ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 2006 UTC vs.
Revision 1.187 by root, Mon Apr 21 07:07:36 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#ifdef COZY_SERVER 32#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 33#include <functional>
35#endif
36 34
37player * 35playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77 36
78void 37void
79display_motd (const object *op) 38display_motd (const object *op)
80{ 39{
81 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
155 114
156 news[0] = '\0'; 115 news[0] = '\0';
157 subject[0] = '\0'; 116 subject[0] = '\0';
158 size = 0; 117 size = 0;
159 118
160 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
161 { 120 {
162 if (*buf == '#') 121 if (*buf == '#')
163 continue; 122 continue;
164 123
165 if (*buf == '%') 124 if (*buf == '%')
166 { /* send one news */ 125 { /* send one news */
167 if (size > 0) 126 if (size > 0)
168 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 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 */
128
169 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
170 strip_endline (subject); 130 strip_endline (subject);
171 size = 0; 131 size = 0;
172 news[0] = '\0'; 132 news[0] = '\0';
173 } 133 }
182 size += strlen (buf); 142 size += strlen (buf);
183 } 143 }
184 } 144 }
185 145
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
188 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
189}
190
191int
192playername_ok (const char *cp)
193{
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297} 149}
298 150
299/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
300static void 152static void
301set_first_map (object *op) 153set_first_map (object *op)
302{ 154{
303 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
304 op->x = -1; 156 op->x = -1;
305 op->y = -1; 157 op->y = -1;
306 enter_exit (op, 0);
307} 158}
308 159
160void
161player::activate ()
162{
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->update_weight ();
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
334}
335
336player::player ()
337{
338 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point.
340 */
341 outputs_sync = 4;
342 outputs_count = 4;
343 unapply = unapply_nochoice;
344
345 savebed_map = first_map_path; /* Init. respawn position */
346
347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
373}
374
375player::~player ()
376{
377 /* Clear item stack */
378 free (stack_items);
379}
380
309/* Tries to add player on the connection passwd in ns. 381/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 382 * All we can really get in this is some settings like host and display
311 * mode. 383 * mode.
312 */ 384 */
313 385player *
314int 386player::create ()
315add_player (client *ns)
316{ 387{
317 player *p = new player; 388 player *pl = new player;
318 389
319 p->ns = ns; 390 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 391
322 p->next = first_player; 392 pl->ob->roll_stats ();
323 first_player = p; 393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
324 395
325 p = get_player (p);
326
327 set_first_map (p->ob); 396 set_first_map (pl->ob);
328 397
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 398 return pl;
338} 399}
339 400
340/* 401/*
341 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
343 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
344 */ 405 */
345archetype * 406archetype *
346get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
347{ 408{
348 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
349 416
350 for (;;) 417 for (;;)
351 { 418 {
352 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
353 at = first_archetype; 420 i = archetypes.begin ();
354 else 421 else if (*i == at)
355 at = at->next; 422 cleanup ("not a single player archetype found");
356 423
357 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
358 return at; 425 return *i;
359
360 if (at == start)
361 {
362 LOG (llevError, "No Player archetypes\n");
363 exit (-1);
364 }
365 } 426 }
366} 427}
367 428
368object * 429object *
369get_nearest_player (object *mon) 430get_nearest_player (object *mon)
370{ 431{
371 object *op = NULL; 432 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 433 objectlink *ol;
374 unsigned lastdist; 434 unsigned lastdist;
375 rv_vector rv; 435 rv_vector rv;
376 436
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 438 {
379 /* We should not find free objects on this friendly list, but it
380 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop.
383 */
384 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
385 {
386 object *tmp = ol->ob;
387
388 /* Can't do much more other than log the fact, because the object
389 * itself will have been cleared.
390 */
391 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
392 ol = ol->next;
393 remove_friendly_object (tmp);
394 if (!ol)
395 return op;
396 }
397
398 /* Remove special check for player from this. First, it looks to cause
399 * some crashes (ol->ob->contr not set properly?), but secondly, a more
400 * complicated method of state checking would be needed in any case -
401 * as it was, a clever player could type quit, and the function would
402 * skip them over while waiting for confirmation. Remove
403 * on_same_map check, as can_detect_enemy also does this
404 */
405 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
406 continue; 440 continue;
407 441
408 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
409 { 443 {
410 op = ol->ob; 444 op = ol->ob;
411 lastdist = rv.distance; 445 lastdist = rv.distance;
412 } 446 }
413 } 447 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 448
415 { 449 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
420 { 452 {
421 op = pl->ob; 453 op = pl->ob;
422 lastdist = rv.distance; 454 lastdist = rv.distance;
423 } 455 }
424 } 456
425 }
426#if 0 457#if 0
427 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
428#endif 459#endif
429 return op; 460 return op;
430} 461}
448 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
449 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
450 * is probably not a good thing. 481 * is probably not a good thing.
451 */ 482 */
452#define MAX_SPACES 50 483#define MAX_SPACES 50
453
454 484
455/* 485/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
458 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
489 x = mon->x; 519 x = mon->x;
490 y = mon->y; 520 y = mon->y;
491 m = mon->map; 521 m = mon->map;
492 dir = rv.direction; 522 dir = rv.direction;
493 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
494 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
495 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
496 if (diff > max) 527 if (diff > max)
497 return 0; 528 return 0;
529
498 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
499 { 531 {
500 lastx = x; 532 lastx = x;
501 lasty = y; 533 lasty = y;
502 lastmap = m; 534 lastmap = m;
584 max--; 616 max--;
585 lastdir = dir; 617 lastdir = dir;
586 if (!firstdir) 618 if (!firstdir)
587 firstdir = dir; 619 firstdir = dir;
588 } 620 }
621
589 if (diff <= 1) 622 if (diff <= 1)
590 { 623 {
591 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 625 * headed toward player for entire distance.
593 */ 626 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
596 } 629 }
630
597 if (diff > max) 631 if (diff > max)
598 return 0; 632 return 0;
599 } 633 }
634
600 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
601 if (!max) 636 if (!max)
602 return 0; 637 return 0;
603 638
604 return firstdir; 639 return firstdir;
605} 640}
606 641
607void 642void
608give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
609{ 644{
610 object *op, *next = NULL;
611
612 if (pl->randomitems != NULL) 645 if (pl->randomitems)
613 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
614 647
615 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
616 { 649 {
617 next = op->below; 650 next = op->below;
618 651
619 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
620 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
625 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
626 * by this player due to race restrictions 659 * by this player due to race restrictions
627 */ 660 */
628 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
629 { 662 {
630 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
631 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
632 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
633 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
634 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
635 { 670 {
636 op->destroy (); 671 op->destroy ();
637 continue; 672 continue;
638 } 673 }
639 } 674 }
662 if (op->nrof > 1) 697 if (op->nrof > 1)
663 op->nrof = 1; 698 op->nrof = 1;
664 } 699 }
665 700
666 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
667 {
668 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
669 }
670 703
671 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
672 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
673 * merged properly. 706 * merged properly.
674 */ 707 */
675 if (need_identify (op)) 708 if (need_identify (op))
676 { 709 {
677 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
678 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
679 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
680 } 713 }
714
681 if (op->type == SPELL) 715 if (op->type == SPELL)
682 { 716 {
683 op->destroy (); 717 op->destroy ();
684 continue; 718 continue;
685 } 719 }
687 { 721 {
688 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
689 op->stats.exp = 0; 723 op->stats.exp = 0;
690 op->level = 1; 724 op->level = 1;
691 } 725 }
692 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
693 else
694 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
695 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
696 729
697 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
698 link_player_skills (pl); 731 link_player_skills (pl);
699} 732}
700 733
701void 734void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 735get_party_password (object *op, partylist *party)
787{ 736{
788 if (party == NULL) 737 if (party == NULL)
789 { 738 {
790 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
791 return; 740 return;
792 } 741 }
742
793 op->contr->write_buf[0] = '\0'; 743 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 747}
798 748
799
800/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
801int 750static int
802roll_stat (void) 751roll_stat (void)
803{ 752{
804 int a[4], i, j, k; 753 int a[4], i, j, k;
805 754
806 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
808 757
809 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 759 if (a[i] < k)
811 k = a[i], j = i; 760 k = a[i], j = i;
812 761
813 for (i = 0, k = 0; i < 4; i++) 762 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 763 if (i != j)
816 k += a[i]; 764 k += a[i];
817 } 765
818 return k; 766 return k;
819} 767}
820 768
821void 769void
822roll_stats (object *op) 770object::roll_stats ()
823{ 771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
824 int sum = 0; 776 int sum = 0;
825 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
826 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
827 779
828 do 780 if (sum >= 82 && sum <= 116)
781 break;
829 { 782 }
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 }
839 while (sum < 82 || sum > 116);
840 783
841 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 786
850 /* a quick and dirty bubblesort? */ 787 for (int i = 0; i < NUM_STATS; ++i)
851 do 788 stats.stat (i) = statsort [i];
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866 789
867 op->stats.Str = statsort[0];
868 op->stats.Dex = statsort[1];
869 op->stats.Con = statsort[2];
870 op->stats.Int = statsort[3];
871 op->stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6];
874
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 790 stats.exp = 0;
886 op->stats.ac = 0; 791 stats.ac = 0;
887 792
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 793 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 794 stats.sp = stats.maxsp;
895 op->stats.grace = op->stats.maxgrace; 795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
799 contr->levhp[1] = 9;
800 contr->levsp[1] = 6;
801 contr->levgrace[1] = 3;
802
896 op->contr->orig_stats = op->stats; 803 contr->orig_stats = stats;
804 }
897} 805}
898 806
899void 807void
900Roll_Again (object *op) 808object::swap_stats (int a, int b)
901{ 809{
902 esrv_new_player (op->contr, 0); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
904 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
905}
906 811
907void 812 for (int i = 0; i < NUM_STATS; ++i)
908Swap_Stat (object *op, int Swap_Second) 813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
835}
836
837static void
838start_info (object *op)
909{ 839{
910 signed char tmp;
911 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
912 841
913 if (op->contr->Swap_First == -1) 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str;
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf);
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 844}
1028 845
1029/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
1033 * not the class. 850 * not the class.
1034 */ 851 */
1035 852void
1036int 853player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 854{
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1053 857
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
1055 if (tl) 859 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
1057 861
1058 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
1060 864
1061 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
1062 866
1063 if (op->msg) 867 if (ob->msg)
1064 op->msg = NULL; 868 ob->msg = 0;
1065 869
1066 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
1067 * to save here. 871 * to save here.
1068 */ 872 */
873 {
874 char buf[MAX_BUF];
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1070 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
1071 878
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 879 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op); 882 link_player_skills (ob);
1079 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
1080 fix_player (op); 884 ob->update_stats ();
1081 885
1082 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
1083 * is one for this race 887 * is one for this race
1084 */ 888 */
1085 if (*first_map_ext_path) 889 if (*first_map_ext_path)
1086 { 890 {
1087 object *tmp; 891 object *tmp;
1088 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
1089 893
1090 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
1091 tmp = object::create (); 895 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
1094 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
1095 enter_exit (op, tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1096 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
1097 * default initial map */ 901 * default initial map */
1098 tmp->destroy (); 902 tmp->destroy ();
1099 } 903 }
1100 else 904 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
1102 907
1103 return 0; 908void
1104 } 909player::chargen_race_next ()
1105 910{
1106 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
1108 */ 913 */
1109 914
1110 tmp_loop = 0; 915 do
1111 while (!tmp_loop)
1112 { 916 {
1113 shstr name = op->name; 917 shstr name = ob->name;
1114 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
1115 919
1116 remove_statbonus (op); 920 ob->remove_statbonus ();
1117 op->remove (); 921 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
1120 op->instantiate (); 924 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
1123 op->x = x; 927 ob->x = x;
1124 op->y = y; 928 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
1128 add_statbonus (op); 932 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 933 }
934 while (!allowed_class (ob));
1131 935
1132 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 938 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 941 ob->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 942}
1194 943
1195void 944void
1196flee_player (object *op) 945flee_player (object *op)
1197{ 946{
1244 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1245 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1246 op->enemy = NULL; 995 op->enemy = NULL;
1247} 996}
1248 997
1249
1250/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1251 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1252 * stop. 1000 * stop.
1253 */ 1001 */
1254int 1002int
1255check_pick (object *op) 1003check_pick (object *op)
1256{ 1004{
1257 object *tmp, *next; 1005 object *tmp, *next;
1258 int stop = 0; 1006 int stop = 0;
1259 int j, k, wvratio; 1007 int wvratio;
1260 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1261 1009
1262 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1264 return 1; 1012 return 1;
1265 1013
1266 next = op->below; 1014 next = op->below;
1267 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1268 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1269 * destroyed */ 1020 * destroyed */
1270 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1271 { 1022 {
1272 tmp = next; 1023 tmp = next;
1273 next = tmp->below; 1024 next = tmp->below;
1274 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1275 if (op->destroyed ()) 1032 if (op->destroyed ())
1276 return 0; 1033 return 0;
1277 1034
1278 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1279 continue; 1036 continue;
1280 1037
1281 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1282 { 1039 {
1283 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1284 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1285 continue; 1042 continue;
1286 } 1043 }
1287 1044
1288 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1289 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1291 switch (op->contr->mode) 1048 switch (op->contr->mode)
1292 { 1049 {
1293 case 0: 1050 case 0:
1294 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1295 case 1: 1052 case 1:
1296 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1297 return 1; 1054 return 1;
1298 case 2: 1055 case 2:
1299 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1300 return 0; 1057 return 0;
1301 case 3: 1058 case 3:
1302 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1303 case 4: 1060 case 4:
1304 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1305 break; 1062 break;
1306 case 5: 1063 case 5:
1307 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1308 stop = 1; 1065 stop = 1;
1309 break; 1066 break;
1310 case 6: 1067 case 6:
1311 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1312 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1313 break; 1071 break;
1314 1072
1315 case 7: 1073 case 7:
1316 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1317 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1318 break; 1076 break;
1319 1077
1320 default: 1078 default:
1321 /* use value density */ 1079 /* use value density */
1322 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1323 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1324 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1325 } 1083 }
1326 } 1084 }
1327 else 1085 else
1328 { /* old model */ 1086 { /* old model */
1329 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1333 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1336 else 1094 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1099 }
1100
1370 /* philosophy: 1101 /* philosophy:
1371 * It's easy to grab an item type from a pile, as long as it's 1102 * It's easy to grab an item type from a pile, as long as it's
1372 * generic. This takes no game-time. For more detailed pickups 1103 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1104 * and selections, select-items should be used. This is a
1374 * grab-as-you-run type mode that's really useful for arrows for 1105 * grab-as-you-run type mode that's really useful for arrows for
1375 * example. 1106 * example.
1376 * The drawback: right now it has no frontend, so you need to 1107 * The drawback: right now it has no frontend, so you need to
1377 * stick the bits you want into a calculator in hex mode and then 1108 * stick the bits you want into a calculator in hex mode and then
1378 * convert to decimal and then 'pickup <#> 1109 * convert to decimal and then 'pickup <#>
1411 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1412 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1413 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1414 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1415 { 1146 {
1416 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1417 continue; 1148 continue;
1418 } 1149 }
1419 1150
1420 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1421 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1422 { 1153 {
1423 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1424 continue; 1155 continue;
1425 } 1156 }
1426 1157
1427 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1428 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1429 { 1160 {
1430 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1431 continue; 1162 continue;
1432 } 1163 }
1433 1164
1434 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1435 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1436 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1437 { 1168 {
1438 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1439 continue; 1170 continue;
1440 } 1171 }
1441 1172
1442 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1443 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1444 { 1175 {
1445 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1446 continue; 1177 continue;
1447 } 1178 }
1448 1179
1449 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1450 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1451 { 1182 {
1452 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1453 continue; 1184 continue;
1454 } 1185 }
1455 1186
1456 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1457 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1458 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1459 { 1190 {
1460 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1461 continue; 1192 continue;
1462 } 1193 }
1463 1194
1464 /* pick up all magical items */ 1195 /* pick up all magical items */
1465 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1466 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1467 { 1198 {
1468 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1469 continue; 1200 continue;
1470 } 1201 }
1471 1202
1472 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1473 { 1204 {
1474 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1475 { 1206 {
1476 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1477 continue; 1208 continue;
1478 } 1209 }
1479 } 1210 }
1480 1211
1481 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1482 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1483 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1484 { 1215 {
1485 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1486 continue; 1217 continue;
1487 } 1218 }
1488 1219
1489 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1490 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1491 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1492 { 1223 {
1493 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1494 continue; 1225 continue;
1495 } 1226 }
1496 1227
1497 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1498 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1499 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1500 { 1231 {
1501 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1502 continue; 1233 continue;
1503 } 1234 }
1504 1235
1505 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1506 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1507 { 1238 {
1508 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1509 continue; 1240 continue;
1510 } 1241 }
1511 1242
1512 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1513 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1514 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1515 { 1246 {
1516 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1517 continue; 1248 continue;
1518 } 1249 }
1519 1250
1520 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1521 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1522 { 1253 {
1523 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1524 continue; 1255 continue;
1525 } 1256 }
1526 1257
1527 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1528 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1529 { 1260 {
1530 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1531 continue; 1262 continue;
1532 } 1263 }
1533 1264
1534 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1535 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1536 { 1267 {
1537 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1538 continue; 1269 continue;
1539 } 1270 }
1540 1271
1541 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1542 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1543 { 1274 {
1544 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1545 continue; 1276 continue;
1546 } 1277 }
1547 1278
1548 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1549 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1550 { 1281 {
1551 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1552 continue; 1283 continue;
1553 } 1284 }
1554 1285
1555 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1556 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1557 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1558 { 1289 {
1559 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1560 continue; 1291 continue;
1561 } 1292 }
1562 1293
1563 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1564 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1565 { 1296 {
1566 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1567 { 1298 {
1568 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1569 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1570 { 1301 {
1571 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1572 continue; 1303 continue;
1573 } 1304 }
1574 } 1305 }
1575 1306
1576 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1577 { 1308 {
1578 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1579 { 1310 {
1580 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1581 continue; 1312 continue;
1582 } 1313 }
1583 } 1314 }
1584 } 1315 }
1585 1316
1586 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1587 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1588 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1589 { 1320 {
1590 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1591 continue; 1322 continue;
1592 } 1323 }
1593 1324
1594 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1595 * pickups */ 1326 * pickups */
1600 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1601 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1602 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1603 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1604 { 1335 {
1605 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1606#if 0 1337#if 0
1607 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1608 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1609 { 1340 {
1610 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1611 } 1342 }
1612 else 1343 else
1613 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1614 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1615 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1616#endif 1347#endif
1617 continue; 1348 continue;
1618 } 1349 }
1629 * found object is returned. 1360 * found object is returned.
1630 */ 1361 */
1631object * 1362object *
1632find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1633{ 1364{
1634 object *tmp = NULL;
1635
1636 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1637 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1638 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1640 return op; 1374 return arrow;
1375 }
1376
1641 return tmp; 1377 return 0;
1642} 1378}
1643 1379
1644/* 1380/*
1645 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1646 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1647 * of resistances. The archer is making a quick guess at what he sees down 1383 * of resistances. The archer is making a quick guess at what he sees down
1648 * the hall. Failing that it does it's best to pick the highest plus arrow. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1649 */ 1385 */
1650
1651object * 1386object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1653{ 1388{
1654 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1688 else 1423 else
1689 { 1424 {
1690 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1691 { 1426 {
1692 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1693 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1694 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1695 { 1430 {
1696 tmp = arrow; 1431 tmp = arrow;
1697 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1698 } 1433 }
1699 } 1434 }
1700 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1701 { 1436 {
1702 tmp = arrow; 1437 tmp = arrow;
1721 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1722 * op = the shooter 1457 * op = the shooter
1723 * type = bow->race 1458 * type = bow->race
1724 * dir = fire direction 1459 * dir = fire direction
1725 */ 1460 */
1726
1727object * 1461object *
1728pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1729{ 1463{
1730 object *tmp = NULL; 1464 object *tmp = NULL;
1731 maptile *m; 1465 maptile *m;
1796 */ 1530 */
1797int 1531int
1798fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1799{ 1533{
1800 object *left, *bow; 1534 object *left, *bow;
1801 int bowspeed, mflags; 1535 int mflags;
1802 maptile *m; 1536 maptile *m;
1803 1537
1804 if (!dir) 1538 if (!dir)
1805 { 1539 {
1806 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1807 return 0; 1541 return 0;
1808 } 1542 }
1809 1543
1810 if (op->type == PLAYER) 1544 if (op->contr)
1811 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1812 else 1546 else
1813 { 1547 {
1814 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1815 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1816 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1821 if (!bow) 1555 if (!bow)
1822 { 1556 {
1823 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1824 return 0; 1558 return 0;
1825 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1826 } 1568 }
1827 1569
1828 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1829 { 1571 {
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1831 return 0; 1573 return 0;
1832 } 1574 }
1833
1834 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1835
1836 /* penalize ROF for bestarrow */
1837 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1838 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1839
1840 if (bowspeed < 1)
1841 bowspeed = 1;
1842 1575
1843 if (arrow == NULL) 1576 if (arrow == NULL)
1844 { 1577 {
1845 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1846 { 1579 {
1847 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1849 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1850 else 1583 else
1851 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1852 return 0; 1586 return 0;
1853 } 1587 }
1854 } 1588 }
1855 1589
1856 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1869 arrow->destroy (); 1603 arrow->destroy ();
1870 return 0; 1604 return 0;
1871 } 1605 }
1872 1606
1873 left = arrow; /* these are arrows left to the player */ 1607 left = arrow; /* these are arrows left to the player */
1874 arrow = get_split_ob (arrow, 1); 1608 arrow = arrow->split ();
1875 if (!arrow) 1609 if (!arrow)
1876 { 1610 {
1877 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1878 return 0; 1612 return 0;
1879 } 1613 }
1880 1614
1881 arrow->set_owner (op); 1615 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1617 arrow->direction = dir;
1885 arrow->x = sx; 1618
1886 arrow->y = sy; 1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1887 1651
1888 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1889 { 1653 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op);
1892 }
1893
1894 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam;
1897 arrow->stats.grace = arrow->attacktype;
1898 if (arrow->slaying != NULL)
1899 arrow->spellarg = strdup (arrow->slaying);
1900
1901 /* Note that this was different for monsters - they got their level
1902 * added to the damage. I think the strength bonus is more proper.
1903 */
1904
1905 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1906
1907 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1910
1911 if (arrow->speed < 1.0)
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0;
1915
1916 if (op->type == PLAYER)
1917 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1919 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1920 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1921
1922 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1923 } 1661 }
1924 else 1662 else
1925 { 1663 {
1926 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1927 arrow->level = op->level; 1664 arrow->level = op->level;
1928 } 1665 arrow->stats.wc -= bow->magic;
1929 1666
1930 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1931 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1932 1672
1933 if (bow->slaying) 1673 wc -= arrow->level;
1934 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1935 1675
1936 arrow->map = m; 1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1937 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1679
1940 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1941 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1942 1682
1943 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1684 move_arrow (arrow);
1945
1946 if (op->type == PLAYER)
1947 {
1948 if (left->destroyed ())
1949 esrv_del_item (op->contr, left->count);
1950 else
1951 esrv_send_item (op, left);
1952 }
1953 1685
1954 return 1; 1686 return 1;
1955} 1687}
1956 1688
1957/* Special fire code for players - this takes into 1689/* Special fire code for players - this takes into
1966{ 1698{
1967 int ret = 0, wcmod = 0; 1699 int ret = 0, wcmod = 0;
1968 1700
1969 if (op->contr->bowtype == bow_bestarrow) 1701 if (op->contr->bowtype == bow_bestarrow)
1970 { 1702 {
1971 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1972 } 1704 }
1973 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1974 { 1706 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1708 wcmod = -1;
1709
1977 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1978 } 1711 }
1979 else if (op->contr->bowtype == bow_threewide) 1712 else if (op->contr->bowtype == bow_threewide)
1980 { 1713 {
1981 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1985 else if (op->contr->bowtype == bow_spreadshot) 1718 else if (op->contr->bowtype == bow_spreadshot)
1986 { 1719 {
1987 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1988 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1989 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1990
1991 } 1723 }
1992 else 1724 else
1993 { 1725 {
1994 /* Simple case */ 1726 /* Simple case */
1995 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1996 } 1728 }
1729
1997 return ret; 1730 return ret;
1998} 1731}
1999
2000 1732
2001/* Fires a misc (wand/rod/horn) object in 'dir'. 1733/* Fires a misc (wand/rod/horn) object in 'dir'.
2002 * Broken apart from 'fire' to keep it more readable. 1734 * Broken apart from 'fire' to keep it more readable.
2003 */ 1735 */
2004void 1736void
2005fire_misc_object (object *op, int dir) 1737fire_misc_object (object *op, int dir)
2006{ 1738{
2007 object *item; 1739 object *item = op->contr->ranged_ob;
2008 1740
2009 if (!op->contr->ranges[range_misc]) 1741 if (!item)
2010 { 1742 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2012 return; 1744 return;
2013 } 1745 }
2014 1746
2015 item = op->contr->ranges[range_misc];
2016 if (!item->inv) 1747 if (!item->inv)
2017 { 1748 {
2018 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2019 return; 1750 return;
2020 } 1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
2021 if (item->type == WAND) 1756 if (item->type == WAND)
2022 { 1757 {
2023 if (item->stats.food <= 0) 1758 if (item->stats.food <= 0)
2024 { 1759 {
2025 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1760 op->contr->play_sound (sound_find ("wand_poof"));
2026 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
2027 return; 1763 return;
2028 } 1764 }
2029 } 1765 }
2030 else if (item->type == ROD || item->type == HORN) 1766 else if (item->type == ROD || item->type == HORN)
2031 { 1767 {
2032 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
2033 { 1769 {
2034 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
2035 if (item->type == ROD) 1772 if (item->type == ROD)
2036 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2037 else 1774 else
2038 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
2039 return; 1777 return;
2040 } 1778 }
2041 } 1779 }
2042 1780
2043 if (cast_spell (op, item, dir, item->inv, NULL)) 1781 if (cast_spell (op, item, dir, item->inv, NULL))
2050 object *tmp; 1788 object *tmp;
2051 1789
2052 if (item->arch) 1790 if (item->arch)
2053 { 1791 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1793 item->face = item->arch->face;
2056 item->speed = 0; 1794 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1795 }
1796
2059 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1799 }
2062 } 1800 }
2063 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1802 drain_rod_charge (item);
2066 }
2067 } 1803 }
2068} 1804}
2069 1805
2070/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2071 */ 1807 */
2072void 1808bool
2073fire (object *op, int dir) 1809fire (object *op, int dir)
2074{ 1810{
2075 int spellcost = 0; 1811 int spellcost = 0;
2076 1812
2077 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
2078 if (action_makes_visible (op)) 1814 if (action_makes_visible (op))
2079 make_visible (op); 1815 make_visible (op);
2080 1816
2081 switch (op->contr->shoottype) 1817 player *pl = op->contr;
1818
1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
2082 { 1823 }
2083 case range_none:
2084 return;
2085 1824
2086 case range_bow: 1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
2087 player_fire_bow (op, dir); 1841 player_fire_bow (op, dir);
2088 return; 1842 break;
2089 1843
2090 case range_magic: /* Casting spells */ 1844 case SPELL:
2091 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2092 return; 1846 break;
2093 1847
2094 case range_misc: 1848 case BUILDER:
1849 apply_map_builder (op, dir);
1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1856 default:
2095 fire_misc_object (op, dir); 1857 fire_misc_object (op, dir);
2096 return; 1858 break;
2097
2098 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir);
2106 return;
2107
2108 case range_skill:
2109 if (!op->chosen_skill)
2110 {
2111 if (op->type == PLAYER)
2112 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2113 return;
2114 }
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return;
2117 case range_builder:
2118 apply_map_builder (op, dir);
2119 return;
2120 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return;
2123 } 1859 }
2124}
2125 1860
2126 1861 return true;
1862}
2127 1863
2128/* find_key 1864/* find_key
2129 * We try to find a key for the door as passed. If we find a key 1865 * We try to find a key for the door as passed. If we find a key
2130 * and successfully use it, we return the key, otherwise NULL 1866 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic 1867 * This function merges both normal and locked door, since the logic
2133 * pl is the player, 1869 * pl is the player,
2134 * inv is the objects inventory to searched 1870 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against. 1871 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers. 1872 * This function can be called recursively to search containers.
2137 */ 1873 */
2138
2139object * 1874object *
2140find_key (object *pl, object *container, object *door) 1875find_key (object *pl, object *container, object *door)
2141{ 1876{
2142 object *tmp, *key; 1877 object *tmp, *key;
2143 1878
2144 /* Should not happen, but sanity checking is never bad */ 1879 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1880 if (!container->inv)
2146 return NULL; 1881 return 0;
2147 1882
2148 /* First, lets try to find a key in the top level inventory */ 1883 /* First, lets try to find a key in the top level inventory */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1884 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1885 {
2151 if (door->type == DOOR && tmp->type == KEY) 1886 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1887 break;
2153 /* For sanity, we should really check door type, but other stuff 1888 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1889 * (like containers) can be locked with special keys
2155 */ 1890 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1892 break;
2158 } 1893 }
1894
2159 /* No key found - lets search inventories now */ 1895 /* No key found - lets search inventories now */
2160 /* If we find and use a key in an inventory, return at that time. 1896 /* If we find and use a key in an inventory, return at that time.
2161 * otherwise, if we search all the inventories and still don't find 1897 * otherwise, if we search all the inventories and still don't find
2162 * a key, return 1898 * a key, return
2163 */ 1899 */
2164 if (!tmp) 1900 if (!tmp)
2165 { 1901 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1902 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 { 1903 {
2168 /* No reason to search empty containers */ 1904 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1905 if (tmp->type == CONTAINER && tmp->inv)
2170 { 1906 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1907 if ((key = find_key (pl, tmp, door)))
2172 return key; 1908 return key;
2173 } 1909 }
2174 } 1910 }
1911
2175 if (!tmp) 1912 if (!tmp)
2176 return NULL; 1913 return NULL;
2177 } 1914 }
1915
2178 /* We get down here if we have found a key. Now if its in a container, 1916 /* We get down here if we have found a key. Now if its in a container,
2179 * see if we actually want to use it 1917 * see if we actually want to use it
2180 */ 1918 */
2181 if (pl != container) 1919 if (pl != container)
2182 { 1920 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2205 return NULL; 1943 return NULL;
2206 } 1944 }
2207 } 1945 }
1946
2208 return tmp; 1947 return tmp;
2209} 1948}
2210 1949
2211/* moved door processing out of move_player_attack. 1950/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1951 * returns 1 if player has opened the door with a key
2214 * 0 otherwise 1953 * 0 otherwise
2215 */ 1954 */
2216static int 1955static int
2217player_attack_door (object *op, object *door) 1956player_attack_door (object *op, object *door)
2218{ 1957{
2219 /* If its a door, try to find a use a key. If we do destroy the door, 1958 /* If its a door, try to find a key. If we do destroy the door,
2220 * might as well return immediately as there is nothing more to do - 1959 * might as well return immediately as there is nothing more to do -
2221 * otherwise, we fall through to the rest of the code. 1960 * otherwise, we fall through to the rest of the code.
2222 */ 1961 */
2223 object *key = find_key (op, op, door); 1962 object *key = find_key (op, op, door);
2224 1963
2225 /* IF we found a key, do some extra work */ 1964 /* If we found a key, do some extra work */
2226 if (key) 1965 if (key)
2227 { 1966 {
2228 object *container = key->env; 1967 object *container = key->env;
2229 1968
2230 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2231 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2232 make_visible (op); 1970 make_visible (op);
1971
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1973 spring_trap (door->inv, op);
1974
2235 if (door->type == DOOR) 1975 if (door->type == DOOR)
2236 {
2237 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1977 else if (door->type == LOCKED_DOOR)
2240 { 1978 {
2241 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2242 remove_door2 (door); /* remove door without violence ;-) */ 1980 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1981 }
1982
2244 /* Do this after we print the message */ 1983 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 1984 key->decrease (); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 1985 /* Need to update the weight the container the key was in */
2247 if (container != op) 1986 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container); 1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
2249 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
2250 } 1990 }
2251 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
2252 { 1992 {
2253 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2255 return 1; 1995 return 1;
2256 } 1996 }
1997
2257 return 0; 1998 return 0;
2258} 1999}
2259 2000
2260/* This function is just part of a breakup from move_player. 2001/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 2002 * It should keep the code cleaner.
2262 * When this is called, the players direction has been updated 2003 * When this is called, the players direction has been updated
2263 * (taking into account confusion.) The player is also actually 2004 * (taking into account confusion.) The player is also actually
2264 * going to try and move (not fire weapons). 2005 * going to try and move (not fire weapons).
2265 */ 2006 */
2266void 2007bool
2267move_player_attack (object *op, int dir) 2008move_player_attack (object *op, int dir)
2268{ 2009{
2269 object *tmp, *mon;
2270 sint16 nx, ny;
2271 int on_battleground; 2010 int on_battleground;
2272 maptile *m;
2273 2011
2274 nx = freearr_x[dir] + op->x; 2012 sint16 nx = freearr_x[dir] + op->x;
2275 ny = freearr_y[dir] + op->y; 2013 sint16 ny = freearr_y[dir] + op->y;
2276 2014
2277 on_battleground = op_on_battleground (op, 0, 0); 2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2278 2025
2279 /* If braced, or can't move to the square, and it is not out of the 2026 /* If braced, or can't move to the square, and it is not out of the
2280 * map, attack it. Note order of if statement is important - don't 2027 * map, attack it. Note order of if statement is important - don't
2281 * want to be calling move_ob if braced, because move_ob will move the 2028 * want to be calling move_ob if braced, because move_ob will move the
2282 * player. This is a pretty nasty hack, because if we could 2029 * player. This is a pretty nasty hack, because if we could
2283 * move to some space, it then means that if we are braced, we should 2030 * move to some space, it then means that if we are braced, we should
2284 * do nothing at all. As it is, if we are braced, we go through 2031 * do nothing at all. As it is, if we are braced, we go through
2285 * quite a bit of processing. However, it probably is less than what 2032 * quite a bit of processing. However, it probably is less than what
2286 * move_ob uses. 2033 * move_ob uses.
2287 */ 2034 */
2288 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2035 maptile *m = op->map->xy_find (nx, ny);
2289 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 {
2292 m = get_map_from_coord (op->map, &nx, &ny);
2293 if (!m)
2294 return; /* Don't think this should happen */
2295 }
2296 else
2297 m = op->map;
2298 2036
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return;
2303 }
2304
2305 mon = 0;
2306 /* Go through all the objects, and find ones of interest. Only stop if 2037 /* Go through all the objects, and find ones of interest. Only stop if
2307 * we find a monster - that is something we know we want to attack. 2038 * we find a monster - that is something we know we want to attack.
2308 * if its a door or barrel (can roll) see if there may be monsters 2039 * if its a door or barrel (can roll) see if there may be monsters
2309 * on the space 2040 * on the space
2310 */ 2041 */
2311 while (tmp) 2042 object *mon;
2312 { 2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2313 if (tmp == op) 2044 {
2314 { 2045 if ((mon->flag [FLAG_ALIVE]
2315 tmp = tmp->above; 2046 || mon->type == LOCKED_DOOR
2316 continue; 2047 || mon->flag [FLAG_CAN_ROLL])
2317 }
2318
2319 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2320 {
2321 mon = tmp; 2048 && mon != op)
2322 break; 2049 break;
2323 } 2050 }
2324 2051
2325 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2326 mon = tmp;
2327
2328 tmp = tmp->above;
2329 }
2330
2331 if (!mon) /* This happens anytime the player tries to move */ 2052 if (!mon) /* This happens anytime the player tries to move */
2332 return; /* into a wall */ 2053 return false; /* into a wall */
2333 2054
2334 if (mon->head)
2335 mon = mon->head; 2055 mon = mon->head_ ();
2336 2056
2337 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2338 if (player_attack_door (op, mon)) 2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2339 return; 2062 return true;
2063 }
2340 2064
2341 /* The following deals with possibly attacking peaceful 2065 /* The following deals with possibly attacking peaceful
2342 * or frienddly creatures. Basically, all players are considered 2066 * or friendly creatures. Basically, all players are considered
2343 * unaggressive. If the moving player has peaceful set, then the 2067 * unaggressive. If the moving player has peaceful set, then the
2344 * object should be pushed instead of attacked. It is assumed that 2068 * object should be pushed instead of attacked. It is assumed that
2345 * if you are braced, you will not attack friends accidently, 2069 * if you are braced, you will not attack friends accidently,
2346 * and thus will not push them. 2070 * and thus will not push them.
2347 */ 2071 */
2348 2072
2349 /* If the creature is a pet, push it even if the player is not 2073 /* If the creature is a pet, push it even if the player is not
2350 * peaceful. Our assumption is the creature is a pet if the 2074 * peaceful. Our assumption is the creature is a pet if the
2351 * player owns it and it is either friendly or unagressive. 2075 * player owns it and it is either friendly or unagressive.
2352 */ 2076 */
2353 if ((op->type == PLAYER) 2077 if (op->type == PLAYER
2354#if COZY_SERVER
2355 &&
2356 ((mon->owner && mon->owner->contr 2078 && ((mon->owner && mon->owner->contr
2357 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2079 && same_party (mon->owner->contr->party, op->contr->party))
2358#else
2359 && mon->owner == op 2080 || mon->owner == op)
2360#endif
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2082 {
2363 /* If we're braced, we don't want to switch places with it */ 2083 /* If we're braced, we don't want to switch places with it */
2364 if (op->contr->braced) 2084 if (op->contr->braced)
2365 return; 2085 return false;
2366 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2086
2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2367 (void) push_ob (mon, dir, op); 2092 push_ob (mon, dir, op);
2093
2368 if (op->contr->tmp_invis || op->hide) 2094 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2095 make_visible (op);
2096
2370 return; 2097 return true;
2371 } 2098 }
2099 else
2100 return false;
2101 }
2372 2102
2373 /* in certain circumstances, you shouldn't attack friendly 2103 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2104 * creatures. Note that if you are braced, you can't push
2375 * someone, but put it inside this loop so that you won't 2105 * someone, but put it inside this loop so that you won't
2376 * attack them either. 2106 * attack them either.
2377 */ 2107 */
2378 if ((mon->type == PLAYER || mon->enemy != op) && 2108 if ((mon->type == PLAYER || mon->enemy != op)
2379 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2380#ifdef PROHIBIT_PLAYERKILL
2381 (op->contr->peaceful 2110 && ((op->contr->peaceful
2382 || (mon->type == PLAYER 2111 || (mon->type == PLAYER && mon->contr->peaceful))
2383 && mon->contr->
2384 peaceful)) &&
2385#else
2386 op->contr->peaceful &&
2387#endif
2388 !on_battleground)) 2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2389 { 2115 {
2116 --op->speed_left;
2117
2390 if (!op->contr->braced) 2118 if (!op->contr->braced)
2391 { 2119 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2120 op->play_sound (sound_find ("push_player"));
2393 (void) push_ob (mon, dir, op); 2121 push_ob (mon, dir, op);
2394 } 2122 }
2395 else 2123 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2124 op->statusmsg ("You withhold your attack");
2397 2125
2398 if (op->contr->tmp_invis || op->hide) 2126 if (op->contr->tmp_invis || op->hide)
2399 make_visible (op); 2127 make_visible (op);
2400 }
2401 2128
2129 return true;
2130 }
2131 }
2402 /* If the object is a boulder or other rollable object, then 2132 /* If the object is a boulder or other rollable object, then
2403 * roll it if not braced. You can't roll it if you are braced. 2133 * roll it if not braced. You can't roll it if you are braced.
2404 */ 2134 */
2405 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2406 { 2138 {
2139 --op->speed_left;
2140
2407 recursive_roll (mon, dir, op); 2141 recursive_roll (mon, dir, op);
2408 if (action_makes_visible (op)) 2142 if (action_makes_visible (op))
2409 make_visible (op); 2143 make_visible (op);
2410 }
2411 2144
2145 return true;
2146 }
2147 }
2412 /* Any generic living creature. Including things like doors. 2148 /* Any generic living creature. Including things like doors.
2413 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2414 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2415 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2416 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2417 */ 2153 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2421 { 2156 {
2422 2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2423 /* If the player hasn't hit something this tick, and does
2424 * so, give them speed boost based on weapon speed. Doing
2425 * it here is better than process_players2, which basically
2426 * incurred a 1 tick offset.
2427 */
2428 if (!op->contr->has_hit)
2429 { 2158 {
2430 op->speed_left += op->speed / op->contr->weapon_sp; 2159 --op->contr->weapon_sp_left;
2431
2432 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2433 }
2434 2160
2435 skill_attack (mon, op, 0, 0, 0); 2161 skill_attack (mon, op, 0, 0, 0);
2436
2437 /* If attacking another player, that player gets automatic
2438 * hitback, and doesn't loose luck either.
2439 * Disable hitback on the battleground or if the target is
2440 * the wiz.
2441 */
2442 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2443 {
2444 short luck = mon->stats.luck;
2445
2446 mon->contr->has_hit = 1;
2447 skill_attack (op, mon, 0, 0, 0);
2448 mon->stats.luck = luck;
2449 }
2450 2162
2451 if (action_makes_visible (op)) 2163 if (action_makes_visible (op))
2452 make_visible (op); 2164 make_visible (op);
2453 }
2454 } /* if player should attack something */
2455}
2456 2165
2457int 2166 return true;
2167 }
2168 }
2169
2170 return false;
2171}
2172
2173bool
2458move_player (object *op, int dir) 2174move_player (object *op, int dir)
2459{ 2175{
2460 int pick; 2176 int pick;
2461 2177
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2463 return 0; 2179 return 0;
2464 2180
2465 /* Sanity check: make sure dir is valid */ 2181 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2182 if ((dir < 0) || (dir >= 9))
2467 { 2183 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2185 return 0;
2470 } 2186 }
2471 2187
2472 /* peterm: added following line */ 2188 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2191
2476 op->facing = dir; 2192 op->facing = dir;
2477 2193
2478 if (op->hide) 2194 if (op->hide)
2479 do_hidden_move (op); 2195 do_hidden_move (op);
2480 2196
2197 bool retval;
2198
2481 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2482 /*nop */ ; 2200 retval = RESULT_INT (0);
2483 else if (op->contr->fire_on) 2201 else if (op->contr->fire_on)
2484 fire (op, dir); 2202 retval = fire (op, dir);
2485 else 2203 else
2486 { 2204 {
2487 move_player_attack (op, dir); 2205 retval = move_player_attack (op, dir);
2488 pick = check_pick (op); 2206 pick = check_pick (op);
2489 } 2207 }
2490 2208
2491 /* Add special check for newcs players and fire on - this way, the 2209 /* Add special check for newcs players and fire on - this way, the
2492 * server can handle repeat firing. 2210 * server can handle repeat firing.
2499 /* Update how the player looks. Use the facing, so direction may 2217 /* Update how the player looks. Use the facing, so direction may
2500 * get reset to zero. This allows for full animation capabilities 2218 * get reset to zero. This allows for full animation capabilities
2501 * for players. 2219 * for players.
2502 */ 2220 */
2503 animate_object (op, op->facing); 2221 animate_object (op, op->facing);
2504 return 0; 2222
2223 return retval;
2505} 2224}
2506 2225
2507/* This is similar to handle_player, below, but is only used by the 2226/* This is similar to handle_player, below, but is only used by the
2508 * new client/server stuff. 2227 * new client/server stuff.
2509 * This is sort of special, in that the new client/server actually uses 2228 * This is sort of special, in that the new client/server actually uses
2510 * the new speed values for commands. 2229 * the new speed values for commands.
2511 * 2230 *
2512 * Returns true if there are more actions we can do. 2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2513 */ 2234 */
2514int 2235bool
2515handle_newcs_player (object *op) 2236handle_newcs_player (object *op)
2516{ 2237{
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2238 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2239 {
2539 flee_player (op); 2240 if (op->speed_left > 0.f)
2540 /* If player is still scared, that is his action for this tick */
2541 if (QUERY_FLAG (op, FLAG_SCARED))
2542 { 2241 {
2543 op->speed_left--; 2242 --op->speed_left;
2243 flee_player (op);
2244
2544 return 0; 2245 return true;
2545 } 2246 }
2247 else
2248 return false;
2546 } 2249 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555 2250
2556 /* call this here - we also will call this in do_ericserver, but 2251 /* call this here - we also will call this in do_ericserver, but
2557 * the players time has been increased when doericserver has been 2252 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2253 * called, so we recheck it here.
2559 */ 2254 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2255 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563
2564 if (op->speed_left < 0)
2565 return 0; 2256 return true;
2566 2257
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 {
2569 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--;
2571
2572 /* Instead of all the stuff below, let move_player take care
2573 * of it. Also, some of the skill stuff is only put in
2574 * there, as well as the confusion stuff.
2575 */
2576 move_player (op, op->direction); 2259 return move_player (op, op->direction);
2577 if (op->speed_left > 0)
2578 return 1;
2579 else
2580 return 0;
2581 }
2582 2260
2583 return 0; 2261 return false;
2584} 2262}
2585 2263
2586int 2264int
2587save_life (object *op) 2265save_life (object *op)
2588{ 2266{
2590 return 0; 2268 return 0;
2591 2269
2592 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2593 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2594 { 2272 {
2595 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2273 op->play_sound (sound_find ("ob_evaporate"));
2596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2597 2275
2598 if (op->contr) 2276 if (op->contr)
2599 esrv_del_item (op->contr, tmp->count); 2277 esrv_del_item (op->contr, tmp->count);
2600 2278
2605 op->stats.hp = op->stats.maxhp; 2283 op->stats.hp = op->stats.maxhp;
2606 2284
2607 if (op->stats.food < 0) 2285 if (op->stats.food < 0)
2608 op->stats.food = 999; 2286 op->stats.food = 999;
2609 2287
2610 fix_player (op); 2288 op->update_stats ();
2611 return 1; 2289 return 1;
2612 } 2290 }
2613 2291
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2292 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2293 CLEAR_FLAG (op, FLAG_LIFESAVE);
2620/* This goes throws the inventory and removes unpaid objects, and puts them 2298/* This goes throws the inventory and removes unpaid objects, and puts them
2621 * back in the map (location and map determined by values of env). This 2299 * back in the map (location and map determined by values of env). This
2622 * function will descend into containers. op is the object to start the search 2300 * function will descend into containers. op is the object to start the search
2623 * from. 2301 * from.
2624 */ 2302 */
2625void 2303static void
2626remove_unpaid_objects (object *op, object *env) 2304drop_unpaid_items (object *op, object *env)
2627{ 2305{
2628 object *next;
2629
2630 while (op) 2306 while (op)
2631 { 2307 {
2632 next = op->below; /* Make sure we have a good value, in case 2308 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2633 * we remove object 'op' 2309
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2310 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2311 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2312 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2313 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2314
2315 op->insert_at (env);
2643 } 2316 }
2644 else if (op->inv) 2317 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2318 drop_unpaid_items (op->inv, env);
2646 2319
2647 op = next; 2320 op = next;
2648 } 2321 }
2649} 2322}
2650 2323
2324void
2325object::drop_unpaid_items ()
2326{
2327 if (!flag [FLAG_REMOVED])
2328 ::drop_unpaid_items (inv, this);
2329}
2651 2330
2652/* 2331/*
2653 * Returns pointer a static string containing gravestone text 2332 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2333 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2334 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2369 strcat (buf2, buf);
2691 2370
2692 return buf2; 2371 return buf2;
2693} 2372}
2694
2695
2696 2373
2697void 2374void
2698do_some_living (object *op) 2375do_some_living (object *op)
2699{ 2376{
2700 int last_food = op->stats.food; 2377 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2383 int rate_grace = 2000;
2707 const int max_hp = 1; 2384 const int max_hp = 1;
2708 const int max_sp = 1; 2385 const int max_sp = 1;
2709 const int max_grace = 1; 2386 const int max_grace = 1;
2710 2387
2711 if (op->contr->outputs_sync) 2388 if (op->contr->hidden)
2389 {
2390 op->invisible = 1000;
2391 /* the socket code flashes the player visible/invisible
2392 * depending on the value of invisible, so we need to
2393 * alternate it here for it to work correctly.
2394 */
2395 if (pticks & 2)
2396 op->invisible--;
2712 { 2397 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2398 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2399 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2400 if (!op->invisible--)
2401 {
2402 make_visible (op);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2404 }
2716 } 2405 }
2717 2406
2718 if (op->contr->ns->state == ST_PLAYING) 2407 if (op->contr->ns->state == ST_PLAYING)
2719 { 2408 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2409 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2410 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2411 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2412 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2413 else
2726 { 2414 {
2727 gen_hp = op->stats.maxhp; 2415 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2416 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2417 }
2418
2730 if (op->contr->gen_sp >= 0) 2419 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2420 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2421 else
2733 { 2422 {
2734 gen_sp = op->stats.maxsp; 2423 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2424 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2425 }
2426
2737 if (op->contr->gen_grace >= 0) 2427 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2428 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2429 else
2740 { 2430 {
2741 gen_grace = op->stats.maxgrace; 2431 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2432 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2433 }
2744 2434
2745 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2747 {
2748 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2749 if (op->stats.sp < op->stats.maxsp)
2750 {
2751 op->stats.sp++;
2752 /* dms do not consume food */
2753 if (!QUERY_FLAG (op, FLAG_WIZ))
2754 {
2755 op->stats.food--;
2756 if (op->contr->digestion < 0)
2757 op->stats.food += op->contr->digestion;
2758 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2759 op->stats.food = last_food;
2760 }
2761 }
2762 if (max_sp > 1)
2763 {
2764 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0)
2766 {
2767 if (op->stats.sp < op->stats.maxsp)
2768 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2770 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2771 op->stats.sp--;
2772 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp;
2774 }
2775 op->last_sp = 0;
2776 }
2777 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 }
2782 else
2783 {
2784 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2785 }
2786 }
2787
2788 /* Regenerate Grace */ 2435 /* Regenerate Grace */
2789 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2436 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2790 if (--op->last_grace < 0) 2437 if (--op->last_grace < 0)
2791 { 2438 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2439 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2440 op->stats.grace++; /* no penalty in food for regaining grace */
2441
2794 if (max_grace > 1) 2442 if (max_grace > 1)
2795 { 2443 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2444 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2445 if (over_grace > 0)
2798 { 2446 {
2810 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2458 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2811 } 2459 }
2812 /* wearing stuff doesn't detract from grace generation. */ 2460 /* wearing stuff doesn't detract from grace generation. */
2813 } 2461 }
2814 2462
2463 if (op->stats.food > 0)
2464 {
2815 /* Regenerate Hit Points */ 2465 /* Regenerate Spell Points */
2816 if (--op->last_heal < 0) 2466 if (!op->contr->golem && --op->last_sp < 0)
2817 {
2818 if (op->stats.hp < op->stats.maxhp)
2819 { 2467 {
2820 op->stats.hp++; 2468 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2821 /* dms do not consume food */ 2469
2822 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (op->stats.sp < op->stats.maxsp)
2823 { 2471 {
2472 op->stats.sp++;
2473
2474 /* dms do not consume food */
2475 if (!QUERY_FLAG (op, FLAG_WIZ))
2476 {
2824 op->stats.food--; 2477 op->stats.food--;
2478
2825 if (op->contr->digestion < 0) 2479 if (op->contr->digestion < 0)
2826 op->stats.food += op->contr->digestion; 2480 op->stats.food += op->contr->digestion;
2827 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2828 op->stats.food = last_food; 2482 op->stats.food = last_food;
2483 }
2829 } 2484 }
2830 } 2485
2831 if (max_hp > 1) 2486 if (max_sp > 1)
2832 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0)
2835 { 2487 {
2836 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501
2837 op->last_heal = 0; 2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2838 } 2506 }
2839 else 2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Hit Points */
2512 if (--op->last_heal < 0)
2513 {
2514 if (op->stats.hp < op->stats.maxhp)
2840 { 2515 {
2841 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2516 op->stats.hp++;
2517
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2842 } 2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533
2534 if (over_hp > 0)
2535 {
2536 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2537 op->last_heal = 0;
2538 }
2539 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2843 } 2541 }
2844 else 2542 else
2845 {
2846 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2847 } 2544 }
2848 } 2545 }
2849 2546
2850 /* Digestion */ 2547 /* Digestion */
2851 if (--op->last_eat < 0) 2548 if (--op->last_eat < 0)
2852 { 2549 {
2853#ifdef COZY_SERVER 2550 int bonus = max (0, op->contr->digestion),
2854 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2551 penalty = max (0, -op->contr->digestion);
2855 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2856#else
2857 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2858#endif
2859 2552
2860 if (op->contr->gen_hp > 0)
2861 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2553 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2862 else 2554
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2864 /* dms do not consume food */ 2555 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2557 op->stats.food--;
2867 } 2558 }
2868 }
2869 2559
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2560 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2561 {
2872 object *tmp, *flesh = NULL; 2562 object *tmp, *flesh = 0;
2873 2563
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2564 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 { 2565 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2566 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 { 2567 {
2568 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2569 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2570 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, tmp, 0); 2571 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2572 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2573 break;
2884 } 2574 }
2885 else if (tmp->type == FLESH) 2575 else if (tmp->type == FLESH)
2886 flesh = tmp; 2576 flesh = tmp;
2887 } /* End if paid for object */ 2577 } /* End if paid for object */
2888 } /* end of for loop */ 2578 } /* end of for loop */
2579
2889 /* If player is still starving, it means they don't have any food, so 2580 /* If player is still starving, it means they don't have any food, so
2890 * eat flesh instead. 2581 * eat flesh instead.
2891 */ 2582 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2583 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2584 {
2894 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2585 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2895 manual_apply (op, flesh, 0); 2586 manual_apply (op, flesh, 0);
2587 }
2588 }
2589
2590 if (op->stats.food < 0)
2896 } 2591 {
2897 } /* end if player is starving */ 2592 op->stats.hp += op->stats.food;
2593 op->stats.food = 0;
2594 }
2898 2595
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food++, op->stats.hp--;
2901
2902 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2903 kill_player (op); 2597 kill_player (op);
2598 }
2904} 2599}
2905
2906
2907 2600
2908/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2909 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2910 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2604 * file.
2912 */ 2605 */
2913void 2606void
2914kill_player (object *op) 2607kill_player (object *op)
2915{ 2608{
2609 int x, y;
2916 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2917 int x, y;
2918
2919 //int i;
2920 maptile *map; /* this is for resurrection */ 2611 maptile *map; /* this is for resurrection */
2921
2922 /* int z;
2923 int num_stats_lose;
2924 int lost_a_stat;
2925 int lose_this_stat;
2926 int this_stat; */
2927 int will_kill_again; 2612 int will_kill_again;
2928 archetype *at; 2613 archetype *at;
2929 object *tmp; 2614 object *tmp;
2930 2615
2931 if (save_life (op)) 2616 if (save_life (op))
2932 return; 2617 return;
2933
2934 2618
2935 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2619 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2936 * in cities ONLY!!! It is very important that this doesn't get abused. 2620 * in cities ONLY!!! It is very important that this doesn't get abused.
2937 * Look at op_on_battleground() for more info --AndreasV 2621 * Look at op_on_battleground() for more info --AndreasV
2938 */ 2622 */
2941 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2626 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2943 2627
2944 /* restore player */ 2628 /* restore player */
2945 at = archetype::find ("poisoning"); 2629 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2630 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2631 {
2949 tmp->destroy (); 2632 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2633 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2634 }
2952 2635
2953 at = archetype::find ("confusion"); 2636 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2637 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2638 {
2957 tmp->destroy (); 2639 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2640 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2641 }
2960 2642
2961 cure_disease (op, 0); /* remove any disease */ 2643 cure_disease (op, 0, 0); /* remove any disease */
2962 op->stats.hp = op->stats.maxhp; 2644 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2645 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2646 op->stats.food = 999;
2965 2647
2966 /* create a bodypart-trophy to make the winner happy */ 2648 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2649 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2650 {
2970 sprintf (buf, "%s's finger", &op->name); 2651 tmp->name = format ("%s's finger" , &op->name);
2971 tmp->name = buf; 2652 tmp->name_pl = format ("%s's fingers", &op->name);
2972 sprintf (buf, " This finger has been cut off %s\n" 2653 tmp->msg = format (
2973 " the %s, when he was defeated at\n level %d by %s.\n", 2654 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2655 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2975 tmp->msg = buf; 2656 );
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2657 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2658 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2659 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2660 }
2981 2661
2982 /* teleport defeated player to new destination */ 2662 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2663 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2664 op->contr->braced = 0;
2988 INVOKE_PLAYER (DEATH, op->contr); 2668 INVOKE_PLAYER (DEATH, op->contr);
2989 2669
2990 command_kill_pets (op, 0); 2670 command_kill_pets (op, 0);
2991 2671
2992 if (op->stats.food < 0) 2672 if (op->stats.food < 0)
2993 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2673 strcpy (op->contr->killer, "starvation");
2674
2675 op->contr->play_sound (sound_find ("player_dies"));
2676
2677 /* save the map location for corpse, gravestone */
2678 x = op->x;
2679 y = op->y;
2680 map = op->map;
2681
2682 /* NOT_PERMADEATH code. This basically brings the character back to
2683 * life if they are dead - it takes some exp and a random stat.
2684 * See the config.h file for a little more in depth detail about this.
2685 */
2686
2687 /* Basically two ways to go - remove a stat permanently, or just
2688 * make it depletion. This bunch of code deals with that aspect
2689 * of death.
2690 */
2691#ifndef COZY_SERVER
2692 if (settings.balanced_stat_loss)
2693 {
2694 /* If stat loss is permanent, lose one stat only. */
2695 /* Lower level chars don't lose as many stats because they suffer
2696 more if they do. */
2697 /* Higher level characters can afford things such as potions of
2698 restoration, or better, stat potions. So we slug them that
2699 little bit harder. */
2700 /* GD */
2701 if (settings.stat_loss_on_death)
2702 num_stats_lose = 1;
2703 else
2704 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3003 } 2705 }
3004 else 2706 else
3005 { 2707 num_stats_lose = 1;
3006 if (op->contr->explore) 2708
3007 { 2709 lost_a_stat = 0;
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2710
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2711 for (z = 0; z < num_stats_lose; z++)
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name);
3014 } 2712 {
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2713 i = RANDOM () % NUM_STATS;
3016 2714
3017 /* save the map location for corpse, gravestone */
3018 x = op->x;
3019 y = op->y;
3020 map = op->map;
3021
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * life if they are dead - it takes some exp and a random stat.
3027 * See the config.h file for a little more in depth detail about this.
3028 */
3029
3030 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect
3032 * of death.
3033 */
3034#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss)
3036 {
3037 /* If stat loss is permanent, lose one stat only. */
3038 /* Lower level chars don't lose as many stats because they suffer
3039 more if they do. */
3040 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */
3043 /* GD */
3044 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2716 {
3046 else 2717 /* Pick a random stat and take a point off it. Tell the player
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2718 * what he lost.
2719 */
2720 change_attr_value (&(op->stats), i, -1);
2721 check_stat_bounds (&(op->stats));
2722 change_attr_value (&(op->contr->orig_stats), i, -1);
2723 check_stat_bounds (&(op->contr->orig_stats));
2724 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2725 lost_a_stat = 1;
3048 } 2726 }
3049 else 2727 else
3050 { 2728 {
3051 num_stats_lose = 1; 2729 /* deplete a stat */
3052 } 2730 archetype *deparch = archetype::find ("depletion");
3053 lost_a_stat = 0; 2731 object *dep;
3054 2732
3055 for (z = 0; z < num_stats_lose; z++) 2733 dep = present_arch_in_ob (deparch, op);
3056 { 2734 if (!dep)
3057 i = RANDOM () % NUM_STATS;
3058
3059 if (settings.stat_loss_on_death)
3060 { 2735 {
3061 /* Pick a random stat and take a point off it. Tell the player 2736 dep = arch_to_object (deparch);
3062 * what he lost. 2737 insert_ob_in_ob (dep, op);
3063 */
3064 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 lost_a_stat = 1;
3070 } 2738 }
3071 else 2739 lose_this_stat = 1;
2740 if (settings.balanced_stat_loss)
3072 { 2741 {
3073 /* deplete a stat */ 2742 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2743 /* Get the stat that we're about to deplete. */
3075 object *dep; 2744 this_stat = get_attr_value (&(dep->stats), i);
3076 2745 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2746 {
3080 dep = arch_to_object (deparch); 2747 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2748 int keep_chance = this_stat * this_stat;
3082 } 2749
3083 lose_this_stat = 1; 2750 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 if (this_stat < 0) 2751 if (keep_chance < 1)
2752 keep_chance = 1;
2753
2754 /* There is a maximum depletion total per level. */
2755 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3090 { 2756 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2757 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2758 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2759 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2760 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2761 else
3125 if (this_stat >= -50)
3126 { 2762 {
3127 change_attr_value (&(dep->stats), i, -1); 2763 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 lost_a_stat = 1; 2764 lose_this_stat = 0;
2765 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2766 this_stat, keep_chance, loss_chance,
2767 lose_this_stat?"LOSE":"KEEP"); */
3132 } 2768 }
3133 } 2769 }
3134 } 2770 }
2771
2772 if (lose_this_stat)
2773 {
2774 this_stat = get_attr_value (&(dep->stats), i);
2775 /* We could try to do something clever like find another
2776 * stat to reduce if this fails. But chances are, if
2777 * stats have been depleted to -50, all are pretty low
2778 * and should be roughly the same, so it shouldn't make a
2779 * difference.
2780 */
2781 if (this_stat >= -50)
2782 {
2783 change_attr_value (&(dep->stats), i, -1);
2784 SET_FLAG (dep, FLAG_APPLIED);
2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786 op->update_stats ();
2787 lost_a_stat = 1;
2788 }
3135 } 2789 }
2790 }
2791 }
3136 /* If no stat lost, tell the player. */ 2792 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2793 if (!lost_a_stat)
3138 { 2794 {
3139 /* determine_god() seems to not work sometimes... why is this? 2795 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2796 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2797 const char *god = determine_god (op);
3142 2798
3143 if (god && (strcmp (god, "none"))) 2799 if (god && (strcmp (god, "none")))
3144 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2800 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3145 else 2801 else
3146 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3147 } 2803 }
3148#else 2804#else
3149 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3150#endif 2806#endif
3151 2807
3152 /* Put a gravestone up where the character 'almost' died. List the 2808 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2809 * exp loss on the stone.
3154 */ 2810 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2811 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2812 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2813 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2814 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2815 tmp->name_pl = buf;
3160 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); 2816 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);
3161 tmp->msg = buf; 2817 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2818 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2819 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2820
3165 /**************************************/ 2821 /**************************************/
3166 /* */ 2822 /* */
3167 /* Subtract the experience points, */ 2823 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2824 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2825 /* food, and reset HP's... */
3170 /* */ 2826 /* */
3171 /**************************************/ 2827 /**************************************/
3172 2828
3173 /* remove any poisoning and confusion the character may be suffering. */ 2829 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2830 /* restore player */
3175 at = archetype::find ("poisoning"); 2831 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2832 tmp = present_arch_in_ob (at, op);
3177 2833
3178 if (tmp) 2834 if (tmp)
3179 { 2835 {
3180 tmp->destroy (); 2836 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2837 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2838 }
3183 2839
3184 at = archetype::find ("confusion"); 2840 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2841 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2842 if (tmp)
3187 { 2843 {
3188 tmp->destroy (); 2844 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2845 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2846 }
3191 2847
3192 cure_disease (op, 0); /* remove any disease */ 2848 cure_disease (op, 0, 0); /* remove any disease */
3193 2849
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2850 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2851 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2852 if (op->stats.food < 100)
3197 op->stats.food = 900; 2853 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2854 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2855 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2856 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2857
3202 /* 2858 /*
3203 * Check to see if the player is in a shop. IF so, then check to see if 2859 * Check to see if the player has any unpaid items. If so, remove them
3204 * the player has any unpaid items. If so, remove them and put them back 2860 * and put them back in the map.
3205 * in the map. 2861 */
3206 */ 2862 op->drop_unpaid_items ();
3207 2863
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op);
3210
3211 /****************************************/ 2864 /****************************************/
3212 /* */ 2865 /* */
3213 /* Move player to his current respawn- */ 2866 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2867 /* position (usually last savebed) */
3215 /* */ 2868 /* */
3216 /****************************************/ 2869 /****************************************/
3217 2870
3218 enter_player_savebed (op); 2871 enter_player_savebed (op);
3219 2872
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2873 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2874
3226 /* it is possible that the player has blown something up 2875 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2876 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2877 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2878 * on the space that might harm the player.
3230 */ 2879 */
3231 will_kill_again = 0; 2880 will_kill_again = 0;
3232 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3233 if (tmp->type == SPELL_EFFECT) 2882 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2883 will_kill_again |= tmp->attacktype;
3235 2884
3236 if (will_kill_again) 2885 if (will_kill_again)
3237 { 2886 {
3238 object *force; 2887 object *force;
3239 int at; 2888 int at;
3240 2889
3241 force = get_archetype (FORCE_NAME); 2890 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2891 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2892 force->speed = 0.1f;
3244 force->speed_left = -5.0; 2893 force->speed_left = -5.f;
3245 SET_FLAG (force, FLAG_APPLIED); 2894 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2895 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2896 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2897 force->resist[at] = 100;
3249 2898
3250 insert_ob_in_ob (force, op); 2899 insert_ob_in_ob (force, op);
3251 fix_player (op); 2900 op->update_stats ();
3252 2901
3253 } 2902 }
3254 2903
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2904 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2905}
3324
3325 2906
3326void 2907void
3327loot_object (object *op) 2908loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2909{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2910 object *tmp, *tmp2, *next;
3330 2911
3331 if (op->container) 2912 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2913
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2914 for (tmp = op->inv; tmp; tmp = next)
3337 { 2915 {
3338 next = tmp->below; 2916 next = tmp->below;
2917
3339 if (tmp->invisible) 2918 if (tmp->invisible)
3340 continue; 2919 continue;
2920
3341 tmp->remove (); 2921 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2922 tmp->x = op->x, tmp->y = op->y;
2923
3343 if (tmp->type == CONTAINER) 2924 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2925 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2926
3346 }
3347 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2927 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3348 { 2928 {
3349 if (tmp->nrof > 1) 2929 if (tmp->nrof > 1)
3350 { 2930 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2931 tmp->decrease (rndm (1, tmp->nrof - 1));
3352 tmp2->destroy ();
3353 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3354 } 2933 }
3355 else 2934 else
3356 tmp->destroy (); 2935 tmp->destroy ();
3357 } 2936 }
3363/* 2942/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2943 * fix_weight(): Check recursively the weight of all players, and fix
3365 * what needs to be fixed. Refresh windows and fix speed if anything 2944 * what needs to be fixed. Refresh windows and fix speed if anything
3366 * was changed. 2945 * was changed.
3367 */ 2946 */
3368
3369void 2947void
3370fix_weight (void) 2948fix_weight (void)
3371{ 2949{
3372 player *pl; 2950 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2951 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2952 sint32 old = pl->ob->carrying;
3377 2953
3378 if (old == sum) 2954 pl->ob->update_weight ();
3379 continue; 2955
3380 fix_player (pl->ob); 2956 if (old != pl->ob->carrying)
2957 {
2958 pl->ob->update_stats ();
3381 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2959 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2960 }
3382 } 2961 }
3383} 2962}
3384 2963
3385void 2964void
3386fix_luck (void) 2965fix_luck (void)
3387{ 2966{
3388 player *pl; 2967 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 2968 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 2969 pl->ob->change_luck (0);
3393} 2970}
3394
3395 2971
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3399 */ 2975 */
3400
3401void 2976void
3402cast_dust (object *op, object *throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3403{ 2978{
3404 object *skop, *spob; 2979 object *skop, *spob;
3405 2980
3434void 3009void
3435make_visible (object *op) 3010make_visible (object *op)
3436{ 3011{
3437 op->hide = 0; 3012 op->hide = 0;
3438 op->invisible = 0; 3013 op->invisible = 0;
3014
3439 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3440 { 3016 {
3441 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3443 } 3019 }
3020
3444 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3445} 3022}
3446 3023
3447int 3024int
3448is_true_undead (object *op) 3025is_true_undead (object *op)
3449{ 3026{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3453 return 1; 3028 return 1;
3454 3029
3455 return 0; 3030 return 0;
3456} 3031}
3457 3032
3458/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3460 * indicate greater hideability. 3035 * indicate greater hideability.
3461 */ 3036 */
3462
3463int 3037int
3464hideability (object *ob) 3038hideability (object *ob)
3465{ 3039{
3466 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3467 sint16 x, y; 3041 sint16 x, y;
3477 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3478 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3479 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3480 3054
3481 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3482 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3483 { 3059 {
3484 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3485 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3486 {
3487 continue; 3062 continue;
3488 } 3063
3489 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3490 level += 2; 3065 level += 2;
3491 else /* open terrain! */ 3066 else /* open terrain! */
3492 level -= 1; 3067 level -= 1;
3493 } 3068 }
3501/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3502 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3503 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3504 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3505 */ 3080 */
3506
3507void 3081void
3508do_hidden_move (object *op) 3082do_hidden_move (object *op)
3509{ 3083{
3510 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3511 object *skop; 3085 object *skop;
3515 3089
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3091
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3093 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3094 if (!skop || num >= skop->level)
3522 { 3095 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3097 make_visible (op);
3525 return; 3098 return;
3526 } 3099 }
3527 else 3100 else
3528 num += 20; 3101 num += 20;
3529 } 3102
3530 num += op->map->difficulty; 3103 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3105 num -= hide;
3106
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3108 {
3535 make_visible (op); 3109 make_visible (op);
3536 if (op->type == PLAYER) 3110 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3112 }
3539 else if (op->type == PLAYER && skop) 3113 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3115}
3544 3116
3545/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3546 3118
3547int 3119int
3595 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3596 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3597 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3598 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3599 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3600 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3601 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3602 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3603 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3604 * -b.t. 3176 * -b.t.
3605 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3606 */ 3178 */
3607
3608int 3179int
3609player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3610{ 3181{
3611 rv_vector rv; 3182 rv_vector rv;
3612 int dx, dy; 3183 int dx, dy;
3614 if (pl->type != PLAYER) 3185 if (pl->type != PLAYER)
3615 { 3186 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3188 return -1;
3618 } 3189 }
3190
3619 if (!pl || !op) 3191 if (!pl || !op)
3620 return 0; 3192 return 0;
3621 3193
3622 if (op->head)
3623 {
3624 op = op->head; 3194 op = op->head_ ();
3625 } 3195
3626 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3627 3197
3628 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3199 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3631 * a blocked los square. 3201 * a blocked los square.
3632 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3633 */ 3203 */
3634 while (op) 3204 while (op)
3635 { 3205 {
3636 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3637 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3638 3208
3639 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values. 3211 * for any meaningful values.
3642 */ 3212 */
3643 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1; 3216 return 1;
3217
3647 op = op->more; 3218 op = op->more;
3648 } 3219 }
3220
3649 return 0; 3221 return 0;
3650} 3222}
3651 3223
3652/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3653 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3656 * return 0. 3228 * return 0.
3657 */ 3229 */
3658int 3230int
3659action_makes_visible (object *op) 3231action_makes_visible (object *op)
3660{ 3232{
3661
3662 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3663 { 3234 {
3664 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3665 return 0; 3236 return 0;
3666 3237
3672 { 3243 {
3673 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3674 return 1; 3245 return 1;
3675 } 3246 }
3676 } 3247 }
3248
3677 return 0; 3249 return 0;
3678} 3250}
3679 3251
3680/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3681 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3686 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3687 */ 3259 */
3688int 3260int
3689op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3690{ 3262{
3691 object *tmp;
3692
3693 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3694 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3695 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3696 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3697 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3698 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3699 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3700 { 3270 {
3701 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3702 { 3272 {
3703 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3704 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3705 { 3277 {
3706 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3707 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3708 { 3280 {
3709 object *invtmp;
3710
3711 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3712 { 3282 {
3713 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3714 { 3284 {
3715 if (x != NULL && y != NULL) 3285 if (x && y)
3716 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3717 return 1; 3288 return 1;
3718 } 3289 }
3719 } 3290 }
3720 } 3291 }
3292
3721 if (x != NULL && y != NULL) 3293 if (x && y)
3722 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3723 return 1; 3296 return 1;
3724 } 3297 }
3725 } 3298 }
3726 } 3299 }
3300
3727 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3728 return 0; 3302 return 0;
3729} 3303}
3730 3304
3731/* 3305/*
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3322 int i = 0, j = 0;
3749 3323
3750 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3753 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3755 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3757 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3759 3333
3760 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3761 return; 3335 return;
3762 3336
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3338
3765 if (tr == NULL || tr->item == NULL) 3339 if (!tr || !tr->item)
3766 { 3340 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3342 return;
3769 } 3343 }
3770 3344
3771 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3772 item = &(tr->item->clone); 3346 item = tr->item;
3773 3347
3774 if (item->type == SPELL) 3348 if (item->type == SPELL)
3775 { 3349 {
3776 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3777 return; 3351 return;
3836 { 3410 {
3837 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3412 object *skin;
3839 3413
3840 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3841 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3843 ; 3416 ;
3844 3417
3845 if (!skin) 3418 if (!skin)
3846 return; 3419 return;
3847 3420
3895 * not readied. 3468 * not readied.
3896 */ 3469 */
3897void 3470void
3898player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3899{ 3472{
3900 rangetype i; 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3901 3475
3902 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3476 if (pl->combat_ob == ob)
3903 { 3477 pl->combat_ob = 0;
3478
3904 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3905 { 3480 pl->ranged_ob = 0;
3906 pl->ranges[i] = NULL;
3907 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none;
3910 }
3911 }
3912 }
3913} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines