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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 2006 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 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 (©) 2005,2006,2007,2008 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#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 36
48void 37void
49display_motd (const object *op) 38display_motd (const object *op)
50{ 39{
51 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
125 114
126 news[0] = '\0'; 115 news[0] = '\0';
127 subject[0] = '\0'; 116 subject[0] = '\0';
128 size = 0; 117 size = 0;
129 118
130 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
131 { 120 {
132 if (*buf == '#') 121 if (*buf == '#')
133 continue; 122 continue;
134 123
135 if (*buf == '%') 124 if (*buf == '%')
136 { /* send one news */ 125 { /* send one news */
137 if (size > 0) 126 if (size > 0)
138 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
139 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
140 strip_endline (subject); 130 strip_endline (subject);
141 size = 0; 131 size = 0;
142 news[0] = '\0'; 132 news[0] = '\0';
143 } 133 }
152 size += strlen (buf); 142 size += strlen (buf);
153 } 143 }
154 } 144 }
155 145
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 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);
158 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
159} 149}
160 150
161/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
162static void 152static void
163set_first_map (object *op) 153set_first_map (object *op)
164{ 154{
165 strcpy (op->contr->maplevel, first_map_path); 155 op->contr->maplevel = first_map_path;
166 op->x = -1; 156 op->x = -1;
167 op->y = -1; 157 op->y = -1;
168 enter_exit (op, 0); 158}
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);
169} 195}
170 196
171// connect the player with a specific client 197// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
173void 199void
174player::connect (client *ns) 200player::connect (client *ns)
175{ 201{
176 this->ns = ns; 202 this->ns = ns;
177 ns->pl = this; 203 ns->pl = this;
178 204
179 next = first_player; 205 run_on = 0;
180 first_player = this; 206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
181 208
182 ns->update_look = 0; 209 ns->update_look = 0;
183 ns->look_position = 0; 210 ns->look_position = 0;
184 211
185 clear_los (ob); 212 clear_los (this);
213
214 ns->reset_stats ();
186 215
187 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
190 219
191 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 221 link_player_skills (ob);
196 222
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 update_ob_speed (ob);
199 224
200 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 226
212 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
214 { 229 {
215 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
216 231
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
223 abil = tmp; 235 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
225 skin = tmp; 237 skin = tmp;
226 238
227 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
228 } 240 }
229 241
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 243
238 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
239 245
240 ob->update_stats (); 246 ob->update_stats ();
247
241 ns->floorbox_update (); 248 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
245 251
246 enter_exit (ob, 0); 252 activate ();
247 253
248 send_rules (ob); 254 send_rules (ob);
249 send_news (ob); 255 send_news (ob);
250 display_motd (ob); 256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
251 INVOKE_PLAYER (LOGIN, 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 ();
252} 286}
253 287
254// the need for this function can be explained 288// the need for this function can be explained
255// by load_object not returning the object 289// by load_object not returning the object
256void 290void
257player::set_object (object *op) 291player::set_object (object *op)
258{ 292{
259 ob = op; 293 ob = observe = op;
260 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
261 295
296 ob->speed = 1.0f;
262 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
263 ob->speed = 1.0; 298
264 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267 300
268 set_first_map (ob); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
269 304
270 ob->roll_stats (); 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;
271} 334}
272 335
273player::player () 336player::player ()
274{ 337{
275 /* There are some elements we want initialized to non zero value - 338 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 339 * we deal with that below this point.
277 */ 340 */
278 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
279 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
280 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
281 344
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
283 346
284 gen_sp_armour = 10; 347 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none;
287 bowtype = bow_normal; 348 bowtype = bow_normal;
288 petmode = pet_normal; 349 petmode = pet_normal;
289 listening = 10; 350 listening = 10;
290 usekeys = containers; 351 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
293 do_los = 1; 353 do_los = 1;
294 354
295 /* we need to clear these to -1 and not zero - otherwise, 355 weapon_sp = 1.0f;
296 * if a player quits and starts a new character, we wont 356 weapon_sp_left = 0.5f;
297 * send new values to the client, as things like exp start 357}
298 * at zero.
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302 358
303 for (int i = 0; i < NROFATTACKS; i++) 359void
304 last_resist[i] = -1; 360player::do_destroy ()
361{
362 disconnect ();
305 363
306 last_stats.exp = -1; 364 attachable::do_destroy ();
307 last_weight = (uint32) - 1; 365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
308} 373}
309 374
310player::~player () 375player::~player ()
311{ 376{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */ 377 /* Clear item stack */
347 free (stack_items); 378 free (stack_items);
348} 379}
349 380
350/* Tries to add player on the connection passed in ns. 381/* Tries to add player on the connection passed in ns.
355player::create () 386player::create ()
356{ 387{
357 player *pl = new player; 388 player *pl = new player;
358 389
359 pl->set_object (arch_to_object (get_player_archetype (0))); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
396 set_first_map (pl->ob);
360 397
361 return pl; 398 return pl;
362} 399}
363 400
364/* 401/*
367 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
368 */ 405 */
369archetype * 406archetype *
370get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
371{ 408{
372 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);
373 416
374 for (;;) 417 for (;;)
375 { 418 {
376 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
377 at = first_archetype; 420 i = archetypes.begin ();
378 else 421 else if (*i == at)
379 at = at->next; 422 cleanup ("not a single player archetype found");
380 423
381 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
382 return at; 425 return *i;
383
384 if (at == start)
385 {
386 LOG (llevError, "No Player archetypes\n");
387 exit (-1);
388 }
389 } 426 }
390} 427}
391 428
392object * 429object *
393get_nearest_player (object *mon) 430get_nearest_player (object *mon)
394{ 431{
395 object *op = NULL; 432 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 433 objectlink *ol;
398 unsigned lastdist; 434 unsigned lastdist;
399 rv_vector rv; 435 rv_vector rv;
400 436
401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
402 { 438 {
403 /* We should not find free objects on this friendly list, but it
404 * does periodically happen. Given that, lets deal with it.
405 * While unlikely, it is possible the next object on the friendly
406 * list is also free, so encapsulate this in a while loop.
407 */
408 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
409 {
410 object *tmp = ol->ob;
411
412 /* Can't do much more other than log the fact, because the object
413 * itself will have been cleared.
414 */
415 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
416 ol = ol->next;
417 remove_friendly_object (tmp);
418 if (!ol)
419 return op;
420 }
421
422 /* Remove special check for player from this. First, it looks to cause
423 * some crashes (ol->ob->contr not set properly?), but secondly, a more
424 * complicated method of state checking would be needed in any case -
425 * as it was, a clever player could type quit, and the function would
426 * skip them over while waiting for confirmation. Remove
427 * on_same_map check, as can_detect_enemy also does this
428 */
429 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
430 continue; 440 continue;
431 441
432 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
433 { 443 {
434 op = ol->ob; 444 op = ol->ob;
435 lastdist = rv.distance; 445 lastdist = rv.distance;
436 } 446 }
437 } 447 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 448
439 { 449 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
444 { 452 {
445 op = pl->ob; 453 op = pl->ob;
446 lastdist = rv.distance; 454 lastdist = rv.distance;
447 } 455 }
448 } 456
449 }
450#if 0 457#if 0
451 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)");
452#endif 459#endif
453 return op; 460 return op;
454} 461}
512 x = mon->x; 519 x = mon->x;
513 y = mon->y; 520 y = mon->y;
514 m = mon->map; 521 m = mon->map;
515 dir = rv.direction; 522 dir = rv.direction;
516 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 */
517 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
518 /* 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. */
519 if (diff > max) 527 if (diff > max)
520 return 0; 528 return 0;
529
521 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
522 { 531 {
523 lastx = x; 532 lastx = x;
524 lasty = y; 533 lasty = y;
525 lastmap = m; 534 lastmap = m;
607 max--; 616 max--;
608 lastdir = dir; 617 lastdir = dir;
609 if (!firstdir) 618 if (!firstdir)
610 firstdir = dir; 619 firstdir = dir;
611 } 620 }
621
612 if (diff <= 1) 622 if (diff <= 1)
613 { 623 {
614 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
615 * headed toward player for entire distance. 625 * headed toward player for entire distance.
616 */ 626 */
617 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
618 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));
619 } 629 }
630
620 if (diff > max) 631 if (diff > max)
621 return 0; 632 return 0;
622 } 633 }
634
623 /* 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 */
624 if (!max) 636 if (!max)
625 return 0; 637 return 0;
626 638
627 return firstdir; 639 return firstdir;
628} 640}
629 641
630void 642void
631give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
632{ 644{
633 object *op, *next = NULL;
634
635 if (pl->randomitems != NULL) 645 if (pl->randomitems)
636 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
637 647
638 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
639 { 649 {
640 next = op->below; 650 next = op->below;
641 651
642 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
643 * 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
648 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
649 * by this player due to race restrictions 659 * by this player due to race restrictions
650 */ 660 */
651 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
652 { 662 {
653 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
654 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
655 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
656 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
657 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))
658 { 670 {
659 op->destroy (); 671 op->destroy ();
660 continue; 672 continue;
661 } 673 }
662 } 674 }
685 if (op->nrof > 1) 697 if (op->nrof > 1)
686 op->nrof = 1; 698 op->nrof = 1;
687 } 699 }
688 700
689 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
690 {
691 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
692 }
693 703
694 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
695 * 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
696 * merged properly. 706 * merged properly.
697 */ 707 */
698 if (need_identify (op)) 708 if (need_identify (op))
699 { 709 {
700 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
701 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
702 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
703 } 713 }
714
704 if (op->type == SPELL) 715 if (op->type == SPELL)
705 { 716 {
706 op->destroy (); 717 op->destroy ();
707 continue; 718 continue;
708 } 719 }
710 { 721 {
711 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 op->stats.exp = 0; 723 op->stats.exp = 0;
713 op->level = 1; 724 op->level = 1;
714 } 725 }
715 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
716 else
717 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
718 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
719 729
720 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
721 link_player_skills (pl); 731 link_player_skills (pl);
741roll_stat (void) 751roll_stat (void)
742{ 752{
743 int a[4], i, j, k; 753 int a[4], i, j, k;
744 754
745 for (i = 0; i < 4; i++) 755 for (i = 0; i < 4; i++)
746 a[i] = (int) RANDOM () % 6 + 1; 756 a[i] = (int) rndm (6) + 1;
747 757
748 for (i = 0, j = 0, k = 7; i < 4; i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
749 if (a[i] < k) 759 if (a[i] < k)
750 k = a[i], j = i; 760 k = a[i], j = i;
751 761
757} 767}
758 768
759void 769void
760object::roll_stats () 770object::roll_stats ()
761{ 771{
762 int statsort [7]; 772 int statsort [NUM_STATS];
763 773
764 for (;;) 774 for (;;)
765 { 775 {
766 int sum = 0; 776 int sum = 0;
767 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
768 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
769 779
770 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
771 break; 781 break;
772 } 782 }
773 783
774 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
775 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
776 786
787 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
778 stats.Dex = statsort[1];
779 stats.Con = statsort[2];
780 stats.Int = statsort[3];
781 stats.Wis = statsort[4];
782 stats.Pow = statsort[5];
783 stats.Cha = statsort[6];
784 789
785 stats.exp = 0; 790 stats.exp = 0;
786 stats.ac = 0; 791 stats.ac = 0;
787 792
788 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
800} 805}
801 806
802void 807void
803object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
804{ 809{
805 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
807 set_attr_value (&contr->orig_stats, b, tmp);
808 811
812 for (int i = 0; i < NUM_STATS; ++i)
809 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
810 stats.Dex = contr->orig_stats.Dex;
811 stats.Con = contr->orig_stats.Con;
812 stats.Int = contr->orig_stats.Int;
813 stats.Wis = contr->orig_stats.Wis;
814 stats.Pow = contr->orig_stats.Pow;
815 stats.Cha = contr->orig_stats.Cha;
816 814
817 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
819 stats.ac = 0; 817 stats.ac = 0;
820 818
832 contr->levsp[1] = 6; 830 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3; 831 contr->levgrace[1] = 3;
834 832
835 contr->orig_stats = stats; 833 contr->orig_stats = stats;
836 } 834 }
835}
836
837static void
838start_info (object *op)
839{
840 char buf[MAX_BUF];
841
842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info (NDI_UNIQUE, 0, op, buf);
837} 844}
838 845
839/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
842 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
843 * not the class. 850 * not the class.
844 */ 851 */
845int 852void
846key_change_class (object *op, char key) 853player::chargen_race_done ()
847{ 854{
848 int tmp_loop;
849
850 if (key == 'd' || key == 'D')
851 {
852 char buf[MAX_BUF];
853
854 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
855 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr);
856 857
857 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
858 if (tl) 859 if (tl)
859 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
860 861
861 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
862 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
863 864
864 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
865 866
866 if (op->msg) 867 if (ob->msg)
867 op->msg = NULL; 868 ob->msg = 0;
868 869
869 /* We create this now because some of the unique maps will need it
870 * to save here.
871 */
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
873 make_path_to_file (buf);
874
875#ifdef AUTOSAVE
876 op->contr->last_save_tick = pticks;
877#endif
878 start_info (op); 870 start_info (ob);
879 CLEAR_FLAG (op, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
880 give_initial_items (op, op->randomitems); 872 give_initial_items (ob, ob->randomitems);
881 link_player_skills (op); 873 link_player_skills (ob);
882 esrv_send_inventory (op, op); 874 esrv_send_inventory (ob, ob);
883 op->update_stats (); 875 ob->update_stats ();
884 876
885 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
886 * is one for this race 878 * is one for this race
887 */ 879 */
888 if (*first_map_ext_path) 880 if (*first_map_ext_path)
889 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
890 object *tmp;
891 char mapname[MAX_BUF];
892
893 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
894 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x;
897 EXIT_Y (tmp) = op->y;
898 enter_exit (op, tmp); /* we don't really care if it succeeded;
899 * if the map isn't there, then stay on the
900 * default initial map */
901 tmp->destroy ();
902 }
903 else 882 else
904 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
884}
905 885
906 return 0; 886void
907 } 887player::chargen_race_next ()
908 888{
909 /* Following actually changes the race - this is the default command 889 /* Following actually changes the race - this is the default command
910 * if we don't match with one of the options above. 890 * if we don't match with one of the options above.
911 */ 891 */
912 892
913 tmp_loop = 0; 893 do
914 while (!tmp_loop)
915 { 894 {
916 shstr name = op->name; 895 shstr name = ob->name;
917 int x = op->x, y = op->y; 896 int x = ob->x, y = ob->y;
918 897
919 op->remove_statbonus (); 898 ob->remove_statbonus ();
920 op->remove (); 899 ob->remove ();
921 op->arch = get_player_archetype (op->arch); 900 ob->arch = get_player_archetype (ob->arch);
922 op->arch->clone.copy_to (op); 901 ob->arch->copy_to (ob);
923 op->instantiate (); 902 ob->instantiate ();
924 op->stats = op->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
925 op->name = op->name_pl = name; 904 ob->name = ob->name_pl = name;
926 op->x = x; 905 ob->x = x;
927 op->y = y; 906 ob->y = y;
928 SET_ANIMATION (op, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
929 insert_ob_in_map (op, op->map, op, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
930 assign (op->contr->title, op->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
931 op->add_statbonus (); 910 ob->add_statbonus ();
932 tmp_loop = allowed_class (op);
933 } 911 }
912 while (!allowed_class (ob));
934 913
935 update_object (op, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
936 esrv_update_item (UPD_FACE, op, op); 915 esrv_update_item (UPD_FACE, ob, ob);
937 op->update_stats (); 916 ob->update_stats ();
938 op->stats.hp = op->stats.maxhp; 917 ob->stats.hp = ob->stats.maxhp;
939 op->stats.sp = op->stats.maxsp; 918 ob->stats.sp = ob->stats.maxsp;
940 op->stats.grace = 0; 919 ob->stats.grace = 0;
941
942 if (op->msg)
943 new_draw_info (NDI_BLUE, 0, op, op->msg);
944
945 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
946 return 0;
947}
948
949int
950key_confirm_quit (object *op, char key)
951{
952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
954 op->contr->ns->state = ST_PLAYING;
955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956 return 1;
957 }
958
959 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr);
961
962 terminate_all_pets (op);
963 leave_map (op);
964 op->direction = 0;
965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966
967 strcpy (op->contr->killer, "quit");
968 check_score (op);
969 op->contr->party = 0;
970 op->contr->own_title[0] = '\0';
971
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992
993 return 1;
994} 920}
995 921
996void 922void
997flee_player (object *op) 923flee_player (object *op)
998{ 924{
1045 /* Cornered, get rid of scared */ 971 /* Cornered, get rid of scared */
1046 CLEAR_FLAG (op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
1047 op->enemy = NULL; 973 op->enemy = NULL;
1048} 974}
1049 975
1050
1051/* check_pick sees if there is stuff to be picked up/picks up stuff. 976/* check_pick sees if there is stuff to be picked up/picks up stuff.
1052 * IT returns 1 if the player should keep on moving, 0 if he should 977 * It returns 1 if the player should keep on moving, 0 if he should
1053 * stop. 978 * stop.
1054 */ 979 */
1055int 980int
1056check_pick (object *op) 981check_pick (object *op)
1057{ 982{
1058 object *tmp, *next; 983 object *tmp, *next;
1059 int stop = 0; 984 int stop = 0;
1060 int j, k, wvratio; 985 int wvratio;
1061 char putstring[128], tmpstr[16]; 986 char putstring[128];
1062 987
1063 /* if you're flying, you cna't pick up anything */ 988 /* if you're flying, you cna't pick up anything */
1064 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1065 return 1; 990 return 1;
1066 991
1067 next = op->below; 992 next = op->below;
1068 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1069 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1070 * destroyed */ 998 * destroyed */
1071 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1072 { 1000 {
1073 tmp = next; 1001 tmp = next;
1074 next = tmp->below; 1002 next = tmp->below;
1075 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1076 if (op->destroyed ()) 1010 if (op->destroyed ())
1077 return 0; 1011 return 0;
1078 1012
1079 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1080 continue; 1014 continue;
1081 1015
1082 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1083 { 1017 {
1084 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1085 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1086 continue; 1020 continue;
1087 } 1021 }
1088 1022
1089 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1090 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1092 switch (op->contr->mode) 1026 switch (op->contr->mode)
1093 { 1027 {
1094 case 0: 1028 case 0:
1095 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1096 case 1: 1030 case 1:
1097 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1098 return 1; 1032 return 1;
1099 case 2: 1033 case 2:
1100 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1101 return 0; 1035 return 0;
1102 case 3: 1036 case 3:
1103 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1104 case 4: 1038 case 4:
1105 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1106 break; 1040 break;
1107 case 5: 1041 case 5:
1108 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1109 stop = 1; 1043 stop = 1;
1110 break; 1044 break;
1111 case 6: 1045 case 6:
1112 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1113 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1114 break; 1049 break;
1115 1050
1116 case 7: 1051 case 7:
1117 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1118 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1119 break; 1054 break;
1120 1055
1121 default: 1056 default:
1122 /* use value density */ 1057 /* use value density */
1123 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1124 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1125 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1126 } 1061 }
1127 } 1062 }
1128 else 1063 else
1129 { /* old model */ 1064 { /* old model */
1130 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1134 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137 else 1072 else
1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140 1075
1141 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1142 } 1077 }
1143 1078
1144 /* philosophy: 1079 /* philosophy:
1185 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1186 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1187 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1188 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1189 { 1124 {
1190 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1191 continue; 1126 continue;
1192 } 1127 }
1193 1128
1194 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1195 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1196 { 1131 {
1197 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1198 continue; 1133 continue;
1199 } 1134 }
1200 1135
1201 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1202 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1203 { 1138 {
1204 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1205 continue; 1140 continue;
1206 } 1141 }
1207 1142
1208 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1209 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1210 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1211 { 1146 {
1212 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1213 continue; 1148 continue;
1214 } 1149 }
1215 1150
1216 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1217 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1218 { 1153 {
1219 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1220 continue; 1155 continue;
1221 } 1156 }
1222 1157
1223 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1224 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1225 { 1160 {
1226 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1227 continue; 1162 continue;
1228 } 1163 }
1229 1164
1230 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1231 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1232 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1233 { 1168 {
1234 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1235 continue; 1170 continue;
1236 } 1171 }
1237 1172
1238 /* pick up all magical items */ 1173 /* pick up all magical items */
1239 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1240 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1241 { 1176 {
1242 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1243 continue; 1178 continue;
1244 } 1179 }
1245 1180
1246 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1247 { 1182 {
1248 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1249 { 1184 {
1250 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1251 continue; 1186 continue;
1252 } 1187 }
1253 } 1188 }
1254 1189
1255 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1256 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1257 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1258 { 1193 {
1259 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1260 continue; 1195 continue;
1261 } 1196 }
1262 1197
1263 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1264 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1265 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1266 { 1201 {
1267 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1268 continue; 1203 continue;
1269 } 1204 }
1270 1205
1271 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1272 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1273 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1274 { 1209 {
1275 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1276 continue; 1211 continue;
1277 } 1212 }
1278 1213
1279 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1280 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1281 { 1216 {
1282 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1283 continue; 1218 continue;
1284 } 1219 }
1285 1220
1286 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1287 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1288 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1289 { 1224 {
1290 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1291 continue; 1226 continue;
1292 } 1227 }
1293 1228
1294 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1295 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1296 { 1231 {
1297 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1298 continue; 1233 continue;
1299 } 1234 }
1300 1235
1301 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1302 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1303 { 1238 {
1304 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1305 continue; 1240 continue;
1306 } 1241 }
1307 1242
1308 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1309 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1310 { 1245 {
1311 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1312 continue; 1247 continue;
1313 } 1248 }
1314 1249
1315 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1316 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1317 { 1252 {
1318 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1319 continue; 1254 continue;
1320 } 1255 }
1321 1256
1322 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1323 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1324 { 1259 {
1325 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1326 continue; 1261 continue;
1327 } 1262 }
1328 1263
1329 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1330 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1331 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1332 { 1267 {
1333 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1334 continue; 1269 continue;
1335 } 1270 }
1336 1271
1337 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1338 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1339 { 1274 {
1340 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1341 { 1276 {
1342 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1343 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1344 { 1279 {
1345 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1346 continue; 1281 continue;
1347 } 1282 }
1348 } 1283 }
1349 1284
1350 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1351 { 1286 {
1352 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1353 { 1288 {
1354 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1355 continue; 1290 continue;
1356 } 1291 }
1357 } 1292 }
1358 } 1293 }
1359 1294
1360 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1361 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1362 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1363 { 1298 {
1364 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1365 continue; 1300 continue;
1366 } 1301 }
1367 1302
1368 /* any of the last 4 bits set means we use the ratio for value 1303 /* any of the last 4 bits set means we use the ratio for value
1369 * pickups */ 1304 * pickups */
1374 /* >=7 is the old standard setting. Now we take the last 4 bits 1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1375 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1376 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1377 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1378 { 1313 {
1379 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1380#if 0 1315#if 0
1381 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1382 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1383 { 1318 {
1384 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1385 } 1320 }
1386 else 1321 else
1387 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1388 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1389 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1390#endif 1325#endif
1391 continue; 1326 continue;
1392 } 1327 }
1403 * found object is returned. 1338 * found object is returned.
1404 */ 1339 */
1405object * 1340object *
1406find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1407{ 1342{
1408 object *tmp = NULL;
1409
1410 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1411 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1412 tmp = find_arrow (op, type);
1413 else if (op->type == ARROW && op->race == type) 1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1346
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type))
1350 {
1351 splay (tmp);
1414 return op; 1352 return arrow;
1353 }
1354
1415 return tmp; 1355 return 0;
1416} 1356}
1417 1357
1418/* 1358/*
1419 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1420 * against the target. A full test is not performed, simply a basic test 1360 * against the target. A full test is not performed, simply a basic test
1421 * of resistances. The archer is making a quick guess at what he sees down 1361 * of resistances. The archer is making a quick guess at what he sees down
1422 * the hall. Failing that it does it's best to pick the highest plus arrow. 1362 * the hall. Failing that it does it's best to pick the highest plus arrow.
1423 */ 1363 */
1424
1425object * 1364object *
1426find_better_arrow (object *op, object *target, const char *type, int *better) 1365find_better_arrow (object *op, object *target, const char *type, int *better)
1427{ 1366{
1428 object *tmp = NULL, *arrow, *ntmp; 1367 object *tmp = NULL, *arrow, *ntmp;
1429 int attacknum, attacktype, betterby = 0, i; 1368 int attacknum, attacktype, betterby = 0, i;
1444 } 1383 }
1445 } 1384 }
1446 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1447 { 1386 {
1448 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1449 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1450 { 1389 {
1451 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1452 { 1391 {
1453 *better = 100; 1392 *better = 100;
1454 return arrow; 1393 return arrow;
1462 else 1401 else
1463 { 1402 {
1464 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1465 { 1404 {
1466 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1467 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1468 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1469 { 1408 {
1470 tmp = arrow; 1409 tmp = arrow;
1471 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1472 } 1411 }
1473 } 1412 }
1474 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1475 { 1414 {
1476 tmp = arrow; 1415 tmp = arrow;
1482 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1483 } 1422 }
1484 } 1423 }
1485 } 1424 }
1486 } 1425 }
1426
1487 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1488 return find_arrow (op, type); 1428 return find_arrow (op, type);
1489 1429
1490 *better = betterby; 1430 *better = betterby;
1491 return tmp; 1431 return tmp;
1495 * find_better_arrow to find a decent arrow to use. 1435 * find_better_arrow to find a decent arrow to use.
1496 * op = the shooter 1436 * op = the shooter
1497 * type = bow->race 1437 * type = bow->race
1498 * dir = fire direction 1438 * dir = fire direction
1499 */ 1439 */
1500
1501object * 1440object *
1502pick_arrow_target (object *op, const char *type, int dir) 1441pick_arrow_target (object *op, const char *type, int dir)
1503{ 1442{
1504 object *tmp = NULL; 1443 object *tmp = NULL;
1505 maptile *m; 1444 maptile *m;
1570 */ 1509 */
1571int 1510int
1572fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1511fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1573{ 1512{
1574 object *left, *bow; 1513 object *left, *bow;
1575 int bowspeed, mflags; 1514 int mflags;
1576 maptile *m; 1515 maptile *m;
1577 1516
1578 if (!dir) 1517 if (!dir)
1579 { 1518 {
1580 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1581 return 0; 1520 return 0;
1582 } 1521 }
1583 1522
1584 if (op->type == PLAYER) 1523 if (op->contr)
1585 bow = op->contr->ranges[range_bow]; 1524 bow = op->current_weapon;
1586 else 1525 else
1587 { 1526 {
1588 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1589 /* Don't check for applied - monsters don't apply bows - in that way, they 1528 /* Don't check for applied - monsters don't apply bows - in that way, they
1590 * don't need to switch back and forth between bows and weapons. 1529 * don't need to switch back and forth between bows and weapons.
1595 if (!bow) 1534 if (!bow)
1596 { 1535 {
1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1536 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1598 return 0; 1537 return 0;
1599 } 1538 }
1539
1540 // optimisation: move object to top so we will find it quickly again
1541 if (bow->below)
1542 {
1543 bow->remove ();
1544 op->insert (bow);
1545 }
1546
1600 } 1547 }
1601 1548
1602 if (!bow->race || !bow->skill) 1549 if (!bow->race || !bow->skill)
1603 { 1550 {
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605 return 0; 1552 return 0;
1606 } 1553 }
1607
1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1609
1610 /* penalize ROF for bestarrow */
1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1614 if (bowspeed < 1)
1615 bowspeed = 1;
1616 1554
1617 if (arrow == NULL) 1555 if (arrow == NULL)
1618 { 1556 {
1619 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1620 { 1558 {
1621 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1561 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1624 else 1562 else
1625 CLEAR_FLAG (op, FLAG_READY_BOW); 1563 CLEAR_FLAG (op, FLAG_READY_BOW);
1564
1626 return 0; 1565 return 0;
1627 } 1566 }
1628 } 1567 }
1629 1568
1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1569 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1643 arrow->destroy (); 1582 arrow->destroy ();
1644 return 0; 1583 return 0;
1645 } 1584 }
1646 1585
1647 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1648 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1649 if (!arrow) 1588 if (!arrow)
1650 { 1589 {
1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1652 return 0; 1591 return 0;
1653 } 1592 }
1654 1593
1655 arrow->set_owner (op); 1594 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1595 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1596 arrow->direction = dir;
1659 arrow->x = sx; 1597
1660 arrow->y = sy; 1598 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1599 arrow->stats.hp = arrow->stats.dam;
1600 arrow->stats.grace = arrow->attacktype;
1601
1602 if (arrow->slaying)
1603 arrow->spellarg = strdup (arrow->slaying);
1604
1605#if 0
1606 if (player *pl = op->contr)
1607 {
1608 float speed = pl->weapon_sp;
1609
1610 /* penalize ROF for bestarrow */
1611 if (pl->bowtype == bow_bestarrow)
1612 speed *= .9f;
1613 else
1614 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1615
1616 op->speed_left += speed - op->speed;
1617 }
1618#endif
1619
1620 SET_ANIMATION (arrow, arrow->direction);
1621
1622 /* update the speed */
1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624 + bow->stats.dam / 7.f;
1625
1626 arrow->set_speed (max (arrow->speed, 2.f));
1627 arrow->speed_left = 0;
1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1630
1662 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1663 { 1632 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats ();
1666 }
1667
1668 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup (arrow->slaying);
1674
1675 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678
1679 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680
1681 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1684
1685 if (arrow->speed < 1.0)
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0;
1689
1690 if (op->type == PLAYER)
1691 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1693 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1694 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1695
1696 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1634 wc -= dex_bonus[op->stats.Dex];
1635
1636 if (!arrow->slaying)
1637 arrow->slaying = op->slaying;
1638
1639 arrow->attacktype |= op->attacktype;
1697 } 1640 }
1698 else 1641 else
1699 { 1642 {
1700 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1701 arrow->level = op->level; 1643 arrow->level = op->level;
1702 } 1644 arrow->stats.wc -= bow->magic;
1703 1645
1704 if (arrow->attacktype == AT_PHYSICAL) 1646 if (!arrow->slaying)
1647 arrow->slaying = bow->slaying;
1648
1705 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1650 }
1706 1651
1707 if (bow->slaying) 1652 wc -= arrow->level;
1708 arrow->slaying = bow->slaying; 1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1709 1654
1710 arrow->map = m; 1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1711 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713 1658
1714 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1715 insert_ob_in_map (arrow, m, op, 0); 1660 m->insert (arrow, sx, sy, op);
1716 1661
1717 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1663 move_arrow (arrow);
1719
1720 if (op->type == PLAYER)
1721 {
1722 if (left->destroyed ())
1723 esrv_del_item (op->contr, left->count);
1724 else
1725 esrv_send_item (op, left);
1726 }
1727 1664
1728 return 1; 1665 return 1;
1729} 1666}
1730 1667
1731/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1740{ 1677{
1741 int ret = 0, wcmod = 0; 1678 int ret = 0, wcmod = 0;
1742 1679
1743 if (op->contr->bowtype == bow_bestarrow) 1680 if (op->contr->bowtype == bow_bestarrow)
1744 { 1681 {
1745 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1682 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 } 1683 }
1747 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1684 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1748 { 1685 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1686 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1750 wcmod = -1; 1687 wcmod = -1;
1688
1751 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1689 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1752 } 1690 }
1753 else if (op->contr->bowtype == bow_threewide) 1691 else if (op->contr->bowtype == bow_threewide)
1754 { 1692 {
1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1693 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1759 else if (op->contr->bowtype == bow_spreadshot) 1697 else if (op->contr->bowtype == bow_spreadshot)
1760 { 1698 {
1761 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1699 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1700 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1763 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764
1765 } 1702 }
1766 else 1703 else
1767 { 1704 {
1768 /* Simple case */ 1705 /* Simple case */
1769 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1706 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 } 1707 }
1708
1771 return ret; 1709 return ret;
1772} 1710}
1773
1774 1711
1775/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1776 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1777 */ 1714 */
1778void 1715void
1779fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1780{ 1717{
1781 object *item; 1718 object *item = op->contr->ranged_ob;
1782 1719
1783 if (!op->contr->ranges[range_misc]) 1720 if (!item)
1784 { 1721 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1722 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1786 return; 1723 return;
1787 } 1724 }
1788 1725
1789 item = op->contr->ranges[range_misc];
1790 if (!item->inv) 1726 if (!item->inv)
1791 { 1727 {
1792 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1728 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1793 return; 1729 return;
1794 } 1730 }
1731
1732 if (!op->change_weapon (item))
1733 return;
1734
1795 if (item->type == WAND) 1735 if (item->type == WAND)
1796 { 1736 {
1797 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1798 { 1738 {
1799 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1741
1801 return; 1742 return;
1802 } 1743 }
1803 } 1744 }
1804 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1805 { 1746 {
1806 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1807 { 1752 {
1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1754
1809 if (item->type == ROD) 1755 if (item->type == ROD)
1810 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1757 else
1812 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1759
1813 return; 1760 return;
1814 } 1761 }
1815 } 1762 }
1816 1763
1817 if (cast_spell (op, item, dir, item->inv, NULL)) 1764 if (cast_spell (op, item, dir, item->inv, NULL))
1824 object *tmp; 1771 object *tmp;
1825 1772
1826 if (item->arch) 1773 if (item->arch)
1827 { 1774 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1830 item->speed = 0; 1777 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1778 }
1833 if ((tmp = item->in_player ())) 1779
1780 if (object *pl = item->visible_to ())
1834 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1835 } 1782 }
1836 } 1783 }
1837 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1785 drain_rod_charge (item);
1840 }
1841 } 1786 }
1842} 1787}
1843 1788
1844/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1845 */ 1790 */
1846void 1791bool
1847fire (object *op, int dir) 1792fire (object *op, int dir)
1848{ 1793{
1849 int spellcost = 0; 1794 int spellcost = 0;
1850 1795
1851 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1852 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
1853 make_visible (op); 1798 make_visible (op);
1854 1799
1855 switch (op->contr->shoottype) 1800 player *pl = op->contr;
1801
1802 if (pl->golem)
1803 {
1804 control_golem (op->contr->golem, dir);
1805 return false;
1856 { 1806 }
1857 case range_none:
1858 return;
1859 1807
1860 case range_bow: 1808 object *ob = pl->ranged_ob;
1809
1810 if (!ob)
1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f)
1817 --op->speed_left;
1818 else
1819 return false;
1820
1821 switch (ob->type)
1822 {
1823 case BOW:
1861 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
1862 return; 1825 break;
1863 1826
1864 case range_magic: /* Casting spells */ 1827 case SPELL:
1865 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1828 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1866 return; 1829 break;
1867 1830
1868 case range_misc: 1831 case BUILDER:
1832 apply_map_builder (op, dir);
1833 break;
1834
1835 case SKILL:
1836 do_skill (op, op, ob, dir, 0);
1837 break;
1838
1839 default:
1869 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
1870 return; 1841 break;
1871
1872 case range_golem: /* Control summoned monsters from scrolls */
1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 {
1875 op->contr->ranges[range_golem] = 0;
1876 op->contr->shoottype = range_none;
1877 }
1878 else
1879 control_golem (op->contr->ranges[range_golem], dir);
1880 return;
1881
1882 case range_skill:
1883 if (!op->chosen_skill)
1884 {
1885 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887 return;
1888 }
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return;
1891 case range_builder:
1892 apply_map_builder (op, dir);
1893 return;
1894 default:
1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1896 return;
1897 } 1842 }
1898}
1899 1843
1900 1844 return true;
1845}
1901 1846
1902/* find_key 1847/* find_key
1903 * We try to find a key for the door as passed. If we find a key 1848 * We try to find a key for the door as passed. If we find a key
1904 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1905 * This function merges both normal and locked door, since the logic 1850 * This function merges both normal and locked door, since the logic
1907 * pl is the player, 1852 * pl is the player,
1908 * inv is the objects inventory to searched 1853 * inv is the objects inventory to searched
1909 * door is the door we are trying to match against. 1854 * door is the door we are trying to match against.
1910 * This function can be called recursively to search containers. 1855 * This function can be called recursively to search containers.
1911 */ 1856 */
1912
1913object * 1857object *
1914find_key (object *pl, object *container, object *door) 1858find_key (object *pl, object *container, object *door)
1915{ 1859{
1916 object *tmp, *key; 1860 object *tmp, *key;
1917 1861
1918 /* Should not happen, but sanity checking is never bad */ 1862 /* Should not happen, but sanity checking is never bad */
1919 if (container->inv == NULL) 1863 if (!container->inv)
1920 return NULL; 1864 return 0;
1921 1865
1922 /* First, lets try to find a key in the top level inventory */ 1866 /* First, lets try to find a key in the top level inventory */
1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1867 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 { 1868 {
1925 if (door->type == DOOR && tmp->type == KEY) 1869 if (door->type == DOOR && tmp->type == KEY)
1926 break; 1870 break;
1927 /* For sanity, we should really check door type, but other stuff 1871 /* For sanity, we should really check door type, but other stuff
1928 * (like containers) can be locked with special keys 1872 * (like containers) can be locked with special keys
1929 */ 1873 */
1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1874 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1931 break; 1875 break;
1932 } 1876 }
1877
1933 /* No key found - lets search inventories now */ 1878 /* No key found - lets search inventories now */
1934 /* If we find and use a key in an inventory, return at that time. 1879 /* If we find and use a key in an inventory, return at that time.
1935 * otherwise, if we search all the inventories and still don't find 1880 * otherwise, if we search all the inventories and still don't find
1936 * a key, return 1881 * a key, return
1937 */ 1882 */
1938 if (!tmp) 1883 if (!tmp)
1939 { 1884 {
1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1941 { 1886 {
1942 /* No reason to search empty containers */ 1887 /* No reason to search empty containers */
1943 if (tmp->type == CONTAINER && tmp->inv) 1888 if (tmp->type == CONTAINER && tmp->inv)
1944 { 1889 {
1945 if ((key = find_key (pl, tmp, door)) != NULL) 1890 if ((key = find_key (pl, tmp, door)))
1946 return key; 1891 return key;
1947 } 1892 }
1948 } 1893 }
1894
1949 if (!tmp) 1895 if (!tmp)
1950 return NULL; 1896 return NULL;
1951 } 1897 }
1898
1952 /* We get down here if we have found a key. Now if its in a container, 1899 /* We get down here if we have found a key. Now if its in a container,
1953 * see if we actually want to use it 1900 * see if we actually want to use it
1954 */ 1901 */
1955 if (pl != container) 1902 if (pl != container)
1956 { 1903 {
1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1924 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1978 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1925 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1979 return NULL; 1926 return NULL;
1980 } 1927 }
1981 } 1928 }
1929
1982 return tmp; 1930 return tmp;
1983} 1931}
1984 1932
1985/* moved door processing out of move_player_attack. 1933/* moved door processing out of move_player_attack.
1986 * returns 1 if player has opened the door with a key 1934 * returns 1 if player has opened the door with a key
1988 * 0 otherwise 1936 * 0 otherwise
1989 */ 1937 */
1990static int 1938static int
1991player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
1992{ 1940{
1993 /* If its a door, try to find a use a key. If we do destroy the door, 1941 /* If its a door, try to find a key. If we do destroy the door,
1994 * might as well return immediately as there is nothing more to do - 1942 * might as well return immediately as there is nothing more to do -
1995 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
1996 */ 1944 */
1997 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
1998 1946
1999 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
2000 if (key) 1948 if (key)
2001 { 1949 {
2002 object *container = key->env; 1950 object *container = key->env;
2003 1951
2004 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2005 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
2006 make_visible (op); 1953 make_visible (op);
1954
2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op); 1956 spring_trap (door->inv, op);
1957
2009 if (door->type == DOOR) 1958 if (door->type == DOOR)
2010 {
2011 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2012 }
2013 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
2014 { 1961 {
2015 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2016 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
2017 } 1964 }
1965
2018 /* Do this after we print the message */ 1966 /* Do this after we print the message */
2019 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
2020 /* Need to update the weight the container the key was in */ 1968
2021 if (container != op)
2022 esrv_update_item (UPD_WEIGHT, op, container);
2023 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2024 } 1970 }
2025 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2026 { 1972 {
2027 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2028 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2029 return 1; 1975 return 1;
2030 } 1976 }
1977
2031 return 0; 1978 return 0;
2032} 1979}
2033 1980
2034/* This function is just part of a breakup from move_player. 1981/* This function is just part of a breakup from move_player.
2035 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2036 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2037 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2038 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2039 */ 1986 */
2040void 1987bool
2041move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2042{ 1989{
2043 object *tmp, *mon;
2044 sint16 nx, ny;
2045 int on_battleground; 1990 int on_battleground;
2046 maptile *m;
2047 1991
2048 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2049 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2050 1994
2051 on_battleground = op_on_battleground (op, 0, 0); 1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny))
1998 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2052 2005
2053 /* If braced, or can't move to the square, and it is not out of the 2006 /* If braced, or can't move to the square, and it is not out of the
2054 * map, attack it. Note order of if statement is important - don't 2007 * map, attack it. Note order of if statement is important - don't
2055 * want to be calling move_ob if braced, because move_ob will move the 2008 * want to be calling move_ob if braced, because move_ob will move the
2056 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2057 * move to some space, it then means that if we are braced, we should 2010 * move to some space, it then means that if we are braced, we should
2058 * do nothing at all. As it is, if we are braced, we go through 2011 * do nothing at all. As it is, if we are braced, we go through
2059 * quite a bit of processing. However, it probably is less than what 2012 * quite a bit of processing. However, it probably is less than what
2060 * move_ob uses. 2013 * move_ob uses.
2061 */ 2014 */
2062 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2015 maptile *m = op->map->xy_find (nx, ny);
2063 {
2064 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2065 {
2066 m = get_map_from_coord (op->map, &nx, &ny);
2067 if (!m)
2068 return; /* Don't think this should happen */
2069 }
2070 else
2071 m = op->map;
2072 2016
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2074 {
2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return;
2077 }
2078
2079 mon = 0;
2080 /* Go through all the objects, and find ones of interest. Only stop if 2017 /* Go through all the objects, and find ones of interest. Only stop if
2081 * we find a monster - that is something we know we want to attack. 2018 * we find a monster - that is something we know we want to attack.
2082 * if its a door or barrel (can roll) see if there may be monsters 2019 * if its a door or barrel (can roll) see if there may be monsters
2083 * on the space 2020 * on the space
2084 */ 2021 */
2085 while (tmp) 2022 object *mon;
2086 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2087 if (tmp == op) 2024 {
2088 { 2025 if ((mon->flag [FLAG_ALIVE]
2089 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2090 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2091 }
2092
2093 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2094 {
2095 mon = tmp; 2028 && mon != op)
2096 break; 2029 break;
2097 } 2030 }
2098 2031
2099 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2100 mon = tmp;
2101
2102 tmp = tmp->above;
2103 }
2104
2105 if (!mon) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2106 return; /* into a wall */ 2033 return false; /* into a wall */
2107 2034
2108 if (mon->head)
2109 mon = mon->head; 2035 mon = mon->head_ ();
2110 2036
2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2112 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2113 return; 2042 return true;
2043 }
2114 2044
2115 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2116 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2117 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2118 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2119 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2120 * and thus will not push them. 2050 * and thus will not push them.
2121 */ 2051 */
2122 2052
2123 /* If the creature is a pet, push it even if the player is not 2053 /* If the creature is a pet, push it even if the player is not
2124 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2125 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2126 */ 2056 */
2127 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2128#if COZY_SERVER
2129 &&
2130 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2132#else
2133 && mon->owner == op 2060 || mon->owner == op)
2134#endif
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 { 2062 {
2137 /* If we're braced, we don't want to switch places with it */ 2063 /* If we're braced, we don't want to switch places with it */
2138 if (op->contr->braced) 2064 if (op->contr->braced)
2139 return; 2065 return false;
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2066
2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070
2071 op->play_sound (sound_find ("push_player"));
2141 (void) push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2142 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2075 make_visible (op);
2076
2144 return; 2077 return true;
2145 } 2078 }
2079 else
2080 return false;
2081 }
2146 2082
2147 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2148 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2149 * someone, but put it inside this loop so that you won't 2085 * someone, but put it inside this loop so that you won't
2150 * attack them either. 2086 * attack them either.
2151 */ 2087 */
2152 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2154#ifdef PROHIBIT_PLAYERKILL
2155 (op->contr->peaceful 2090 && ((op->contr->peaceful
2156 || (mon->type == PLAYER 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2157 && mon->contr->
2158 peaceful)) &&
2159#else
2160 op->contr->peaceful &&
2161#endif
2162 !on_battleground)) 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2163 { 2095 {
2096 --op->speed_left;
2097
2164 if (!op->contr->braced) 2098 if (!op->contr->braced)
2165 { 2099 {
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2167 (void) push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2168 } 2102 }
2169 else 2103 else
2170 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2171 2105
2172 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2173 make_visible (op); 2107 make_visible (op);
2174 }
2175 2108
2109 return true;
2110 }
2111 }
2176 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2177 * roll it if not braced. You can't roll it if you are braced. 2113 * roll it if not braced. You can't roll it if you are braced.
2178 */ 2114 */
2179 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2116 {
2117 if (op->speed_left > 0.f)
2180 { 2118 {
2119 --op->speed_left;
2120
2181 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2182 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2183 make_visible (op); 2123 make_visible (op);
2184 }
2185 2124
2125 return true;
2126 }
2127 }
2186 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2187 * Way it works is like this: First, it must have some hit points 2129 * Way it works is like this: First, it must have some hit points
2188 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2189 * 1) Not a player, 2) A player, but of a different party. Note 2131 * 1) Not a player, 2) A player, but of a different party. Note
2190 * that party_number -1 is no party, so attacks can still happen. 2132 * that party_number -1 is no party, so attacks can still happen.
2191 */ 2133 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2194 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2195 { 2136 {
2196 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2197 /* If the player hasn't hit something this tick, and does
2198 * so, give them speed boost based on weapon speed. Doing
2199 * it here is better than process_players2, which basically
2200 * incurred a 1 tick offset.
2201 */
2202 if (!op->contr->has_hit)
2203 { 2138 {
2204 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2205
2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2207 }
2208 2140
2209 skill_attack (mon, op, 0, 0, 0); 2141 skill_attack (mon, op, 0, 0, 0);
2210
2211 /* If attacking another player, that player gets automatic
2212 * hitback, and doesn't loose luck either.
2213 * Disable hitback on the battleground or if the target is
2214 * the wiz.
2215 */
2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2217 {
2218 short luck = mon->stats.luck;
2219
2220 mon->contr->has_hit = 1;
2221 skill_attack (op, mon, 0, 0, 0);
2222 mon->stats.luck = luck;
2223 }
2224 2142
2225 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2226 make_visible (op); 2144 make_visible (op);
2227 }
2228 } /* if player should attack something */
2229}
2230 2145
2231int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2232move_player (object *op, int dir) 2154move_player (object *op, int dir)
2233{ 2155{
2234 int pick; 2156 int pick;
2235 2157
2236 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2237 return 0; 2159 return 0;
2238 2160
2239 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2241 { 2163 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir); 2164 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0; 2165 return 0;
2244 } 2166 }
2245 2167
2246 /* peterm: added following line */ 2168 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2169 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2170 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2249 2171
2250 op->facing = dir; 2172 op->facing = dir;
2251 2173
2252 if (op->hide) 2174 if (op->hide)
2253 do_hidden_move (op); 2175 do_hidden_move (op);
2254 2176
2177 bool retval;
2178
2255 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2256 /*nop */ ; 2180 retval = RESULT_INT (0);
2257 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2258 fire (op, dir); 2182 retval = fire (op, dir);
2259 else 2183 else
2260 { 2184 {
2261 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2262 pick = check_pick (op); 2186 pick = check_pick (op);
2263 } 2187 }
2264 2188
2265 /* Add special check for newcs players and fire on - this way, the 2189 /* Add special check for newcs players and fire on - this way, the
2266 * server can handle repeat firing. 2190 * server can handle repeat firing.
2273 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2274 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2275 * for players. 2199 * for players.
2276 */ 2200 */
2277 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2278 return 0; 2202
2203 return retval;
2279} 2204}
2280 2205
2281/* This is similar to handle_player, below, but is only used by the 2206/* This is similar to handle_player, below, but is only used by the
2282 * new client/server stuff. 2207 * new client/server stuff.
2283 * This is sort of special, in that the new client/server actually uses 2208 * This is sort of special, in that the new client/server actually uses
2284 * the new speed values for commands. 2209 * the new speed values for commands.
2285 * 2210 *
2286 * Returns true if there are more actions we can do. 2211 * Returns true if there are more actions we can do. Should not do
2212 * many actions in a row, as that would be too unfair to other
2213 * players.
2287 */ 2214 */
2288int 2215bool
2289handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2290{ 2217{
2291 if (op->contr->hidden)
2292 {
2293 op->invisible = 1000;
2294 /* the socket code flashes the player visible/invisible
2295 * depending on the value of invisible, so we need to
2296 * alternate it here for it to work correctly.
2297 */
2298 if (pticks & 2)
2299 op->invisible--;
2300 }
2301 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2302 {
2303 op->invisible--;
2304 if (!op->invisible)
2305 {
2306 make_visible (op);
2307 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2308 }
2309 }
2310
2311 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2312 { 2219 {
2313 flee_player (op); 2220 if (op->speed_left > 0.f)
2314 /* If player is still scared, that is his action for this tick */
2315 if (QUERY_FLAG (op, FLAG_SCARED))
2316 { 2221 {
2317 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2318 return 0; 2225 return true;
2319 } 2226 }
2227 else
2228 return false;
2320 } 2229 }
2321
2322 /* I've been seeing crashes where the golem has been destroyed, but
2323 * the player object still points to the defunct golem. The code that
2324 * destroys the golem looks correct, and it doesn't always happen, so
2325 * put this in a a workaround to clean up the golem pointer.
2326 */
2327 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2328 op->contr->ranges[range_golem] = 0;
2329 2230
2330 /* call this here - we also will call this in do_ericserver, but 2231 /* call this here - we also will call this in do_ericserver, but
2331 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2233 * called, so we recheck it here.
2333 */ 2234 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2235 if (op->contr->ns->handle_command ())
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337
2338 if (op->speed_left < 0)
2339 return 0; 2236 return true;
2340 2237
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 {
2343 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--;
2345
2346 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff.
2349 */
2350 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2351 if (op->speed_left > 0)
2352 return 1;
2353 else
2354 return 0;
2355 }
2356 2240
2357 return 0; 2241 return false;
2358} 2242}
2359 2243
2360int 2244int
2361save_life (object *op) 2245save_life (object *op)
2362{ 2246{
2364 return 0; 2248 return 0;
2365 2249
2366 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2368 { 2252 {
2369 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2370 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2371
2372 if (op->contr)
2373 esrv_del_item (op->contr, tmp->count);
2374 2255
2375 tmp->destroy (); 2256 tmp->destroy ();
2376 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2377 2258
2378 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2391 return 0; 2272 return 0;
2392} 2273}
2393 2274
2394/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* This goes throws the inventory and removes unpaid objects, and puts them
2395 * back in the map (location and map determined by values of env). This 2276 * back in the map (location and map determined by values of env). This
2396 * function will descend into containers. op is the object to start the search 2277 * function will descend into containers. op is the object to start the search
2397 * from. 2278 * from.
2398 */ 2279 */
2280static void
2281drop_unpaid_items (object *op, object *env)
2282{
2283 while (op)
2284 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286
2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2288 op->insert_at (env);
2289 else if (op->inv)
2290 drop_unpaid_items (op->inv, env);
2291
2292 op = next;
2293 }
2294}
2295
2399void 2296void
2400remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2401{ 2298{
2402 object *next; 2299 if (!flag [FLAG_REMOVED])
2403 2300 ::drop_unpaid_items (inv, this);
2404 while (op)
2405 {
2406 next = op->below; /* Make sure we have a good value, in case
2407 * we remove object 'op'
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0);
2417 }
2418 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env);
2420
2421 op = next;
2422 }
2423} 2301}
2424 2302
2425/* 2303/*
2426 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2427 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2428 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2429 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2430 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2431 */ 2309 */
2432char * 2310const char *
2433gravestone_text (object *op) 2311gravestone_text (object *op)
2434{ 2312{
2435 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2436 char buf[MAX_BUF];
2437 time_t now = time (NULL);
2438 2314
2439 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2440 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2441 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2442 else
2443 sprintf (buf, "%s\n", &op->name);
2444 2320
2445 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2446 strcat (buf2, buf); 2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2447 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2448 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2449 else
2450 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451 2329
2452 strncat (buf2, " ", 20 - strlen (buf) / 2);
2453 strcat (buf2, buf);
2454 if (op->type == PLAYER)
2455 { 2330 {
2456 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2457 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2458 strcat (buf2, buf);
2459 }
2460
2461 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2462 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2463 strcat (buf2, buf); 2335 }
2464 2336
2465 return buf2; 2337 return buf;
2466} 2338}
2467 2339
2468void 2340void
2469do_some_living (object *op) 2341do_some_living (object *op)
2470{ 2342{
2477 int rate_grace = 2000; 2349 int rate_grace = 2000;
2478 const int max_hp = 1; 2350 const int max_hp = 1;
2479 const int max_sp = 1; 2351 const int max_sp = 1;
2480 const int max_grace = 1; 2352 const int max_grace = 1;
2481 2353
2482 if (op->contr->outputs_sync) 2354 if (op->contr->hidden)
2355 {
2356 op->invisible = 1000;
2357 /* the socket code flashes the player visible/invisible
2358 * depending on the value of invisible, so we need to
2359 * alternate it here for it to work correctly.
2360 */
2361 if (pticks & 2)
2362 op->invisible--;
2483 { 2363 }
2484 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2364 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2485 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2365 {
2486 flush_output_element (op, &op->contr->outputs[i]); 2366 if (!op->invisible--)
2367 {
2368 make_visible (op);
2369 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2370 }
2487 } 2371 }
2488 2372
2489 if (op->contr->ns->state == ST_PLAYING) 2373 if (op->contr->ns->state == ST_PLAYING)
2490 { 2374 {
2491 /* these next three if clauses make it possible to SLOW DOWN 2375 /* these next three if clauses make it possible to SLOW DOWN
2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2511 else 2395 else
2512 { 2396 {
2513 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2514 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2515 }
2516
2517 /* Regenerate Spell Points */
2518 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2519 {
2520 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 if (op->stats.sp < op->stats.maxsp)
2522 {
2523 op->stats.sp++;
2524 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 {
2527 op->stats.food--;
2528 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion;
2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531 op->stats.food = last_food;
2532 }
2533 }
2534
2535 if (max_sp > 1)
2536 {
2537 over_sp = (gen_sp + 10) / rate_sp;
2538 if (over_sp > 0)
2539 {
2540 if (op->stats.sp < op->stats.maxsp)
2541 {
2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2545 op->stats.sp--;
2546
2547 if (op->stats.sp > op->stats.maxsp)
2548 op->stats.sp = op->stats.maxsp;
2549 }
2550 op->last_sp = 0;
2551 }
2552 else
2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 }
2555 else
2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 } 2399 }
2558 2400
2559 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2561 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2582 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2583 } 2425 }
2584 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2585 } 2427 }
2586 2428
2429 if (op->stats.food > 0)
2430 {
2587 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2588 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2589 {
2590 if (op->stats.hp < op->stats.maxhp)
2591 { 2433 {
2592 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2593 /* dms do not consume food */ 2435
2594 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2595 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2596 op->stats.food--; 2443 op->stats.food--;
2444
2597 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2598 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2599 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2600 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2601 } 2450 }
2602 }
2603 2451
2604 if (max_hp > 1) 2452 if (max_sp > 1)
2605 {
2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2607 if (over_hp > 0)
2608 { 2453 {
2609 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2610 op->last_heal = 0; 2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2611 } 2472 }
2612 else 2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2613 { 2481 {
2614 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2615 } 2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2616 } 2507 }
2617 else 2508 else
2618 {
2619 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620 } 2510 }
2621 } 2511 }
2622 2512
2623 /* Digestion */ 2513 /* Digestion */
2624 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2625 { 2515 {
2626#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2627 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2628 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2629#else
2630 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2631#endif
2632 2518
2633 if (op->contr->gen_hp > 0)
2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2635 else
2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637 2520
2638 /* dms do not consume food */ 2521 /* dms do not consume food */
2639 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2640 op->stats.food--; 2523 op->stats.food--;
2641 } 2524 }
2642 2525
2643 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2644 { 2527 {
2645 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2646 2529
2647 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2648 { 2531 {
2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2650 { 2536 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2652 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2654 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2655 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2656 break; 2542 break;
2657 } 2543 }
2658 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2659 flesh = tmp; 2545 flesh = tmp;
2660 } /* End if paid for object */ 2546 }
2661 } /* end of for loop */
2662 2547
2663 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2664 * eat flesh instead. 2549 * eat flesh instead.
2665 */ 2550 */
2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2667 { 2552 {
2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2669 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2670 } 2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 }
2563
2564 if (op->stats.food < 0)
2671 } 2565 {
2672 2566 op->stats.hp += op->stats.food;
2673 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2674 op->stats.food++, op->stats.hp--; 2568 }
2675 2569
2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2677 kill_player (op); 2571 kill_player (op);
2678 } 2572 }
2679} 2573}
2684 * file. 2578 * file.
2685 */ 2579 */
2686void 2580void
2687kill_player (object *op) 2581kill_player (object *op)
2688{ 2582{
2583 int x, y;
2689 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2690 int x, y;
2691
2692 //int i;
2693 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2694
2695 /* int z;
2696 int num_stats_lose;
2697 int lost_a_stat;
2698 int lose_this_stat;
2699 int this_stat; */
2700 int will_kill_again; 2586 int will_kill_again;
2701 archetype *at; 2587 archetype *at;
2702 object *tmp; 2588 object *tmp;
2703 2589
2704 if (save_life (op)) 2590 if (save_life (op))
2705 return; 2591 return;
2706
2707 2592
2708 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2709 * in cities ONLY!!! It is very important that this doesn't get abused. 2594 * in cities ONLY!!! It is very important that this doesn't get abused.
2710 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2711 */ 2596 */
2714 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2599 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2600 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2716 2601
2717 /* restore player */ 2602 /* restore player */
2718 at = archetype::find ("poisoning"); 2603 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op); 2604 if (object *tmp = present_arch_in_ob (at, op))
2720 if (tmp)
2721 { 2605 {
2722 tmp->destroy (); 2606 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2607 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 } 2608 }
2725 2609
2726 at = archetype::find ("confusion"); 2610 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op); 2611 if (object *tmp = present_arch_in_ob (at, op))
2728 if (tmp)
2729 { 2612 {
2730 tmp->destroy (); 2613 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 } 2615 }
2733 2616
2734 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2735 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2737 op->stats.food = 999; 2620 op->stats.food = 999;
2738 2621
2739 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2741 if (tmp != NULL)
2742 { 2624 {
2743 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2744 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2745 sprintf (buf, " This finger has been cut off %s\n"
2746 " the %s, when he was defeated at\n level %d by %s.\n",
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2748 tmp->msg = buf; 2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2634 tmp->materialname = "organics";
2751 tmp->x = op->x, tmp->y = op->y; 2635 tmp->insert_at (op, tmp);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 } 2636 }
2754 2637
2755 /* teleport defeated player to new destination */ 2638 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2639 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2640 op->contr->braced = 0;
2762 2645
2763 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2764 2647
2765 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2766 { 2649 {
2767 if (op->contr->explore) 2650 op->contr->killer = archetype::get ("killer_starvation");
2768 { 2651 op->contr->killer->destroy ();
2769 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771 op->stats.food = 999;
2772 return;
2773 }
2774 sprintf (buf, "%s starved to death.", &op->name);
2775 strcpy (op->contr->killer, "starvation");
2776 }
2777 else
2778 { 2652 }
2779 if (op->contr->explore) 2653
2780 { 2654 op->contr->play_sound (sound_find ("player_dies"));
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.hp = op->stats.maxhp;
2784 return;
2785 }
2786 sprintf (buf, "%s died.", &op->name);
2787 }
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2655
2790 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2791 x = op->x; 2657 x = op->x;
2792 y = op->y; 2658 y = op->y;
2793 map = op->map; 2659 map = op->map;
2794
2795 2660
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2661 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * life if they are dead - it takes some exp and a random stat. 2662 * life if they are dead - it takes some exp and a random stat.
2798 * See the config.h file for a little more in depth detail about this. 2663 * See the config.h file for a little more in depth detail about this.
2799 */ 2664 */
2816 num_stats_lose = 1; 2681 num_stats_lose = 1;
2817 else 2682 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2683 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2684 }
2820 else 2685 else
2821 {
2822 num_stats_lose = 1; 2686 num_stats_lose = 1;
2823 } 2687
2824 lost_a_stat = 0; 2688 lost_a_stat = 0;
2825 2689
2826 for (z = 0; z < num_stats_lose; z++) 2690 for (z = 0; z < num_stats_lose; z++)
2827 { 2691 {
2828 i = RANDOM () % NUM_STATS; 2692 i = RANDOM () % NUM_STATS;
2902 lost_a_stat = 1; 2766 lost_a_stat = 1;
2903 } 2767 }
2904 } 2768 }
2905 } 2769 }
2906 } 2770 }
2771
2907 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat) 2773 if (!lost_a_stat)
2909 { 2774 {
2910 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2916 else 2781 else
2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2918 } 2783 }
2919#else 2784#else
2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2921#endif 2786#endif
2922 2787
2923 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2924 * exp loss on the stone. 2789 * exp loss on the stone.
2925 */ 2790 */
2926 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2927 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2928 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2929 sprintf (buf, "%s's gravestones", &op->name);
2930 tmp->name_pl = buf;
2931 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); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2932 tmp->msg = buf;
2933 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 2797
2936 /**************************************/ 2798 /**************************************/
2937 /* */ 2799 /* */
2958 { 2820 {
2959 tmp->destroy (); 2821 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 } 2823 }
2962 2824
2963 cure_disease (op, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2964 2838
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2967 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2968 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2969 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2848
2973 /* 2849 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * the player has any unpaid items. If so, remove them and put them back 2850 * Check to see if the player has any unpaid items. If so, remove them
2976 * in the map. 2851 * and put them back in the map.
2977 */ 2852 */
2978 2853 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2854
2982 /****************************************/ 2855 /****************************************/
2983 /* */ 2856 /* */
2984 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2986 /* */ 2859 /* */
2987 /****************************************/ 2860 /****************************************/
2988 2861
2989 enter_player_savebed (op); 2862 enter_player_savebed (op);
2990 2863
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2864 op->contr->braced = 0;
2995 op->contr->save ();
2996 2865
2997 /* it is possible that the player has blown something up 2866 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2867 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2868 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2869 * on the space that might harm the player.
3009 object *force; 2878 object *force;
3010 int at; 2879 int at;
3011 2880
3012 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2883 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2888 force->resist[at] = 100;
3020 2889
3029void 2898void
3030loot_object (object *op) 2899loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2900{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2901 object *tmp, *tmp2, *next;
3033 2902
3034 if (op->container) 2903 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2904
3037 for (tmp = op->inv; tmp; tmp = next) 2905 for (tmp = op->inv; tmp; tmp = next)
3038 { 2906 {
3039 next = tmp->below; 2907 next = tmp->below;
3040 2908
3041 if (tmp->invisible) 2909 if (tmp->invisible)
3042 continue; 2910 continue;
3043 2911
3044 tmp->remove (); 2912 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2913 tmp->x = op->x, tmp->y = op->y;
2914
3046 if (tmp->type == CONTAINER) 2915 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2916 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2917
3049 }
3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3051 { 2919 {
3052 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
3053 { 2921 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 } 2924 }
3058 else 2925 else
3059 tmp->destroy (); 2926 tmp->destroy ();
3060 } 2927 }
3066/* 2933/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3068 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3069 * was changed. 2936 * was changed.
3070 */ 2937 */
3071
3072void 2938void
3073fix_weight (void) 2939fix_weight (void)
3074{ 2940{
3075 for (player *pl = first_player; pl; pl = pl->next) 2941 for_all_players (pl)
3076 { 2942 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
3078 2944
3079 if (old == sum) 2945 pl->ob->update_weight ();
3080 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
3081 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
3083 } 2952 }
3084} 2953}
3085 2954
3086void 2955void
3087fix_luck (void) 2956fix_luck (void)
3088{ 2957{
3089 for (player *pl = first_player; pl; pl = pl->next) 2958 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 2959 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 2960 pl->ob->change_luck (0);
3092} 2961}
3093 2962
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3131void 3000void
3132make_visible (object *op) 3001make_visible (object *op)
3133{ 3002{
3134 op->hide = 0; 3003 op->hide = 0;
3135 op->invisible = 0; 3004 op->invisible = 0;
3005
3136 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3137 { 3007 {
3138 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3140 } 3010 }
3011
3141 update_object (op, UP_OBJ_FACE); 3012 update_object (op, UP_OBJ_CHANGE);
3142} 3013}
3143 3014
3144int 3015int
3145is_true_undead (object *op) 3016is_true_undead (object *op)
3146{ 3017{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3150 return 1; 3019 return 1;
3151 3020
3152 return 0; 3021 return 0;
3153} 3022}
3154 3023
3155/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 3026 * indicate greater hideability.
3158 */ 3027 */
3159
3160int 3028int
3161hideability (object *ob) 3029hideability (object *ob)
3162{ 3030{
3163 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3164 sint16 x, y; 3032 sint16 x, y;
3174 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3175 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3176 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3177 3045
3178 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3179 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3180 { 3050 {
3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue; 3053 continue;
3185 } 3054
3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187 level += 2; 3056 level += 2;
3188 else /* open terrain! */ 3057 else /* open terrain! */
3189 level -= 1; 3058 level -= 1;
3190 } 3059 }
3198/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 3071 */
3203
3204void 3072void
3205do_hidden_move (object *op) 3073do_hidden_move (object *op)
3206{ 3074{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3208 object *skop;
3209 3076
3210 if (!op || !op->map) 3077 if (!op || !op->map)
3211 return; 3078 return;
3212 3079
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3214 3082
3215 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3216 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3219 { 3086 {
3220 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3087 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3221 make_visible (op); 3088 make_visible (op);
3222 return; 3089 return;
3223 } 3090 }
3224 else 3091 else
3225 num += 20; 3092 num += 20;
3226 } 3093
3227 num += op->map->difficulty; 3094 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3095 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3096 num -= hide;
3097
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3099 {
3232 make_visible (op); 3100 make_visible (op);
3101
3233 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3234 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3235 } 3104 }
3236 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3237 {
3238 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3239 }
3240} 3107}
3241 3108
3242/* determine if who is standing near a hostile creature. */ 3109/* determine if who is standing near a hostile creature. */
3243 3110
3244int 3111int
3292 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3293 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3294 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3300 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3301 * -b.t. 3168 * -b.t.
3302 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3303 */ 3170 */
3304
3305int 3171int
3306player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3307{ 3173{
3308 rv_vector rv; 3174 rv_vector rv;
3309 int dx, dy; 3175 int dx, dy;
3311 if (pl->type != PLAYER) 3177 if (pl->type != PLAYER)
3312 { 3178 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3179 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3180 return -1;
3315 } 3181 }
3182
3316 if (!pl || !op) 3183 if (!pl || !op)
3317 return 0; 3184 return 0;
3318 3185
3319 if (op->head)
3320 {
3321 op = op->head; 3186 op = op->head_ ();
3322 } 3187
3323 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3324 3189
3325 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3191 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3328 * a blocked los square. 3193 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3330 */ 3195 */
3331 while (op) 3196 while (op)
3332 { 3197 {
3333 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3335 3200
3336 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3337 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values. 3203 * for any meaningful values.
3339 */ 3204 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1; 3208 return 1;
3209
3344 op = op->more; 3210 op = op->more;
3345 } 3211 }
3212
3346 return 0; 3213 return 0;
3347} 3214}
3348 3215
3349/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3353 * return 0. 3220 * return 0.
3354 */ 3221 */
3355int 3222int
3356action_makes_visible (object *op) 3223action_makes_visible (object *op)
3357{ 3224{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 { 3226 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0; 3228 return 0;
3363 3229
3369 { 3235 {
3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3371 return 1; 3237 return 1;
3372 } 3238 }
3373 } 3239 }
3240
3374 return 0; 3241 return 0;
3375} 3242}
3376 3243
3377/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3383 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3384 */ 3251 */
3385int 3252int
3386op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3387{ 3254{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3391 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3262 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 { 3264 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3401 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3402 { 3269 {
3403 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3404 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3405 { 3272 {
3406 object *invtmp;
3407
3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3409 { 3274 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3411 { 3276 {
3412 if (x != NULL && y != NULL) 3277 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3414 return 1; 3280 return 1;
3415 } 3281 }
3416 } 3282 }
3417 } 3283 }
3284
3418 if (x != NULL && y != NULL) 3285 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3420 return 1; 3288 return 1;
3421 } 3289 }
3422 } 3290 }
3423 } 3291 }
3292
3424 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3425 return 0; 3294 return 0;
3426} 3295}
3427 3296
3428/* 3297/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3314 int i = 0, j = 0;
3446 3315
3447 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3325
3457 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3458 return; 3327 return;
3459 3328
3460 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3461 3330
3462 if (tr == NULL || tr->item == NULL) 3331 if (!tr || !tr->item)
3463 { 3332 {
3464 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3465 return; 3334 return;
3466 } 3335 }
3467 3336
3468 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3338 item = tr->item;
3470 3339
3471 if (item->type == SPELL) 3340 if (item->type == SPELL)
3472 { 3341 {
3473 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3474 return; 3343 return;
3533 { 3402 {
3534 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3404 object *skin;
3536 3405
3537 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3540 ; 3408 ;
3541 3409
3542 if (!skin) 3410 if (!skin)
3543 return; 3411 return;
3544 3412
3579 else 3447 else
3580 { 3448 {
3581 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3582 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3583 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3584 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3585 if (who->type == PLAYER)
3586 esrv_send_item (who, tmp);
3587 } 3453 }
3588} 3454}
3589 3455
3590/** 3456/**
3591 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3592 * not readied. 3458 * not readied.
3593 */ 3459 */
3594void 3460void
3595player_unready_range_ob (player *pl, object *ob) 3461player_unready_range_ob (player *pl, object *ob)
3596{ 3462{
3597 rangetype i; 3463 if (pl->ob->current_weapon == ob)
3464 pl->ob->current_weapon = 0;
3598 3465
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->combat_ob == ob)
3600 { 3467 pl->combat_ob = 0;
3468
3601 if (pl->ranges[i] == ob) 3469 if (pl->ranged_ob == ob)
3602 { 3470 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 3471}
3472
3473sint8
3474player::visibility_at (maptile *map, int x, int y) const
3475{
3476 if (!ns)
3477 return 0;
3478
3479 int dx, dy;
3480 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3481 return 0;
3482
3483 x += dx - ns->current_x + ns->mapx / 2;
3484 y += dy - ns->current_y + ns->mapy / 2;
3485
3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3487 return 0;
3488
3489 return 100 - blocked_los [x][y];
3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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