }
1824 } 1719 }
1825 else if (item->type == ROD || item->type == HORN) 1720 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item); 1721 drain_rod_charge (item);
1827 } 1722 }
1828} 1723}
1829 1724
1830/* Received a fire command for the player - go and do it. 1725/* Received a fire command for the player - go and do it.
1831 */ 1726 */
1832void 1727bool
1833fire (object *op, int dir) 1728fire (object *op, int dir)
1834{ 1729{
1835 int spellcost = 0; 1730 int spellcost = 0;
1731
1732 player *pl = op->contr;
1733
1734 if (pl->golem)
1735 {
1736 control_golem (op->contr->golem, dir);
1737 return false;
1738 }
1739
1740 object *ob = pl->ranged_ob;
1741
1742 if (!ob)
1743 return false;
1744
1745 if (op->speed_left > 0.f)
1746 --op->speed_left;
1747 else
1748 return false;
1749
1750 if (!op->change_weapon (ob))
1751 return false;
1836 1752
1837 /* check for loss of invisiblity/hide */ 1753 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op)) 1754 if (action_makes_visible (op))
1839 make_visible (op); 1755 make_visible (op);
1840 1756
1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type) 1757 switch (ob->type)
1858 { 1758 {
1859 case BOW: 1759 case BOW:
1860 player_fire_bow (op, dir); 1760 player_fire_bow (op, dir);
1861 break; 1761 break;
1874 1774
1875 default: 1775 default:
1876 fire_misc_object (op, dir); 1776 fire_misc_object (op, dir);
1877 break; 1777 break;
1878 } 1778 }
1779
1780 return true;
1879} 1781}
1880 1782
1881/* find_key 1783/* find_key
1882 * We try to find a key for the door as passed. If we find a key 1784 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL 1785 * and successfully use it, we return the key, otherwise NULL
1970 * 0 otherwise 1872 * 0 otherwise
1971 */ 1873 */
1972static int 1874static int
1973player_attack_door (object *op, object *door) 1875player_attack_door (object *op, object *door)
1974{ 1876{
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1877 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1878 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1879 * otherwise, we fall through to the rest of the code.
1978 */ 1880 */
1979 object *key = find_key (op, op, door); 1881 object *key = find_key (op, op, door);
1980 1882
1981 /* IF we found a key, do some extra work */ 1883 /* If we found a key, do some extra work */
1982 if (key) 1884 if (key)
1983 { 1885 {
1984 object *container = key->env; 1886 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987 1887
1988 if (action_makes_visible (op)) 1888 if (action_makes_visible (op))
1989 make_visible (op); 1889 make_visible (op);
1990 1890
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1891 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 1893
1994 if (door->type == DOOR) 1894 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1895 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR) 1896 else if (door->type == LOCKED_DOOR)
1997 { 1897 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1898 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1999 remove_door2 (door); /* remove door without violence ;-) */ 1899 remove_door2 (door); /* remove door without violence ;-) */
2000 } 1900 }
2001 1901
2002 /* Do this after we print the message */ 1902 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */ 1903 key->decrease (); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007 1904
2008 return 1; /* Nothing more to do below */ 1905 return 1; /* Nothing more to do below */
2009 } 1906 }
2010 else if (door->type == LOCKED_DOOR) 1907 else if (door->type == LOCKED_DOOR)
2011 { 1908 {
2012 /* Might as well return now - no other way to open this */ 1909 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1910 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2014 return 1; 1911 return 1;
2015 } 1912 }
2016 1913
2017 return 0; 1914 return 0;
2018} 1915}
2021 * It should keep the code cleaner. 1918 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated 1919 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually 1920 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons). 1921 * going to try and move (not fire weapons).
2025 */ 1922 */
2026void 1923bool
2027move_player_attack (object *op, int dir) 1924move_player_attack (object *op, int dir)
2028{ 1925{
2029 object *tmp, *mon;
2030 int on_battleground; 1926 int on_battleground;
2031 maptile *m;
2032 1927
2033 sint16 nx = freearr_x[dir] + op->x; 1928 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y; 1929 sint16 ny = freearr_y[dir] + op->y;
2035 1930
2036 on_battleground = op_on_battleground (op, 0, 0); 1931 on_battleground = op_on_battleground (op, 0, 0);
1932
1933 if (out_of_map (op->map, nx, ny))
1934 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
2037 1941
2038 /* If braced, or can't move to the square, and it is not out of the 1942 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't 1943 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the 1944 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could 1945 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should 1946 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through 1947 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what 1948 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses. 1949 * move_ob uses.
2046 */ 1950 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1951 maptile *m = op->map->xy_find (nx, ny);
1952
1953 /* Go through all the objects, and find ones of interest. Only stop if
1954 * we find a monster - that is something we know we want to attack.
1955 * if its a door or barrel (can roll) see if there may be monsters
1956 * on the space
1957 */
1958 object *mon;
1959 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1960 {
1961 if ((mon->flag [FLAG_ALIVE]
1962 || mon->type == LOCKED_DOOR
1963 || mon->flag [FLAG_CAN_ROLL])
1964 && mon != op)
1965 break;
2048 { 1966 }
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1967
1968 if (!mon) /* This happens anytime the player tries to move */
1969 return false; /* into a wall */
1970
1971 mon = mon->head_ ();
1972
1973 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1974 if (op->contr->weapon_sp_left > 0.f)
1975 if (player_attack_door (op, mon))
1976 {
1977 --op->contr->weapon_sp_left;
1978 return true;
2050 { 1979 }
2051 m = op->map->xy_find (nx, ny); 1980
2052 if (!m) 1981 /* The following deals with possibly attacking peaceful
2053 return; /* Don't think this should happen */ 1982 * or friendly creatures. Basically, all players are considered
1983 * unaggressive. If the moving player has peaceful set, then the
1984 * object should be pushed instead of attacked. It is assumed that
1985 * if you are braced, you will not attack friends accidently,
1986 * and thus will not push them.
1987 */
1988
1989 /* If the creature is a pet, push it even if the player is not
1990 * peaceful. Our assumption is the creature is a pet if the
1991 * player owns it and it is either friendly or unagressive.
1992 */
1993 if (op->type == PLAYER
1994 && ((mon->owner && mon->owner->contr
1995 && same_party (mon->owner->contr->party, op->contr->party))
1996 || mon->owner == op)
1997 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1998 {
1999 /* If we're braced, we don't want to switch places with it */
2000 if (op->contr->braced)
2001 return false;
2002
2003 if (op->speed_left > 0.f)
2004 {
2005 --op->speed_left;
2006
2007 op->play_sound (sound_find ("push_player"));
2008 push_ob (mon, dir, op);
2009
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2054 } 2014 }
2055 else 2015 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return; 2016 return false;
2017 }
2060 2018
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 {
2115 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced)
2117 return;
2118
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 push_ob (mon, dir, op);
2121 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op);
2123
2124 return;
2125 }
2126
2127 /* in certain circumstances, you shouldn't attack friendly 2019 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push 2020 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't 2021 * someone, but put it inside this loop so that you won't
2130 * attack them either. 2022 * attack them either.
2131 */ 2023 */
2132 if ((mon->type == PLAYER || mon->enemy != op) 2024 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 2025 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful 2026 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful)) 2027 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground)) 2028 && !on_battleground))
2029 {
2030 if (op->speed_left > 0.f)
2137 { 2031 {
2032 --op->speed_left;
2033
2138 if (!op->contr->braced) 2034 if (!op->contr->braced)
2139 { 2035 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2036 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2037 push_ob (mon, dir, op);
2142 } 2038 }
2143 else 2039 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2040 op->statusmsg ("You withhold your attack");
2145 2041
2146 if (op->contr->tmp_invis || op->hide) 2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 2043 make_visible (op);
2148 }
2149 2044
2045 return true;
2046 }
2047 }
2150 /* If the object is a boulder or other rollable object, then 2048 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2049 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2050 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2051 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2052 {
2053 if (op->speed_left > 0.f)
2154 { 2054 {
2055 --op->speed_left;
2056
2155 recursive_roll (mon, dir, op); 2057 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2058 if (action_makes_visible (op))
2157 make_visible (op); 2059 make_visible (op);
2158 }
2159 2060
2061 return true;
2062 }
2063 }
2160 /* Any generic living creature. Including things like doors. 2064 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2065 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2066 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2067 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2068 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2069 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2070 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2071 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2072 {
2169 if (!op->contr->has_hit) 2073 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 { 2074 {
2171 op->contr->has_hit = 1; 2075 --op->contr->weapon_sp_left;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174 2076
2175 skill_attack (mon, op, 0, 0, 0); 2077 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190 2078
2191 if (action_makes_visible (op)) 2079 if (action_makes_visible (op))
2192 make_visible (op); 2080 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195}
2196 2081
2197int 2082 return true;
2083 }
2084 }
2085
2086 return false;
2087}
2088
2089bool
2198move_player (object *op, int dir) 2090move_player (object *op, int dir)
2199{ 2091{
2200 int pick; 2092 int pick;
2201 2093
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2094 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2203 return 0; 2095 return 0;
2204 2096
2205 /* Sanity check: make sure dir is valid */ 2097 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9)) 2098 if ((dir < 0) || (dir >= 9))
2207 { 2099 {
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215 2107
2216 op->facing = dir; 2108 op->facing = dir;
2217 2109
2218 if (op->hide) 2110 if (op->flag [FLAG_HIDDEN])
2219 do_hidden_move (op); 2111 do_hidden_move (op);
2220 2112
2113 bool retval;
2114
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ; 2116 retval = RESULT_INT (0);
2223 else if (op->contr->fire_on) 2117 else if (op->contr->fire_on)
2224 fire (op, dir); 2118 retval = fire (op, dir);
2225 else 2119 else
2226 { 2120 {
2227 move_player_attack (op, dir); 2121 retval = move_player_attack (op, dir);
2228 pick = check_pick (op); 2122 pick = check_pick (op);
2229 } 2123 }
2230 2124
2231 /* Add special check for newcs players and fire on - this way, the 2125 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing. 2126 * server can handle repeat firing.
2239 /* Update how the player looks. Use the facing, so direction may 2133 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities 2134 * get reset to zero. This allows for full animation capabilities
2241 * for players. 2135 * for players.
2242 */ 2136 */
2243 animate_object (op, op->facing); 2137 animate_object (op, op->facing);
2244 return 0; 2138
2139 return retval;
2245} 2140}
2246 2141
2247/* This is similar to handle_player, below, but is only used by the 2142/* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff. 2143 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses 2144 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands. 2145 * the new speed values for commands.
2251 * 2146 *
2252 * Returns true if there are more actions we can do. 2147 * Returns true if there are more actions we can do. Should not do
2148 * many actions in a row, as that would be too unfair to other
2149 * players.
2253 */ 2150 */
2254int 2151bool
2255handle_newcs_player (object *op) 2152handle_newcs_player (object *op)
2256{ 2153{
2257 if (QUERY_FLAG (op, FLAG_SCARED)) 2154 if (QUERY_FLAG (op, FLAG_SCARED))
2258 { 2155 {
2259 flee_player (op); 2156 if (op->speed_left > 0.f)
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED])
2263 { 2157 {
2264 --op->speed_left; 2158 --op->speed_left;
2159 flee_player (op);
2160
2265 return 0; 2161 return true;
2266 } 2162 }
2163 else
2164 return false;
2267 } 2165 }
2268 2166
2269 /* call this here - we also will call this in do_ericserver, but 2167 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been 2168 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here. 2169 * called, so we recheck it here.
2272 */ 2170 */
2273 if (op->contr->ns->handle_command ()) 2171 if (op->contr->ns->handle_command ())
2274 return 1; 2172 return true;
2275 2173
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2174 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction); 2175 return move_player (op, op->direction);
2288 2176
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0; 2177 return false;
2294} 2178}
2295 2179
2296int 2180int
2297save_life (object *op) 2181save_life (object *op)
2298{ 2182{
2300 return 0; 2184 return 0;
2301 2185
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2186 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 { 2188 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2189 op->play_sound (sound_find ("ob_evaporate"));
2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2190 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307
2308 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count);
2310 2191
2311 tmp->destroy (); 2192 tmp->destroy ();
2312 CLEAR_FLAG (op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313 2194
2314 if (op->stats.hp < 0) 2195 if (op->stats.hp < 0)
2327 return 0; 2208 return 0;
2328} 2209}
2329 2210
2330/* This goes throws the inventory and removes unpaid objects, and puts them 2211/* This goes throws the inventory and removes unpaid objects, and puts them
2331 * back in the map (location and map determined by values of env). This 2212 * back in the map (location and map determined by values of env). This
2332 * function will descend into containers. op is the object to start the search 2213 * function will descend into containers. op is the object to start the search
2333 * from. 2214 * from.
2334 */ 2215 */
2216static void
2217drop_unpaid_items (object *op, object *env)
2218{
2219 while (op)
2220 {
2221 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2222
2223 if (QUERY_FLAG (op, FLAG_UNPAID))
2224 op->insert_at (env);
2225 else if (op->inv)
2226 drop_unpaid_items (op->inv, env);
2227
2228 op = next;
2229 }
2230}
2231
2335void 2232void
2336remove_unpaid_objects (object *op, object *env) 2233object::drop_unpaid_items ()
2337{ 2234{
2338 while (op) 2235 if (!flag [FLAG_REMOVED])
2339 { 2236 ::drop_unpaid_items (inv, this);
2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341
2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 {
2344 if (env->type == PLAYER)
2345 esrv_del_item (env->contr, op->count);
2346
2347 op->insert_at (env);
2348 }
2349 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env);
2351
2352 op = next;
2353 }
2354} 2237}
2355 2238
2356/* 2239/*
2357 * Returns pointer a static string containing gravestone text 2240 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2241 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2242 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2243 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2244 * but there isn't one in the server directory.
2362 */ 2245 */
2363char * 2246const char *
2364gravestone_text (object *op) 2247gravestone_text (object *op)
2365{ 2248{
2366 static char buf2[MAX_BUF]; 2249 static dynbuf_text buf;
2367 char buf[MAX_BUF];
2368 time_t now = time (NULL);
2369 2250
2370 strcpy (buf2, " R.I.P.\n\n"); 2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2371 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2255 buf << " the " << op->contr->title;
2373 else
2374 sprintf (buf, "%s\n", &op->name);
2375 2256
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << "\n\n";
2377 strcat (buf2, buf); 2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2378 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 2265
2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2384 strcat (buf2, buf);
2385 if (op->type == PLAYER)
2386 { 2266 {
2387 sprintf (buf, "by %s.\n\n", op->contr->killer); 2267 static char buf2[128];
2388 strncat (buf2, " ", 21 - strlen (buf) / 2); 2268 time_t now = time (NULL);
2389 strcat (buf2, buf);
2390 }
2391
2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2393 strncat (buf2, " ", 20 - strlen (buf) / 2); 2270 buf << buf2;
2394 strcat (buf2, buf); 2271 }
2395 2272
2396 return buf2; 2273 return buf;
2397} 2274}
2398 2275
2399void 2276void
2400do_some_living (object *op) 2277do_some_living (object *op)
2401{ 2278{
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2330 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else 2331 else
2455 { 2332 {
2456 gen_grace = op->stats.maxgrace; 2333 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2334 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 } 2335 }
2501 2336
2502 /* Regenerate Grace */ 2337 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2338 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0) 2339 if (--op->last_grace < 0)
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2360 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 } 2361 }
2527 /* wearing stuff doesn't detract from grace generation. */ 2362 /* wearing stuff doesn't detract from grace generation. */
2528 } 2363 }
2529 2364
2365 if (op->stats.food > 0)
2366 {
2530 /* Regenerate Hit Points */ 2367 /* Regenerate Spell Points */
2531 if (--op->last_heal < 0) 2368 if (!op->contr->golem && --op->last_sp < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 { 2369 {
2535 op->stats.hp++; 2370 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 /* dms do not consume food */ 2371
2537 if (!QUERY_FLAG (op, FLAG_WIZ)) 2372 if (op->stats.sp < op->stats.maxsp)
2538 { 2373 {
2374 op->stats.sp++;
2375
2376 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ))
2378 {
2539 op->stats.food--; 2379 op->stats.food--;
2380
2540 if (op->contr->digestion < 0) 2381 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion; 2382 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2383 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food; 2384 op->stats.food = last_food;
2385 }
2544 } 2386 }
2545 }
2546 2387
2547 if (max_hp > 1) 2388 if (max_sp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 { 2389 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2390 over_sp = (gen_sp + 10) / rate_sp;
2391 if (over_sp > 0)
2392 {
2393 if (op->stats.sp < op->stats.maxsp)
2394 {
2395 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2396
2397 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2398 op->stats.sp--;
2399
2400 if (op->stats.sp > op->stats.maxsp)
2401 op->stats.sp = op->stats.maxsp;
2402 }
2403
2553 op->last_heal = 0; 2404 op->last_sp = 0;
2405 }
2406 else
2407 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 } 2408 }
2555 else 2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2411 }
2412
2413 /* Regenerate Hit Points */
2414 if (--op->last_heal < 0)
2415 {
2416 if (op->stats.hp < op->stats.maxhp)
2556 { 2417 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2418 op->stats.hp++;
2419
2420 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ))
2422 {
2423 op->stats.food--;
2424
2425 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion;
2427 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food = last_food;
2429 }
2558 } 2430 }
2431
2432 if (max_hp > 1)
2433 {
2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2435
2436 if (over_hp > 0)
2437 {
2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2439 op->last_heal = 0;
2440 }
2441 else
2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2559 } 2443 }
2560 else 2444 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 } 2446 }
2564 } 2447 }
2565 2448
2566 /* Digestion */ 2449 /* Digestion */
2567 if (--op->last_eat < 0) 2450 if (--op->last_eat < 0)
2568 { 2451 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2452 int bonus = max (0, op->contr->digestion),
2453 penalty = max (0, -op->contr->digestion);
2570 2454
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2455 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575 2456
2576 /* dms do not consume food */ 2457 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2458 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--; 2459 op->stats.food--;
2579 } 2460 }
2580 2461
2581 if (op->stats.food < 0 && op->stats.hp >= 0) 2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 { 2463 {
2583 object *tmp, *flesh = 0; 2464 object *flesh = 0;
2584 2465
2585 for (tmp = op->inv; tmp; tmp = tmp->below) 2466 for_inv_removable (op, tmp)
2586 { 2467 {
2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2468 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469 continue;
2470
2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2588 { 2472 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2473 op->statusmsg ("You blindly grab for a bite of food. "
2590 { 2474 "H<To prevent you from starving, you ate some random item from your backpack.>");
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, tmp, 0); 2475 manual_apply (op, tmp, 0);
2476
2593 if (op->stats.food >= 0 || op->stats.hp < 0) 2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2594 break; 2478 break;
2595 } 2479 }
2596 else if (tmp->type == FLESH) 2480 else if (tmp->type == FLESH)
2597 flesh = tmp; 2481 flesh = tmp;
2598 } /* End if paid for object */ 2482 }
2599 } /* end of for loop */
2600 2483
2601 /* If player is still starving, it means they don't have any food, so 2484 /* If player is still starving, it means they don't have any food, so
2602 * eat flesh instead. 2485 * eat flesh instead.
2603 */ 2486 */
2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 { 2488 {
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2489 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>");
2607 manual_apply (op, flesh, 0); 2491 manual_apply (op, flesh, 0);
2608 } 2492 }
2493
2494 // If player is still starving, alert him!
2495 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! "
2497 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2498 }
2499
2500 if (op->stats.food < 0)
2609 } 2501 {
2502 op->stats.hp += op->stats.food;
2503 op->stats.food = 0;
2610 2504
2611 while (op->stats.food < 0 && op->stats.hp >= 0) 2505 if (op->stats.hp < 0)
2612 op->stats.food++, op->stats.hp--; 2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2509 }
2510 }
2613 2511
2512 /* killer should be set here already */
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op); 2514 kill_player (op);
2616 } 2515 }
2617} 2516}
2618 2517
2622 * file. 2521 * file.
2623 */ 2522 */
2624void 2523void
2625kill_player (object *op) 2524kill_player (object *op)
2626{ 2525{
2526 int x, y;
2627 char buf[MAX_BUF]; 2527 char buf[MAX_BUF];
2628 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */ 2528 maptile *map; /* this is for resurrection */
2632
2633 /* int z;
2634 int num_stats_lose;
2635 int lost_a_stat;
2636 int lose_this_stat;
2637 int this_stat; */
2638 int will_kill_again; 2529 int will_kill_again;
2639 archetype *at; 2530 archetype *at;
2640 object *tmp; 2531 object *tmp;
2641 2532
2642 if (save_life (op)) 2533 if (save_life (op))
2643 return; 2534 return;
2644 2535
2536 /* restore player */
2537 at = archetype::find ("poisoning");
2538 if (object *tmp = present_arch_in_ob (at, op))
2539 {
2540 tmp->destroy ();
2541 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2542 }
2543
2544 at = archetype::find ("confusion");
2545 if (object *tmp = present_arch_in_ob (at, op))
2546 {
2547 tmp->destroy ();
2548 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2549 }
2550
2551 cure_disease (op, 0, 0); /* remove any disease */
2552
2553 max_it (op->stats.hp , op->stats.maxhp);
2554 max_it (op->stats.sp , op->stats.maxsp);
2555 max_it (op->stats.grace, op->stats.maxgrace);
2556
2557 if (op->stats.food <= 0)
2558 op->stats.food = 999;
2559
2560 // remove all spell effects that are active
2561 // to avoid long-term effects such as word-of-recall
2562 for (object *item = op->inv; item; )
2563 {
2564 object *next = item->below;
2565
2566 if (item->type == SPELL_EFFECT && item->active)
2567 item->destroy ();
2568
2569 item = next;
2570 }
2645 2571
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2572 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2647 * in cities ONLY!!! It is very important that this doesn't get abused. 2573 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV 2574 * Look at op_on_battleground() for more info --AndreasV
2649 */ 2575 */
2650 if (op_on_battleground (op, &x, &y)) 2576 if (op_on_battleground (op, &x, &y))
2651 { 2577 {
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2578 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2579 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2654 2580
2655 /* restore player */
2656 at = archetype::find ("poisoning");
2657 if (object *tmp = present_arch_in_ob (at, op))
2658 {
2659 tmp->destroy ();
2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661 }
2662
2663 at = archetype::find ("confusion");
2664 if (object *tmp = present_arch_in_ob (at, op))
2665 {
2666 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 }
2669
2670 cure_disease (op, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0)
2673 op->stats.food = 999;
2674
2675 /* create a bodypart-trophy to make the winner happy */ 2581 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2677 { 2583 {
2678 sprintf (buf, "%s's finger", &op->name); 2584 tmp->name = format ("%s's finger" , &op->name);
2679 tmp->name = buf; 2585 tmp->name_pl = format ("%s's fingers", &op->name);
2680 sprintf (buf, " This finger has been cut off %s\n"
2681 " the %s, when he was defeated at\n level %d by %s.\n",
2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2683 tmp->msg = buf; 2586 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title,
2589 (int)op->level,
2590 op->contr->killer_name ()
2591 );
2684 tmp->value = 0, tmp->type = 0; 2592 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics"; 2593 tmp->materialname = "organics";
2686 tmp->insert_at (op, tmp); 2594 tmp->insert_at (op, tmp);
2687 } 2595 }
2688 2596
2694 2602
2695 INVOKE_PLAYER (DEATH, op->contr); 2603 INVOKE_PLAYER (DEATH, op->contr);
2696 2604
2697 command_kill_pets (op, 0); 2605 command_kill_pets (op, 0);
2698 2606
2699 if (op->stats.food < 0) 2607 op->contr->play_sound (sound_find ("player_dies"));
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2708 2608
2709 /* save the map location for corpse, gravestone */ 2609 /* save the map location for corpse, gravestone */
2710 x = op->x; 2610 x = op->x;
2711 y = op->y; 2611 y = op->y;
2712 map = op->map; 2612 map = op->map;
2740 2640
2741 lost_a_stat = 0; 2641 lost_a_stat = 0;
2742 2642
2743 for (z = 0; z < num_stats_lose; z++) 2643 for (z = 0; z < num_stats_lose; z++)
2744 { 2644 {
2745 i = RANDOM () % NUM_STATS; 2645 i = rndm (NUM_STATS);
2746 2646
2747 if (settings.stat_loss_on_death) 2647 if (settings.stat_loss_on_death)
2748 { 2648 {
2749 /* Pick a random stat and take a point off it. Tell the player 2649 /* Pick a random stat and take a point off it. Tell the player
2750 * what he lost. 2650 * what he lost.
2801 } 2701 }
2802 } 2702 }
2803 2703
2804 if (lose_this_stat) 2704 if (lose_this_stat)
2805 { 2705 {
2806 this_stat = get_attr_value (&(dep->stats), i); 2706 this_stat = get_attr_value (&dep->stats, i);
2807 /* We could try to do something clever like find another 2707 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if 2708 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low 2709 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a 2710 * and should be roughly the same, so it shouldn't make a
2811 * difference. 2711 * difference.
2819 lost_a_stat = 1; 2719 lost_a_stat = 1;
2820 } 2720 }
2821 } 2721 }
2822 } 2722 }
2823 } 2723 }
2724
2824 /* If no stat lost, tell the player. */ 2725 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat) 2726 if (!lost_a_stat)
2826 { 2727 {
2827 /* determine_god() seems to not work sometimes... why is this? 2728 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */ 2729 Should I be using something else? GD */
2829 const char *god = determine_god (op); 2730 shstr_tmp god = determine_god (op);
2830 2731
2831 if (god && (strcmp (god, "none"))) 2732 if (god != shstr_none)
2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2733 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2833 else 2734 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2735 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2835 } 2736 }
2836#else 2737#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2738 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2838#endif 2739#endif
2839 2740
2840 /* Put a gravestone up where the character 'almost' died. List the 2741 /* Put a gravestone up where the character 'almost' died. List the
2841 * exp loss on the stone. 2742 * exp loss on the stone.
2842 */ 2743 */
2843 tmp = arch_to_object (archetype::find ("gravestone")); 2744 tmp = arch_to_object (archetype::find ("gravestone"));
2844 sprintf (buf, "%s's gravestone", &op->name); 2745 tmp->name = format ("%s's gravestone", &op->name);
2845 tmp->name = buf; 2746 tmp->name_pl = format ("%s's gravestones", &op->name);
2846 sprintf (buf, "%s's gravestones", &op->name); 2747 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2847 tmp->name_pl = buf; 2748 &op->name, op->contr->title, op->contr->killer_name ());
2848 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2849 tmp->msg = buf;
2850 tmp->x = op->x, tmp->y = op->y; 2749 tmp->x = op->x, tmp->y = op->y;
2851 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2852 2751
2853 /**************************************/ 2752 /**************************************/
2854 /* */ 2753 /* */
2855 /* Subtract the experience points, */ 2754 /* Subtract the experience points, */
2856 /* if we died cause of food, give us */
2857 /* food, and reset HP's... */
2858 /* */ 2755 /* */
2859 /**************************************/ 2756 /**************************************/
2860 2757
2861 /* remove any poisoning and confusion the character may be suffering. */
2862 /* restore player */
2863 at = archetype::find ("poisoning");
2864 tmp = present_arch_in_ob (at, op);
2865
2866 if (tmp)
2867 {
2868 tmp->destroy ();
2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2870 }
2871
2872 at = archetype::find ("confusion");
2873 tmp = present_arch_in_ob (at, op);
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 }
2879
2880 cure_disease (op, 0); /* remove any disease */
2881
2882 /*add_exp(op, (op->stats.exp * -0.20)); */ 2758 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op); 2759 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2886 op->stats.hp = op->stats.maxhp;
2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2889 2760
2890 /* 2761 /*
2891 * Check to see if the player has any unpaid items. If so, remove them 2762 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map. 2763 * and put them back in the map.
2893 */ 2764 */
2894 remove_unpaid_objects (op->inv, op); 2765 op->drop_unpaid_items ();
2895 2766
2896 /****************************************/ 2767 /****************************************/
2897 /* */ 2768 /* */
2898 /* Move player to his current respawn- */ 2769 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */ 2770 /* position (usually last savebed) */
2928 if (will_kill_again & (1 << at)) 2799 if (will_kill_again & (1 << at))
2929 force->resist[at] = 100; 2800 force->resist[at] = 100;
2930 2801
2931 insert_ob_in_ob (force, op); 2802 insert_ob_in_ob (force, op);
2932 op->update_stats (); 2803 op->update_stats ();
2933
2934 } 2804 }
2935 2805
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2806 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2937} 2807}
2938 2808
2958 2828
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2829 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 { 2830 {
2961 if (tmp->nrof > 1) 2831 if (tmp->nrof > 1)
2962 { 2832 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2833 tmp->decrease (rndm (1, tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 } 2835 }
2967 else 2836 else
2968 tmp->destroy (); 2837 tmp->destroy ();
2969 } 2838 }
2980void 2849void
2981fix_weight (void) 2850fix_weight (void)
2982{ 2851{
2983 for_all_players (pl) 2852 for_all_players (pl)
2984 { 2853 {
2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2854 sint32 old = pl->ob->carrying;
2986 2855
2987 if (old == sum) 2856 pl->ob->update_weight ();
2988 continue; 2857
2858 if (old != pl->ob->carrying)
2859 {
2989 pl->ob->update_stats (); 2860 pl->ob->update_stats ();
2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2861 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2862 }
2991 } 2863 }
2992} 2864}
2993 2865
2994void 2866void
2995fix_luck (void) 2867fix_luck (void)
3037} 2909}
3038 2910
3039void 2911void
3040make_visible (object *op) 2912make_visible (object *op)
3041{ 2913{
3042 op->hide = 0; 2914 op->flag [FLAG_HIDDEN] = 0;
3043 op->invisible = 0; 2915 op->invisible = 0;
2916
3044 if (op->type == PLAYER) 2917 if (op->type == PLAYER)
3045 { 2918 {
3046 op->contr->tmp_invis = 0; 2919 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0; 2920 op->contr->invis_race = 0;
3048 } 2921 }
3051} 2924}
3052 2925
3053int 2926int
3054is_true_undead (object *op) 2927is_true_undead (object *op)
3055{ 2928{
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2929 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3057 return 1; 2930 return 1;
3058 2931
3059 return 0; 2932 return 0;
3060} 2933}
3061 2934
3062/* look at the surrounding terrain to determine 2935/* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels 2936 * the hideability of this object. Positive levels
3064 * indicate greater hideability. 2937 * indicate greater hideability.
3065 */ 2938 */
3066
3067int 2939int
3068hideability (object *ob) 2940hideability (object *ob)
3069{ 2941{
3070 int i, level = 0, mflag; 2942 int i, level = 0, mflag;
3071 sint16 x, y; 2943 sint16 x, y;
3072 2944
3073 if (!ob || !ob->map) 2945 if (!ob || !ob->map)
3074 return 0; 2946 return 0;
3075 2947
3076 /* so, on normal lighted maps, its hard to hide */ 2948 /* so, on normal lighted maps, its hard to hide */
3077 level = ob->map->darkness - 2; 2949 level = ob->map->darklevel () - 2;
3078 2950
3079 /* this also picks up whether the object is glowing. 2951 /* this also picks up whether the object is glowing.
3080 * If you carry a light on a non-dark map, its not 2952 * If you carry a light on a non-dark map, its not
3081 * as bad as carrying a light on a pitch dark map */ 2953 * as bad as carrying a light on a pitch dark map */
3082 if (has_carried_lights (ob)) 2954 if (has_carried_lights (ob))
3083 level = -(10 + (2 * ob->map->darkness)); 2955 level = -(10 + (2 * ob->map->darklevel ()));
3084 2956
3085 /* scan through all nearby squares for terrain to hide in */ 2957 /* scan through all nearby squares for terrain to hide in */
3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2958 for (i = 0, x = ob->x, y = ob->y;
2959 i <= SIZEOFFREE1;
2960 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 { 2961 {
3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2962 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3089 if (mflag & P_OUT_OF_MAP) 2963 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue; 2964 continue;
3092 } 2965
3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2966 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3094 level += 2; 2967 level += 2;
3095 else /* open terrain! */ 2968 else /* open terrain! */
3096 level -= 1; 2969 level -= 1;
3097 } 2970 }
3105/* For Hidden creatures - a chance of becoming 'unhidden' 2978/* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility' 2979 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable 2980 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t. 2981 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */ 2982 */
3110
3111void 2983void
3112do_hidden_move (object *op) 2984do_hidden_move (object *op)
3113{ 2985{
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2986 int hide = 0;
3115 object *skop;
3116 2987
3117 if (!op || !op->map) 2988 if (!op || !op->map)
3118 return; 2989 return;
3119 2990
3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2991 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2992 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2993
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2994 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if (op->type == PLAYER && op->contr->run_on) 2995 if (op->type == PLAYER && op->contr->run_on)
3124 if (!skop || num >= skop->level) 2996 if (!skop || num >= skop->level)
3125 { 2997 {
3135 num -= hide; 3007 num -= hide;
3136 3008
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3009 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 { 3010 {
3139 make_visible (op); 3011 make_visible (op);
3012
3140 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3014 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 } 3015 }
3143 else if (op->type == PLAYER && skop) 3016 else if (op->type == PLAYER && skop)
3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3017 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3197 * object op. This function works fine for monsters, 3070 * object op. This function works fine for monsters,
3198 * but we dont worry if the object isnt the top one in 3071 * but we dont worry if the object isnt the top one in
3199 * a pile (say a coin under a table would return "viewable" 3072 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be 3073 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking 3074 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind 3075 * in? Realistically, most of us can't see stuff behind
3203 * our backs...on the other hand, does the "facing" direction 3076 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible 3077 * imply the way your head, or body is facing? It's possible
3205 * for them to differ. Sigh, this fctn could get a bit more complex. 3078 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t. 3079 * -b.t.
3207 * This function is now map tiling safe. 3080 * This function is now map tiling safe.
3208 */ 3081 */
3209
3210int 3082int
3211player_can_view (object *pl, object *op) 3083player_can_view (object *pl, object *op)
3212{ 3084{
3213 rv_vector rv; 3085 rv_vector rv;
3214 int dx, dy; 3086 int dx, dy;
3226 3098
3227 get_rangevector (pl, op, &rv, 0x1); 3099 get_rangevector (pl, op, &rv, 0x1);
3228 3100
3229 /* starting with the 'head' part, lets loop 3101 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any 3102 * through the object and find if it has any
3231 * part that is in the los array but isnt on 3103 * part that is in the los array but isn't on
3232 * a blocked los square. 3104 * a blocked los square.
3233 * we use the archetype to figure out offsets. 3105 * we use the archetype to figure out offsets.
3234 */ 3106 */
3235 while (op) 3107 while (op)
3236 { 3108 {
3237 dx = rv.distance_x + op->arch->clone.x; 3109 dx = rv.distance_x + op->arch->x;
3238 dy = rv.distance_y + op->arch->clone.y; 3110 dy = rv.distance_y + op->arch->y;
3239 3111
3240 /* only the viewable area the player sees is updated by LOS 3112 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1; 3113 return 1;
3114
3248 op = op->more; 3115 op = op->more;
3249 } 3116 }
3117
3250 return 0; 3118 return 0;
3251} 3119}
3252 3120
3253/* routine for both players and monsters. We call this when 3121/* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding 3122 * there is a possibility for our action distrubing our hiding
3255 * place or invisiblity spell. Artefact invisiblity is not 3123 * place or invisiblity spell. Artefact invisiblity causes
3256 * effected by this. If we arent invisible to begin with, we 3124 * "noise" instead. If we arent invisible to begin with, we
3257 * return 0. 3125 * return 0.
3258 */ 3126 */
3259int 3127int
3260action_makes_visible (object *op) 3128action_makes_visible (object *op)
3261{ 3129{
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3130 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 { 3131 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3132 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3133 {
3134 // artefact invisibility is permanent, but we still make noise
3135 // this is important for game-balance.
3136 if (op->contr)
3137 op->make_noise ();
3138
3266 return 0; 3139 return 0;
3140 }
3267 3141
3268 if (op->contr && op->contr->tmp_invis == 0) 3142 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0; 3143 return 0;
3270 3144
3271 /* If monsters, they should become visible */ 3145 /* If monsters, they should become visible */
3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3146 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3273 { 3147 {
3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3148 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3275 return 1; 3149 return 1;
3276 } 3150 }
3277 } 3151 }
3152
3278 return 0; 3153 return 0;
3279} 3154}
3280 3155
3281/* op_on_battleground - checks if the given object op (usually 3156/* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile, 3157 * a player) is standing on a valid battleground-tile,
3287 * Default is to do the same as before, so only people wanting to have different points need worry about this 3162 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */ 3163 */
3289int 3164int
3290op_on_battleground (object *op, int *x, int *y) 3165op_on_battleground (object *op, int *x, int *y)
3291{ 3166{
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid: 3167 /* A battleground-tile needs the following attributes to be valid:
3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3168 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3169 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0. 3170 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground- 3171 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */ 3172 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3173 for (object *tmp = op->below; tmp; tmp = tmp->below)
3301 { 3174 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 { 3176 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3177 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3178 && tmp->type == BATTLEGROUND
3179 && tmp->name == shstr_battleground
3180 && EXIT_X (tmp) && EXIT_Y (tmp))
3306 { 3181 {
3307 /*before we assign the exit, check if this is a teambattle */ 3182 /* before we assign the exit, check if this is a teambattle */
3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3183 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 { 3184 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3185 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3313 { 3186 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3187 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3315 { 3188 {
3316 if (x != NULL && y != NULL) 3189 if (x && y)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3190 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3191
3318 return 1; 3192 return 1;
3319 } 3193 }
3320 } 3194 }
3321 } 3195 }
3196
3322 if (x != NULL && y != NULL) 3197 if (x && y)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3198 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3199
3324 return 1; 3200 return 1;
3325 } 3201 }
3326 } 3202 }
3327 } 3203 }
3204
3328 /* If we got here, did not find a battleground */ 3205 /* If we got here, did not find a battleground */
3329 return 0; 3206 return 0;
3330} 3207}
3331 3208
3332/* 3209/*
3348 char buf[MAX_BUF]; /* tmp. string buffer */ 3225 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0; 3226 int i = 0, j = 0;
3350 3227
3351 /* get the appropriate treasurelist */ 3228 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE) 3229 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire"); 3230 trlist = treasurelist::find (shstr_dragon_ability_fire);
3354 else if (atnr == ATNR_COLD) 3231 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold"); 3232 trlist = treasurelist::find (shstr_dragon_ability_cold);
3356 else if (atnr == ATNR_ELECTRICITY) 3233 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec"); 3234 trlist = treasurelist::find (shstr_dragon_ability_elec);
3358 else if (atnr == ATNR_POISON) 3235 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison"); 3236 trlist = treasurelist::find (shstr_dragon_ability_poison);
3360 3237
3361 if (trlist == NULL || who->type != PLAYER) 3238 if (trlist == NULL || who->type != PLAYER)
3362 return; 3239 return;
3363 3240
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3241 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3245 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return; 3246 return;
3370 } 3247 }
3371 3248
3372 /* everything seems okay - now bring on the gift: */ 3249 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone); 3250 item = tr->item;
3374 3251
3375 if (item->type == SPELL) 3252 if (item->type == SPELL)
3376 { 3253 {
3377 if (check_spell_known (who, item->name)) 3254 if (check_spell_known (who, item->name))
3378 return; 3255 return;
3437 { 3314 {
3438 /* forces in the treasurelist can alter the player's stats */ 3315 /* forces in the treasurelist can alter the player's stats */
3439 object *skin; 3316 object *skin;
3440 3317
3441 /* first get the dragon skin force */ 3318 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3319 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3444 ; 3320 ;
3445 3321
3446 if (!skin) 3322 if (!skin)
3447 return; 3323 return;
3448 3324
3483 else 3359 else
3484 { 3360 {
3485 /* generate misc. treasure */ 3361 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3362 tmp = arch_to_object (tr->item);
3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3363 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3488 tmp = insert_ob_in_ob (tmp, who); 3364 who->insert (tmp);
3489 if (who->type == PLAYER)
3490 esrv_send_item (who, tmp);
3491 } 3365 }
3492} 3366}
3493 3367
3494/** 3368/**
3495 * Unready an object for a player. This function does nothing if the object was 3369 * Unready an object for a player. This function does nothing if the object was
3507 if (pl->ranged_ob == ob) 3381 if (pl->ranged_ob == ob)
3508 pl->ranged_ob = 0; 3382 pl->ranged_ob = 0;
3509} 3383}
3510 3384
3511sint8 3385sint8
3512player::visibility_at (maptile *map, int x, int y) const 3386player::darkness_at (maptile *map, int x, int y) const
3513{ 3387{
3514 if (!ns) 3388 if (!ns)
3515 return 0; 3389 return LOS_BLOCKED;
3516 3390
3517 int dx, dy; 3391 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3392 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0; 3393 return LOS_BLOCKED;
3520 3394
3521 x += dx - ns->current_x + ns->mapx / 2; 3395 x += dx - ns->current_x;
3522 y += dy - ns->current_y + ns->mapy / 2; 3396 y += dy - ns->current_y;
3523 3397
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y]; 3398 return blocked_los (x, y);
3528} 3399}
3400
3401void
3402player::infobox (const char *title, const char *msg, int color)
3403{
3404 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3405}
3406
3407void
3408player::statusmsg (const char *msg, int color)
3409{
3410 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3411}
3412
3413void
3414player::failmsg (const char *msg, int color)
3415{
3416 play_sound (sound_find ("generic_failure"));
3417 statusmsg (msg, color);
3418}
3419

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