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Comparing deliantra/server/server/player.C (file contents):
Revision 1.205 by root, Thu Sep 25 04:09:57 2008 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
158 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
210 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
211 97
212 ns->update_look = 0; 98 ns->update_look = 0;
213 ns->look_position = 0; 99 ns->look_position = 0;
214 100
215 clear_los (this); 101 clear_los ();
216 102
217 ns->reset_stats (); 103 ns->reset_stats ();
218 104
219 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
222 108
223 ob->update_weight (); 109 ob->update_weight ();
224 link_skills (); 110 link_skills ();
225 111
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
229 113
230 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
232 { 116 {
233 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
234 118
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
250 134
251 ns->floorbox_update (); 135 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
254 138
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false; 141 ob->flag [FLAG_READY_BOW] = false;
307 142
308 for (object *op = ob->inv; op; op = op->below) 143 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED]) 144 if (op->flag [FLAG_APPLIED])
310 switch (op->type) 145 switch (op->type)
311 { 146 {
312 case SKILL: 147 case SKILL:
313 ob->flag [FLAG_APPLIED] = false; 148 op->flag [FLAG_APPLIED] = false;
314 break; 149 break;
315 150
316 case WAND: 151 case WAND:
317 case ROD: 152 case ROD:
318 case HORN: 153 case HORN:
323 case WEAPON: 158 case WEAPON:
324 combat_ob = op; 159 combat_ob = op;
325 break; 160 break;
326 } 161 }
327 162
163 ob->current_weapon = 0;
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better 165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
330} 213}
331 214
332void 215void
333player::set_observe (object *op) 216player::set_observe (object *op)
334{ 217{
335 observe = op ? op : ob; 218 observe = viewpoint = op ? op : ob;
336 do_los = 1; 219 do_los = 1;
337} 220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
338 230
339player::player () 231player::player ()
340{ 232{
341 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 234 * we deal with that below this point.
369 { 261 {
370 ob->destroy_inv (false); 262 ob->destroy_inv (false);
371 ob->destroy (); 263 ob->destroy ();
372 } 264 }
373 265
374 ob = observe = 0; 266 ob = observe = viewpoint = 0;
375} 267}
376 268
377player::~player () 269player::~player ()
378{ 270{
379 /* Clear item stack */ 271 /* Clear item stack */
380 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
381} 301}
382 302
383/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
385 * mode. 305 * mode.
387player * 307player *
388player::create () 308player::create ()
389{ 309{
390 player *pl = new player; 310 player *pl = new player;
391 311
392 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
393 313
394 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
397 317
398 set_first_map (pl->ob); 318 set_first_map (pl->ob);
399 319
400 return pl; 320 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 321}
430 322
431object * 323object *
432get_nearest_player (object *mon) 324get_nearest_player (object *mon)
433{ 325{
673 op->destroy (); 565 op->destroy ();
674 continue; 566 continue;
675 } 567 }
676 } 568 }
677 569
678 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 573 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
685 { 575 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 578 {
694 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 582 break;
697 } 583 }
698 584
699 if (op->nrof > 1) 585 if (op->nrof > 1)
700 op->nrof = 1; 586 op->nrof = 1;
701 } 587 }
702 588
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 635}
750 636
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 638static int
753roll_stat (void) 639roll_stat ()
754{ 640{
755 int a[4], i, j, k; 641 int a[4], i, j, k;
756 642
757 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
855player::chargen_race_done () 741player::chargen_race_done ()
856{ 742{
857 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 744 esrv_new_player (ob->contr);
859 745
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 747 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
863 749
864 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
918 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 806 ob->stats.grace = 0;
921} 807}
922 808
923void 809static void
924flee_player (object *op) 810flee_player (object *op)
925{ 811{
926 int dir, diff; 812 int dir, diff;
927 rv_vector rv; 813 rv_vector rv;
928 814
931 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
933 return; 819 return;
934 } 820 }
935 821
936 if (op->enemy == NULL) 822 if (!op->enemy)
937 { 823 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
940 return; 826 return;
941 } 827 }
942 828
943 /* Seen some crashes here. Since we don't store an
944 * op->enemy_count, it is possible that something destroys the
945 * actual enemy, and the object is recycled.
946 */
947 if (op->enemy->map == NULL)
948 {
949 CLEAR_FLAG (op, FLAG_SCARED);
950 op->enemy = NULL;
951 return;
952 }
953
954 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 { 830 {
956 op->enemy = NULL; 831 op->enemy = NULL;
957 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
958 return; 833 return;
961 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
962 837
963 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
964 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
965 { 840 {
966 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
967 842
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
969 return; 844 return;
970 } 845 }
971 846
972 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
973 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
982check_pick (object *op) 857check_pick (object *op)
983{ 858{
984 object *tmp, *next; 859 object *tmp, *next;
985 int stop = 0; 860 int stop = 0;
986 int wvratio; 861 int wvratio;
987 char putstring[128];
988 862
989 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
990 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
991 return 1; 865 return 1;
992 866
993 next = op->below; 867 next = op->below;
994 868
995 int cnt = MAX_ITEM_PER_DROP; 869 int cnt = MAX_ITEM_PER_ACTION;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997 871
998 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
999 * destroyed */ 873 * destroyed */
1000 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1016 890
1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1018 { 892 {
1019 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1020 CHK_PICK_PICKUP; 894 CHK_PICK_PICKUP;
895
1021 continue; 896 continue;
1022 } 897 }
1023 898
1024 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1025 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1026 { 961 {
1027 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1028 { 1025 {
1029 case 0:
1030 return 1; /* don't pick up */
1031 case 1:
1032 CHK_PICK_PICKUP; 1026 CHK_PICK_PICKUP;
1033 return 1; 1027 continue;
1034 case 2:
1035 CHK_PICK_PICKUP;
1036 return 0;
1037 case 3:
1038 return 0; /* stop before pickup */
1039 case 4:
1040 CHK_PICK_PICKUP;
1041 break;
1042 case 5:
1043 CHK_PICK_PICKUP;
1044 stop = 1;
1045 break;
1046 case 6:
1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1050 break;
1051
1052 case 7:
1053 if (tmp->type == MONEY || tmp->type == GEM)
1054 CHK_PICK_PICKUP;
1055 break;
1056
1057 default:
1058 /* use value density */
1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1061 CHK_PICK_PICKUP;
1062 } 1028 }
1063 } 1029 }
1064 else 1030
1065 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1066 /* NEW pickup handling */
1067 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1068 { 1037 {
1069 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1070 if (tmp->name != NULL)
1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1073 else
1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076
1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1078 }
1079
1080 /* philosophy:
1081 * It's easy to grab an item type from a pile, as long as it's
1082 * generic. This takes no game-time. For more detailed pickups
1083 * and selections, select-items should be used. This is a
1084 * grab-as-you-run type mode that's really useful for arrows for
1085 * example.
1086 * The drawback: right now it has no frontend, so you need to
1087 * stick the bits you want into a calculator in hex mode and then
1088 * convert to decimal and then 'pickup <#>
1089 */
1090
1091 /* the first two modes are exclusive: if NOTHING we return, if
1092 * STOP then we stop. All the rest are applied sequentially,
1093 * meaning if any test passes, the item gets picked up. */
1094
1095 /* if mode is set to pick nothing up, return */
1096
1097 if (op->contr->mode & PU_NOTHING)
1098 return 1;
1099
1100 /* if mode is set to stop when encountering objects, return */
1101 /* take STOP before INHIBIT since it doesn't actually pick
1102 * anything up */
1103
1104 if (op->contr->mode & PU_STOP)
1105 return 0;
1106
1107 /* useful for going into stores and not losing your settings... */
1108 /* and for battles wher you don't want to get loaded down while
1109 * fighting */
1110 if (op->contr->mode & PU_INHIBIT)
1111 return 1;
1112
1113 /* prevent us from turning into auto-thieves :) */
1114 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1115 continue; 1039 continue;
1040 }
1116 1041
1117 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1119 continue; 1047 continue;
1048 }
1120 1049
1121 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1122 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1123 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1124 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1125 { 1121 {
1126 CHK_PICK_PICKUP; 1122 CHK_PICK_PICKUP;
1127 continue; 1123 continue;
1128 } 1124 }
1125 }
1129 1126
1127 /* misc stuff that's useful */
1130 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1132 { 1130 {
1133 CHK_PICK_PICKUP; 1131 CHK_PICK_PICKUP;
1134 continue; 1132 continue;
1135 } 1133 }
1136 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1137 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1138 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1139 { 1142 */
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* spellbooks, skillscrolls and normal books/scrolls */
1145 if (op->contr->mode & PU_SPELLBOOK)
1146 if (tmp->type == SPELLBOOK)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_SKILLSCROLL)
1153 if (tmp->type == SKILLSCROLL)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_READABLES)
1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* wands/staves/rods/horns */
1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 /* pick up all magical items */
1175 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_VALUABLES)
1183 { 1145 {
1184 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1185 { 1149 {
1186 CHK_PICK_PICKUP; 1150 fprintf (stderr, "%s", tmp->name);
1187 continue;
1188 } 1151 }
1189 }
1190
1191 /* rings & amulets - talismans seems to be typed AMULET */
1192 if (op->contr->mode & PU_JEWELS)
1193 if (tmp->type == RING || tmp->type == AMULET)
1194 {
1195 CHK_PICK_PICKUP;
1196 continue;
1197 }
1198
1199 /* we don't forget dragon food */
1200 if (op->contr->mode & PU_FLESH)
1201 if (tmp->type == FLESH)
1202 {
1203 CHK_PICK_PICKUP;
1204 continue;
1205 }
1206
1207 /* bows and arrows. Bows are good for selling! */
1208 if (op->contr->mode & PU_BOW)
1209 if (tmp->type == BOW)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_ARROW)
1216 if (tmp->type == ARROW)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* all kinds of armor etc. */
1223 if (op->contr->mode & PU_ARMOUR)
1224 if (tmp->type == ARMOUR)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_HELMET)
1231 if (tmp->type == HELMET)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_SHIELD)
1238 if (tmp->type == SHIELD)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_BOOTS)
1245 if (tmp->type == BOOTS)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_GLOVES)
1252 if (tmp->type == GLOVES)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_CLOAK)
1259 if (tmp->type == CLOAK)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 /* hoping to catch throwing daggers here */
1266 if (op->contr->mode & PU_MISSILEWEAPON)
1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 /* careful: chairs and tables are weapons! */
1274 if (op->contr->mode & PU_ALLWEAPON)
1275 {
1276 if (tmp->type == WEAPON && tmp->name != NULL)
1277 {
1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284 }
1285
1286 if (tmp->type == WEAPON && tmp->name == NULL)
1287 {
1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293 }
1294 }
1295
1296 /* misc stuff that's useful */
1297 if (op->contr->mode & PU_KEY)
1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299 {
1300 CHK_PICK_PICKUP;
1301 continue;
1302 }
1303
1304 /* any of the last 4 bits set means we use the ratio for value
1305 * pickups */
1306 if (op->contr->mode & PU_RATIO)
1307 {
1308 /* use value density to decide what else to grab */
1309 /* >=7 was >= op->contr->mode */
1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1311 */
1312 wvratio = op->contr->mode & PU_RATIO;
1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1314 {
1315 CHK_PICK_PICKUP;
1316#if 0
1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1318 if (tmp->name != NULL)
1319 {
1320 fprintf (stderr, "%s", tmp->name);
1321 }
1322 else 1152 else
1323 fprintf (stderr, "%s", tmp->arch->archname); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1324 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1326#endif 1156#endif
1157 CHK_PICK_PICKUP;
1327 continue; 1158 continue;
1328 }
1329 } 1159 }
1330 } /* the new pickup model */ 1160 } /* the new pickup model */
1331 } 1161 }
1332 1162
1333 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1334} 1199}
1335 1200
1336/* 1201/*
1337 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1338 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1339 * found object is returned. 1204 * found object is returned.
1340 */ 1205 */
1341object * 1206static object *
1342find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1343{ 1208{
1344 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp); 1211 return splay (tmp);
1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1361 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1362 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1363 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1364 */ 1229 */
1365object * 1230static object *
1366find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1367{ 1232{
1368 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1369 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1370 1235
1371 if (!type) 1236 if (!type)
1375 { 1240 {
1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1377 { 1242 {
1378 i = 0; 1243 i = 0;
1379 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1380 if (i > betterby) 1246 if (i > betterby)
1381 { 1247 {
1382 tmp = ntmp; 1248 tmp = ntmp;
1383 betterby = i; 1249 betterby = i;
1384 } 1250 }
1385 } 1251 }
1386 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1387 { 1253 {
1388 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1390 { 1256 {
1391 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1392 { 1258 {
1393 *better = 100; 1259 *better = 100;
1394 return arrow; 1260 return arrow;
1409 { 1275 {
1410 tmp = arrow; 1276 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 } 1278 }
1413 } 1279 }
1280
1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415 { 1282 {
1416 tmp = arrow; 1283 tmp = arrow;
1417 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1418 } 1285 }
1286
1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420 { 1288 {
1421 tmp = arrow; 1289 tmp = arrow;
1422 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1423 } 1291 }
1436 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1437 * op = the shooter 1305 * op = the shooter
1438 * type = bow->race 1306 * type = bow->race
1439 * dir = fire direction 1307 * dir = fire direction
1440 */ 1308 */
1441object * 1309static object *
1442pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1443{ 1311{
1444 object *tmp = NULL; 1312 object *tmp = NULL;
1445 maptile *m; 1313 maptile *m;
1446 int i, mflags, found, number; 1314 int i, mflags, found, number;
1447 sint16 x, y; 1315 sint16 x, y;
1462 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1463 { 1331 {
1464 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1465 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1466 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 { 1337 {
1469 tmp = NULL; 1338 tmp = 0;
1470 break; 1339 break;
1471 } 1340 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 { 1342 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1476 */ 1345 */
1477 tmp = NULL; 1346 tmp = 0;
1478 break; 1347 break;
1479 } 1348 }
1349
1480 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1489 break; 1353 break;
1490 }
1491 } 1354 }
1492 if (tmp == NULL) 1355
1356 if (!tmp)
1493 return find_arrow (op, type); 1357 return find_arrow (op, type);
1494 1358
1495 if (tmp->head) 1359 if (tmp->head)
1496 tmp = tmp->head; 1360 tmp = tmp->head;
1497 1361
1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1538 return 0; 1402 return 0;
1539 } 1403 }
1540 1404
1541 // optimisation: move object to top so we will find it quickly again 1405 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below) 1406 splay (bow);
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1548 } 1407 }
1549 1408
1550 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1551 { 1410 {
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1578 } 1437 }
1579 1438
1580 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1581 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1582 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1583 arrow->destroy (); 1443 arrow->destroy ();
1584 return 0; 1444 return 0;
1585 } 1445 }
1586 1446
1587 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1597 arrow->direction = dir; 1457 arrow->direction = dir;
1598 1458
1599 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1600 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1601 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1602 1462 arrow->custom_name = arrow->slaying;
1603 if (arrow->slaying)
1604 arrow->spellarg = strdup (arrow->slaying);
1605 1463
1606#if 0 1464#if 0
1607 if (player *pl = op->contr) 1465 if (player *pl = op->contr)
1608 { 1466 {
1609 float speed = pl->weapon_sp; 1467 float speed = pl->weapon_sp;
1671 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1672 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1673 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1674 * hence the function name. 1532 * hence the function name.
1675 */ 1533 */
1676int 1534static int
1677player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1678{ 1536{
1679 int ret = 0, wcmod = 0; 1537 int ret;
1680 1538
1681 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1682 { 1540 {
1683 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1684 } 1542 }
1685 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1686 { 1544 {
1687 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1688 wcmod = -1;
1689
1690 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1691 } 1547 }
1692 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1693 { 1549 {
1694 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1695 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1697 } 1553 }
1698 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1699 { 1555 {
1700 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1701 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1702 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1703 } 1559 }
1704 else 1560 else
1705 { 1561 {
1711} 1567}
1712 1568
1713/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1714 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1715 */ 1571 */
1716void 1572static void
1717fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1718{ 1574{
1719 object *item = op->contr->ranged_ob; 1575 object *item = op->contr->ranged_ob;
1720 1576
1721 if (!item) 1577 if (!item)
1743 return; 1599 return;
1744 } 1600 }
1745 } 1601 }
1746 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1747 { 1603 {
1748 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1749 1605
1750 // using the maximum of the rods charge allows at least one spell cast 1606 // using the maximum of the rods charge allows at least one spell cast
1751 // for a rod or horn, this fixes some broken rods. 1607 // for a rod or horn, this fixes some broken rods.
1752 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1753 { 1609 {
1754 op->contr->play_sound (sound_find ("wand_poof")); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1755 1611
1756 if (item->type == ROD) 1612 if (item->type == ROD)
1757 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1762 } 1618 }
1763 } 1619 }
1764 1620
1765 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1766 { 1622 {
1767 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1768 if (item->type == WAND) 1625 if (item->type == WAND)
1769 { 1626 {
1770 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1771 { 1628 {
1772 object *tmp; 1629 object *tmp;
1792bool 1649bool
1793fire (object *op, int dir) 1650fire (object *op, int dir)
1794{ 1651{
1795 int spellcost = 0; 1652 int spellcost = 0;
1796 1653
1797 /* check for loss of invisiblity/hide */
1798 if (action_makes_visible (op))
1799 make_visible (op);
1800
1801 player *pl = op->contr; 1654 player *pl = op->contr;
1802 1655
1803 if (pl->golem) 1656 if (pl->golem)
1804 { 1657 {
1805 control_golem (op->contr->golem, dir); 1658 control_golem (op->contr->golem, dir);
1807 } 1660 }
1808 1661
1809 object *ob = pl->ranged_ob; 1662 object *ob = pl->ranged_ob;
1810 1663
1811 if (!ob) 1664 if (!ob)
1812 return false;
1813
1814 if (!op->change_weapon (ob))
1815 return false; 1665 return false;
1816 1666
1817 if (op->speed_left > 0.f) 1667 if (op->speed_left > 0.f)
1818 --op->speed_left; 1668 --op->speed_left;
1819 else 1669 else
1820 return false; 1670 return false;
1821 1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1675 /* check for loss of invisiblity/hide */
1676 if (action_makes_visible (op))
1677 make_visible (op);
1678
1822 switch (ob->type) 1679 switch (ob->type)
1823 { 1680 {
1824 case BOW: 1681 case BOW:
1825 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1826 break; 1683 break;
1827 1684
1828 case SPELL: 1685 case SPELL:
1829 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1830 break; 1687 break;
1831 1688
1832 case BUILDER: 1689 case BUILDER:
1833 apply_map_builder (op, dir); 1690 apply_map_builder (op, dir);
1834 break; 1691 break;
1843 } 1700 }
1844 1701
1845 return true; 1702 return true;
1846} 1703}
1847 1704
1848/* find_key 1705static object *
1849 * We try to find a key for the door as passed. If we find a key
1850 * and successfully use it, we return the key, otherwise NULL
1851 * This function merges both normal and locked door, since the logic
1852 * for both is the same - just the specific key is different.
1853 * pl is the player,
1854 * inv is the objects inventory to searched
1855 * door is the door we are trying to match against.
1856 * This function can be called recursively to search containers.
1857 */
1858object *
1859find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1860{ 1707{
1861 object *tmp, *key; 1708 object *tmp, *key;
1862 1709
1863 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1864 if (!container->inv) 1711 if (!container->inv)
1867 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1868 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1869 { 1716 {
1870 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1871 break; 1718 break;
1719
1872 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1873 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1874 */ 1722 */
1875 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1876 break; 1724 break;
1882 * a key, return 1730 * a key, return
1883 */ 1731 */
1884 if (!tmp) 1732 if (!tmp)
1885 { 1733 {
1886 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1887 {
1888 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1889 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1890 {
1891 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1892 return key; 1738 return key;
1893 }
1894 }
1895 1739
1896 if (!tmp) 1740 if (!tmp)
1897 return NULL; 1741 return 0;
1898 } 1742 }
1899 1743
1900 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1901 * see if we actually want to use it 1745 * see if we actually want to use it
1902 */ 1746 */
1903 if (pl != container) 1747 if (pl != container)
1904 { 1748 {
1905 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1906 if (!pl->contr) 1750 if (!pl->contr)
1907 return NULL; 1751 return 0;
1752
1908 /* cases where this fails: 1753 /* cases where this fails:
1909 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1910 * are not in the players inventory. 1755 * are not in the players inventory.
1911 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1912 * containers can be used. 1757 * containers can be used.
1916 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1917 * 1762 *
1918 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1919 * all the others. 1764 * all the others.
1920 */ 1765 */
1921 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1922 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1923 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1924 { 1769 {
1925 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1926 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1927 return NULL; 1772 return NULL;
1928 } 1773 }
1929 } 1774 }
1930 1775
1931 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1932} 1802}
1933 1803
1934/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1935 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1936 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1986 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
1987 */ 1857 */
1988bool 1858bool
1989move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
1990{ 1860{
1991 int on_battleground; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1992 1866
1993 sint16 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
1994 sint16 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
1995 1869
1996 on_battleground = op_on_battleground (op, 0, 0);
1997
1998 if (out_of_map (op->map, nx, ny)) 1870 if (out_of_map (op->map, nx, ny))
1999 return false; 1871 return false;
2000
2001 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2002 {
2003 --op->speed_left;
2004 return true;
2005 }
2006 1872
2007 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2008 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2009 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2010 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2070 --op->speed_left; 1936 --op->speed_left;
2071 1937
2072 op->play_sound (sound_find ("push_player")); 1938 op->play_sound (sound_find ("push_player"));
2073 push_ob (mon, dir, op); 1939 push_ob (mon, dir, op);
2074 1940
2075 if (op->contr->tmp_invis || op->hide) 1941 if (action_makes_visible (op))
2076 make_visible (op); 1942 make_visible (op);
2077 1943
2078 return true; 1944 return true;
2079 } 1945 }
2080 else 1946 else
2081 return false; 1947 return false;
2082 } 1948 }
1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
2083 1951
2084 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2085 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2086 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2087 * attack them either. 1955 * attack them either.
2102 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2103 } 1971 }
2104 else 1972 else
2105 op->statusmsg ("You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2106 1974
2107 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2108 make_visible (op); 1976 make_visible (op);
2109 1977
2110 return true; 1978 return true;
2111 } 1979 }
2112 } 1980 }
2152} 2020}
2153 2021
2154bool 2022bool
2155move_player (object *op, int dir) 2023move_player (object *op, int dir)
2156{ 2024{
2157 int pick;
2158
2159 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2160 return 0; 2026 return 0;
2161 2027
2162 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2163 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2164 { 2030 {
2165 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2166 return 0; 2032 return 0;
2167 } 2033 }
2168 2034
2170 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2171 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2172 2038
2173 op->facing = dir; 2039 op->facing = dir;
2174 2040
2175 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2176 do_hidden_move (op); 2042 do_hidden_move (op);
2177 2043
2178 bool retval; 2044 bool retval;
2045 int pick = 0;
2179 2046
2180 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2181 retval = RESULT_INT (0); 2048 retval = RESULT_INT (0);
2182 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2183 retval = fire (op, dir); 2050 retval = fire (op, dir);
2240 return move_player (op, op->direction); 2107 return move_player (op, op->direction);
2241 2108
2242 return false; 2109 return false;
2243} 2110}
2244 2111
2245int 2112static int
2246save_life (object *op) 2113save_life (object *op)
2247{ 2114{
2248 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2249 return 0; 2116 return 0;
2250 2117
2297void 2164void
2298object::drop_unpaid_items () 2165object::drop_unpaid_items ()
2299{ 2166{
2300 if (!flag [FLAG_REMOVED]) 2167 if (!flag [FLAG_REMOVED])
2301 ::drop_unpaid_items (inv, this); 2168 ::drop_unpaid_items (inv, this);
2302}
2303
2304/*
2305 * Returns pointer a static string containing gravestone text
2306 * Moved from apply.c to player.c - player.c is what
2307 * actually uses this function. player.c may not be quite the
2308 * best, a misc file for object actions is probably better,
2309 * but there isn't one in the server directory.
2310 */
2311const char *
2312gravestone_text (object *op)
2313{
2314 static dynbuf_text buf;
2315
2316 buf << "---- R.I.P. ----\n\n"
2317 << op->name;
2318
2319 if (op->type == PLAYER)
2320 buf << " the " << op->contr->title;
2321
2322 buf << "\n\n";
2323
2324 buf << "who was level ";
2325 buf << (sint32)op->level << "\n\n" // OO breakdown
2326 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2327
2328 if (op->type == PLAYER)
2329 buf << "by " << op->contr->killer_name () << ".\n\n";
2330
2331 {
2332 static char buf2[128];
2333 time_t now = time (NULL);
2334 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2335 buf << buf2;
2336 }
2337
2338 return buf;
2339} 2169}
2340 2170
2341void 2171void
2342do_some_living (object *op) 2172do_some_living (object *op)
2343{ 2173{
2498 { 2328 {
2499 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2500 2330
2501 if (over_hp > 0) 2331 if (over_hp > 0)
2502 { 2332 {
2503 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2504 op->last_heal = 0; 2334 op->last_heal = 0;
2505 } 2335 }
2506 else 2336 else
2507 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2508 } 2338 }
2587 */ 2417 */
2588void 2418void
2589kill_player (object *op) 2419kill_player (object *op)
2590{ 2420{
2591 int x, y; 2421 int x, y;
2592 char buf[MAX_BUF];
2593 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2594 int will_kill_again; 2423 int will_kill_again;
2595 archetype *at; 2424 archetype *at;
2596 object *tmp; 2425 object *tmp;
2597 2426
2598 if (save_life (op)) 2427 if (save_life (op))
2599 return; 2428 return;
2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2600 2467
2601 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2602 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2603 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2604 */ 2471 */
2605 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2606 { 2473 {
2607 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2609
2610 /* restore player */
2611 at = archetype::find ("poisoning");
2612 if (object *tmp = present_arch_in_ob (at, op))
2613 {
2614 tmp->destroy ();
2615 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2616 }
2617
2618 at = archetype::find ("confusion");
2619 if (object *tmp = present_arch_in_ob (at, op))
2620 {
2621 tmp->destroy ();
2622 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2623 }
2624
2625 cure_disease (op, 0, 0); /* remove any disease */
2626 op->stats.hp = op->stats.maxhp;
2627 if (op->stats.food <= 0)
2628 op->stats.food = 999;
2629 2475
2630 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2631 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2632 { 2478
2633 tmp->name = format ("%s's finger" , &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2634 tmp->name_pl = format ("%s's fingers", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2635 tmp->msg = format ( 2481 tmp->msg = format (
2636 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2637 &op->name, op->contr->title, 2483 &op->name, op->contr->title,
2638 (int)op->level, 2484 (int)op->level,
2639 op->contr->killer_name () 2485 op->contr->killer_name ()
2640 ); 2486 );
2641 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2642 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2643 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2644 }
2645 2490
2646 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2647 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2648 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2649 return; 2496 return;
2650 } 2497 }
2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2651 2501
2652 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2653 2503
2654 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2655 2505
2689 2539
2690 lost_a_stat = 0; 2540 lost_a_stat = 0;
2691 2541
2692 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2693 { 2543 {
2694 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2695 2545
2696 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2697 { 2547 {
2698 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2699 * what he lost. 2549 * what he lost.
2706 lost_a_stat = 1; 2556 lost_a_stat = 1;
2707 } 2557 }
2708 else 2558 else
2709 { 2559 {
2710 /* deplete a stat */ 2560 /* deplete a stat */
2711 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2712 object *dep; 2562 object *dep;
2713 2563
2714 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2715 if (!dep) 2565 if (!dep)
2716 { 2566 {
2717 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2718 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2719 } 2569 }
2720 lose_this_stat = 1; 2570 lose_this_stat = 1;
2721 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2722 { 2572 {
2750 } 2600 }
2751 } 2601 }
2752 2602
2753 if (lose_this_stat) 2603 if (lose_this_stat)
2754 { 2604 {
2755 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2756 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2757 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2758 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2759 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2760 * difference. 2610 * difference.
2774 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2625 if (!lost_a_stat)
2776 { 2626 {
2777 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2779 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2780 2630
2781 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2782 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2783 else 2633 else
2784 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2785 } 2635 }
2786#else 2636#else
2787 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2788#endif 2638#endif
2789 2639
2790 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2791 * exp loss on the stone. 2641 * exp loss on the stone.
2792 */ 2642 */
2793 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2794 tmp->name = format ("%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2795 tmp->name_pl = format ("%s's gravestones", &op->name); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2796 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2797 &op->name, op->contr->title, op->contr->killer_name ()); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2800 2650
2801 /**************************************/ 2651 /**************************************/
2802 /* */ 2652 /* */
2803 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */ 2654 /* */
2807 /**************************************/ 2655 /**************************************/
2808 2656
2809 /* remove any poisoning and confusion the character may be suffering. */
2810 /* restore player */
2811 at = archetype::find ("poisoning");
2812 tmp = present_arch_in_ob (at, op);
2813
2814 if (tmp)
2815 {
2816 tmp->destroy ();
2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2818 }
2819
2820 at = archetype::find ("confusion");
2821 tmp = present_arch_in_ob (at, op);
2822 if (tmp)
2823 {
2824 tmp->destroy ();
2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2826 }
2827
2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2848 op->stats.hp = op->stats.maxhp;
2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2851 2659
2852 /* 2660 /*
2853 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2854 * and put them back in the map. 2662 * and put them back in the map.
2855 */ 2663 */
2892 2700
2893 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2894 op->update_stats (); 2702 op->update_stats ();
2895 } 2703 }
2896 2704
2897 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2898} 2706}
2899 2707
2900void 2708static void
2901loot_object (object *op) 2709loot_object (object *op)
2902{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2903 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2904 2712
2905 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2936 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2937 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2938 * was changed. 2746 * was changed.
2939 */ 2747 */
2940void 2748void
2941fix_weight (void) 2749fix_weight ()
2942{ 2750{
2943 for_all_players (pl) 2751 for_all_players (pl)
2944 { 2752 {
2945 sint32 old = pl->ob->carrying; 2753 sint32 old = pl->ob->carrying;
2946 2754
2953 } 2761 }
2954 } 2762 }
2955} 2763}
2956 2764
2957void 2765void
2958fix_luck (void) 2766fix_luck ()
2959{ 2767{
2960 for_all_players (pl) 2768 for_all_players (pl)
2961 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
2962 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
2963} 2771}
3000} 2808}
3001 2809
3002void 2810void
3003make_visible (object *op) 2811make_visible (object *op)
3004{ 2812{
3005 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3006 op->invisible = 0; 2814 op->invisible = 0;
3007 2815
3008 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3009 { 2817 {
3010 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3035 2843
3036 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3037 return 0; 2845 return 0;
3038 2846
3039 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3040 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3041 2849
3042 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3043 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3044 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3045 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3046 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3047 2855
3048 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3049 for (i = 0, x = ob->x, y = ob->y; 2857 for (i = 0, x = ob->x, y = ob->y;
3050 i <= SIZEOFFREE1; 2858 i <= SIZEOFFREE1;
3051 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3198 while (op) 3006 while (op)
3199 { 3007 {
3200 dx = rv.distance_x + op->arch->x; 3008 dx = rv.distance_x + op->arch->x;
3201 dy = rv.distance_y + op->arch->y; 3009 dy = rv.distance_y + op->arch->y;
3202 3010
3203 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3204 * code, so we need to restrict ourselves to that range of values
3205 * for any meaningful values.
3206 */
3207 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3208 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3209 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3210 return 1; 3012 return 1;
3211 3013
3212 op = op->more; 3014 op = op->more;
3213 }
3214
3215 return 0;
3216}
3217
3218/* routine for both players and monsters. We call this when
3219 * there is a possibility for our action distrubing our hiding
3220 * place or invisiblity spell. Artefact invisiblity is not
3221 * effected by this. If we arent invisible to begin with, we
3222 * return 0.
3223 */
3224int
3225action_makes_visible (object *op)
3226{
3227 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3228 {
3229 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3230 return 0;
3231
3232 if (op->contr && op->contr->tmp_invis == 0)
3233 return 0;
3234
3235 /* If monsters, they should become visible */
3236 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3237 {
3238 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3239 return 1;
3240 }
3241 } 3015 }
3242 3016
3243 return 0; 3017 return 0;
3244} 3018}
3245 3019
3269 && tmp->name == shstr_battleground 3043 && tmp->name == shstr_battleground
3270 && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3271 { 3045 {
3272 /* before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3273 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3274 {
3275 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 { 3050 {
3277 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 {
3279 if (x && y) 3051 if (x && y)
3280 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281 3053
3282 return 1; 3054 return 1;
3283 }
3284 } 3055 }
3285 }
3286 3056
3287 if (x && y) 3057 if (x && y)
3288 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289 3059
3290 return 1; 3060 return 1;
3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448 } 3218 }
3449 else 3219 else
3450 { 3220 {
3451 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3453 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 who->insert (tmp); 3224 who->insert (tmp);
3455 } 3225 }
3456} 3226}
3457 3227
3470 3240
3471 if (pl->ranged_ob == ob) 3241 if (pl->ranged_ob == ob)
3472 pl->ranged_ob = 0; 3242 pl->ranged_ob = 0;
3473} 3243}
3474 3244
3245//-GPL
3246
3475sint8 3247sint8
3476player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3477{ 3249{
3478 if (!ns) 3250 if (!ns)
3479 return 0; 3251 return LOS_BLOCKED;
3480 3252
3481 int dx, dy; 3253 int dx, dy;
3482 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3483 return 0; 3255 return LOS_BLOCKED;
3484 3256
3485 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3486 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3487 3259
3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3489 return 0;
3490
3491 return 100 - blocked_los [x][y]; 3260 return blocked_los (x, y);
3492} 3261}
3493 3262
3494void 3263void
3495player::infobox (const char *title, const char *msg, int color) 3264player::infobox (const char *title, const char *msg, int color)
3496{ 3265{

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