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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 2006 UTC vs.
Revision 1.220 by root, Sun Dec 28 16:35:32 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#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 25#include <sproto.h>
30#endif
31#include <sounds.h> 26#include <sounds.h>
32#include <living.h> 27#include <living.h>
33#include <object.h> 28#include <object.h>
34#include <spells.h> 29#include <spells.h>
35#include <skills.h> 30#include <skills.h>
36#include <newclient.h>
37 31
38#ifdef COZY_SERVER 32#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 33#include <functional>
40#endif
41 34
42player * 35playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 36
81void 37void
82display_motd (const object *op) 38display_motd (const object *op)
83{ 39{
84 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
87 int comp; 43 int comp;
88 int size; 44 int size;
89 45
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 48 return;
94 } 49
95 motd[0] = '\0'; 50 motd[0] = '\0';
96 size = 0; 51 size = 0;
52
97 while (fgets (buf, MAX_BUF, fp) != NULL) 53 while (fgets (buf, MAX_BUF, fp))
98 { 54 {
99 if (*buf == '#') 55 if (*buf == '#')
100 continue; 56 continue;
57
101 strncat (motd + size, buf, HUGE_BUF - size); 58 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 59 size += strlen (buf);
103 } 60 }
61
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 63 close_and_delete (fp, comp);
106} 64}
107 65
108void 66void
114 int comp; 72 int comp;
115 int size; 73 int size;
116 74
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 77 return;
121 } 78
122 rules[0] = '\0'; 79 rules[0] = '\0';
123 size = 0; 80 size = 0;
81
124 while (fgets (buf, MAX_BUF, fp) != NULL) 82 while (fgets (buf, MAX_BUF, fp))
125 { 83 {
126 if (*buf == '#') 84 if (*buf == '#')
127 continue; 85 continue;
86
128 if (size + strlen (buf) >= HUGE_BUF) 87 if (size + strlen (buf) >= HUGE_BUF)
129 { 88 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 90 break;
132 } 91 }
92
133 strncat (rules + size, buf, HUGE_BUF - size); 93 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 94 size += strlen (buf);
135 } 95 }
96
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 98 close_and_delete (fp, comp);
138} 99}
139 100
140void 101void
148 int size; 109 int size;
149 110
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 113 return;
114
153 news[0] = '\0'; 115 news[0] = '\0';
154 subject[0] = '\0'; 116 subject[0] = '\0';
155 size = 0; 117 size = 0;
118
156 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
157 { 120 {
158 if (*buf == '#') 121 if (*buf == '#')
159 continue; 122 continue;
123
160 if (*buf == '%') 124 if (*buf == '%')
161 { /* send one news */ 125 { /* send one news */
162 if (size > 0) 126 if (size > 0)
163 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,
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
164 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
165 strip_endline (subject); 133 strip_endline (subject);
166 size = 0; 134 size = 0;
167 news[0] = '\0'; 135 news[0] = '\0';
168 } 136 }
177 size += strlen (buf); 145 size += strlen (buf);
178 } 146 }
179 } 147 }
180 148
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 152}
310 153
311/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
312static void 155static void
313set_first_map (object *op) 156set_first_map (object *op)
314{ 157{
315 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
316 op->x = -1; 159 op->x = -1;
317 op->y = -1; 160 op->y = -1;
318 enter_exit (op, NULL);
319} 161}
320 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
337}
338
339player::player ()
340{
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359}
360
361void
362player::do_destroy ()
363{
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
321/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
323 * mode. 385 * mode.
324 */ 386 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 387player *
388player::create ()
389{
390 player *pl = new player;
330 391
331 p = get_player (NULL); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 393
335 if (p->socket.faces_sent == NULL) 394 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
337 397
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 398 set_first_map (pl->ob);
345 399
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 400 return pl;
354} 401}
355 402
356/* 403/*
357 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
359 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
360 */ 407 */
361archetype * 408archetype *
362get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
363{ 410{
364 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
365 418
366 for (;;) 419 for (;;)
367 { 420 {
368 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
369 at = first_archetype; 422 i = archetypes.begin ();
370 else 423 else if (*i == at)
371 at = at->next; 424 cleanup ("not a single player archetype found");
425
372 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
373 return at; 427 return *i;
374 if (at == start)
375 {
376 LOG (llevError, "No Player archetypes\n");
377 exit (-1);
378 }
379 } 428 }
380} 429}
381
382 430
383object * 431object *
384get_nearest_player (object *mon) 432get_nearest_player (object *mon)
385{ 433{
386 object *op = NULL; 434 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 435 objectlink *ol;
389 unsigned lastdist; 436 unsigned lastdist;
390 rv_vector rv; 437 rv_vector rv;
391 438
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 440 {
394 /* We should not find free objects on this friendly list, but it
395 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop.
398 */
399 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
400 {
401 object *tmp = ol->ob;
402
403 /* Can't do much more other than log the fact, because the object
404 * itself will have been cleared.
405 */
406 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
407 ol = ol->next;
408 remove_friendly_object (tmp);
409 if (!ol)
410 return op;
411 }
412
413 /* Remove special check for player from this. First, it looks to cause
414 * some crashes (ol->ob->contr not set properly?), but secondly, a more
415 * complicated method of state checking would be needed in any case -
416 * as it was, a clever player could type quit, and the function would
417 * skip them over while waiting for confirmation. Remove
418 * on_same_map check, as can_detect_enemy also does this
419 */
420 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
421 continue; 442 continue;
422 443
423 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
424 { 445 {
425 op = ol->ob; 446 op = ol->ob;
426 lastdist = rv.distance; 447 lastdist = rv.distance;
427 } 448 }
428 } 449 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 450
430 { 451 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
435 { 454 {
436 op = pl->ob; 455 op = pl->ob;
437 lastdist = rv.distance; 456 lastdist = rv.distance;
438 } 457 }
439 } 458
440 }
441#if 0 459#if 0
442 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
443#endif 461#endif
444 return op; 462 return op;
445} 463}
463 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 483 * is probably not a good thing.
466 */ 484 */
467#define MAX_SPACES 50 485#define MAX_SPACES 50
468
469 486
470/* 487/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 521 x = mon->x;
505 y = mon->y; 522 y = mon->y;
506 m = mon->map; 523 m = mon->map;
507 dir = rv.direction; 524 dir = rv.direction;
508 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
509 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
510 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
511 if (diff > max) 529 if (diff > max)
512 return 0; 530 return 0;
531
513 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
514 { 533 {
515 lastx = x; 534 lastx = x;
516 lasty = y; 535 lasty = y;
517 lastmap = m; 536 lastmap = m;
599 max--; 618 max--;
600 lastdir = dir; 619 lastdir = dir;
601 if (!firstdir) 620 if (!firstdir)
602 firstdir = dir; 621 firstdir = dir;
603 } 622 }
623
604 if (diff <= 1) 624 if (diff <= 1)
605 { 625 {
606 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 627 * headed toward player for entire distance.
608 */ 628 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
611 } 631 }
632
612 if (diff > max) 633 if (diff > max)
613 return 0; 634 return 0;
614 } 635 }
636
615 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
616 if (!max) 638 if (!max)
617 return 0; 639 return 0;
618 640
619 return firstdir; 641 return firstdir;
620} 642}
621 643
622void 644void
623give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
624{ 646{
625 object *op, *next = NULL;
626
627 if (pl->randomitems != NULL) 647 if (pl->randomitems)
628 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
629 649
630 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
631 { 651 {
632 next = op->below; 652 next = op->below;
633 653
634 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
635 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
640 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
641 * by this player due to race restrictions 661 * by this player due to race restrictions
642 */ 662 */
643 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
644 { 664 {
645 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
646 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
647 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
648 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 672 {
651 remove_ob (op); 673 op->destroy ();
652 free_object (op);
653 continue; 674 continue;
654 } 675 }
655 } 676 }
656 677
657 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
669 break; 690 break;
670 691
671 if (tmp) 692 if (tmp)
672 { 693 {
673 remove_ob (op); 694 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 696 continue;
677 } 697 }
698
678 if (op->nrof > 1) 699 if (op->nrof > 1)
679 op->nrof = 1; 700 op->nrof = 1;
680 } 701 }
681 702
682 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
683 {
684 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
685 }
686 705
687 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
688 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
689 * merged properly. 708 * merged properly.
690 */ 709 */
691 if (need_identify (op)) 710 if (need_identify (op))
692 { 711 {
693 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
694 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 715 }
716
697 if (op->type == SPELL) 717 if (op->type == SPELL)
698 { 718 {
699 remove_ob (op); 719 op->destroy ();
700 free_object (op);
701 continue; 720 continue;
702 } 721 }
703 else if (op->type == SKILL) 722 else if (op->type == SKILL)
704 { 723 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0; 725 op->stats.exp = 0;
707 op->level = 1; 726 op->level = 1;
708 } 727 }
709 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
713 731
714 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
715 link_player_skills (pl); 733 pl->contr->link_skills ();
716}
717
718void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799} 734}
800 735
801void 736void
802get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
803{ 738{
804 if (party == NULL) 739 if (party == NULL)
805 { 740 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 742 return;
808 } 743 }
744
809 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 749}
814
815 750
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 752static int
818roll_stat (void) 753roll_stat (void)
819{ 754{
820 int a[4], i, j, k; 755 int a[4], i, j, k;
821 756
822 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
824 759
825 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 761 if (a[i] < k)
827 k = a[i], j = i; 762 k = a[i], j = i;
828 763
829 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 765 if (i != j)
832 k += a[i]; 766 k += a[i];
833 } 767
834 return k; 768 return k;
835} 769}
836 770
837void 771void
838roll_stats (object *op) 772object::roll_stats ()
839{ 773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
840 int sum = 0; 778 int sum = 0;
841 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
842 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
843 781
844 do 782 if (sum >= 82 && sum <= 116)
783 break;
845 { 784 }
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 }
855 while (sum < 82 || sum > 116);
856 785
857 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 788
866 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
867 do 790 stats.stat (i) = statsort [i];
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882 791
883 op->stats.Str = statsort[0];
884 op->stats.Dex = statsort[1];
885 op->stats.Con = statsort[2];
886 op->stats.Int = statsort[3];
887 op->stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6];
890
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 792 stats.exp = 0;
902 op->stats.ac = 0; 793 stats.ac = 0;
903 794
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 795 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 796 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
912 op->contr->orig_stats = op->stats; 805 contr->orig_stats = stats;
806 }
913} 807}
914 808
915void 809void
916Roll_Again (object *op) 810object::swap_stats (int a, int b)
917{ 811{
918 esrv_new_player (op->contr, 0); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
921}
922 813
923void 814 for (int i = 0; i < NUM_STATS; ++i)
924Swap_Stat (object *op, int Swap_Second) 815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837}
838
839static void
840start_info (object *op)
925{ 841{
926 signed char tmp;
927 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
928 843
929 if (op->contr->Swap_First == -1) 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str;
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf);
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 846}
1044 847
1045/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1049 * not the class. 852 * not the class.
1050 */ 853 */
1051 854void
1052int 855player::chargen_race_done ()
1053key_change_class (object *op, char key)
1054{ 856{
1055 int tmp_loop;
1056
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D')
1064 {
1065 char buf[MAX_BUF];
1066
1067 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1070 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
1071 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
1073 866
1074 op->contr->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
1075 868
1076 if (op->msg) 869 if (ob->msg)
1077 op->msg = NULL; 870 ob->msg = 0;
1078 871
1079 /* We create this now because some of the unique maps will need it
1080 * to save here.
1081 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf);
1084
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 872 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op);
1092 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
1093 fix_player (op); 876 ob->update_stats ();
1094 877
1095 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1096 * is one for this race 879 * is one for this race
1097 */ 880 */
1098 if (*first_map_ext_path) 881 if (*first_map_ext_path)
1099 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1100 object *tmp;
1101 char mapname[MAX_BUF];
1102
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1104 tmp = get_object ();
1105 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the
1110 * default initial map */
1111 free_object (tmp);
1112 }
1113 else 883 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 885}
1117 return 0;
1118 }
1119 886
887void
888player::chargen_race_next ()
889{
1120 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1122 */ 892 */
1123 893
1124 tmp_loop = 0; 894 do
1125 while (!tmp_loop)
1126 { 895 {
1127 shstr name = op->name; 896 shstr name = ob->name;
1128 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1129 898
1130 remove_statbonus (op); 899 ob->remove_statbonus ();
1131 remove_ob (op); 900 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1133 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
1134 op->instantiate (); 903 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
1137 op->x = x; 906 ob->x = x;
1138 op->y = y; 907 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
1142 add_statbonus (op); 911 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 912 }
913 while (!allowed_class (ob));
1145 914
1146 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 917 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 920 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 921}
1208 922
1209void 923void
1210flee_player (object *op) 924flee_player (object *op)
1211{ 925{
1217 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1218 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 933 return;
1220 } 934 }
1221 935
1222 if (op->enemy == NULL) 936 if (!op->enemy)
1223 { 937 {
1224 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1225 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 940 return;
1227 } 941 }
1228 942
1229 /* Seen some crashes here. Since we don't store an
1230 * op->enemy_count, it is possible that something destroys the
1231 * actual enemy, and the object is recycled.
1232 */
1233 if (op->enemy->map == NULL)
1234 {
1235 CLEAR_FLAG (op, FLAG_SCARED);
1236 op->enemy = NULL;
1237 return;
1238 }
1239
1240 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1241 { 944 {
1242 op->enemy = NULL; 945 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 947 return;
1245 } 948 }
949
1246 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1247 951
1248 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1250 { 954 {
1251 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1252 956
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 958 return;
1256 }
1257 } 959 }
960
1258 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 963 op->enemy = NULL;
1261} 964}
1262 965
1263
1264/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1265 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1266 * stop. 968 * stop.
1267 */ 969 */
1268int 970int
1269check_pick (object *op) 971check_pick (object *op)
1270{ 972{
1271 object *tmp, *next; 973 object *tmp, *next;
1272 int stop = 0; 974 int stop = 0;
1273 int j, k, wvratio; 975 int wvratio;
1274 char putstring[128], tmpstr[16];
1275 976
1276 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1278 return 1; 979 return 1;
1279 980
1280 next = op->below; 981 next = op->below;
1281 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1282 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1283 * destroyed */ 987 * destroyed */
1284 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1285 { 989 {
1286 tmp = next; 990 tmp = next;
1287 next = tmp->below; 991 next = tmp->below;
1288 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1289 if (op->destroyed ()) 999 if (op->destroyed ())
1290 return 0; 1000 return 0;
1291 1001
1292 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1293 continue; 1003 continue;
1294 1004
1295 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1296 { 1006 {
1297 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1298 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1299 continue; 1010 continue;
1300 } 1011 }
1301 1012
1302 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1303 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1304 { 1075 {
1305 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1306 { 1135 {
1307 case 0: 1136 CHK_PICK_PICKUP;
1308 return 1; /* don't pick up */ 1137 continue;
1309 case 1:
1310 pick_up (op, tmp);
1311 return 1;
1312 case 2:
1313 pick_up (op, tmp);
1314 return 0;
1315 case 3:
1316 return 0; /* stop before pickup */
1317 case 4:
1318 pick_up (op, tmp);
1319 break;
1320 case 5:
1321 pick_up (op, tmp);
1322 stop = 1;
1323 break;
1324 case 6:
1325 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1326 pick_up (op, tmp);
1327 break;
1328
1329 case 7:
1330 if (tmp->type == MONEY || tmp->type == GEM)
1331 pick_up (op, tmp);
1332 break;
1333
1334 default:
1335 /* use value density */
1336 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1337 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1338 pick_up (op, tmp);
1339 } 1138 }
1340 } 1139 }
1341 else 1140
1342 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1343 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1344 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && tmp->name != NULL)
1345 { 1227 {
1346 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1347 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 { 1230 {
1358 for (j = 0; j < 32; j++) 1231 CHK_PICK_PICKUP;
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 }
1384 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for
1389 * example.
1390 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#>
1393 */
1394
1395 /* the first two modes are exclusive: if NOTHING we return, if
1396 * STOP then we stop. All the rest are applied sequentially,
1397 * meaning if any test passes, the item gets picked up. */
1398
1399 /* if mode is set to pick nothing up, return */
1400
1401 if (op->contr->mode & PU_NOTHING)
1402 return 1;
1403
1404 /* if mode is set to stop when encountering objects, return */
1405 /* take STOP before INHIBIT since it doesn't actually pick
1406 * anything up */
1407
1408 if (op->contr->mode & PU_STOP)
1409 return 0;
1410
1411 /* useful for going into stores and not losing your settings... */
1412 /* and for battles wher you don't want to get loaded down while
1413 * fighting */
1414 if (op->contr->mode & PU_INHIBIT)
1415 return 1;
1416
1417 /* prevent us from turning into auto-thieves :) */
1418 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1419 continue;
1420
1421 /* ignore known cursed objects */
1422 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1423 continue;
1424
1425 /* all food and drink if desired */
1426 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD)
1429 {
1430 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue;
1434 }
1435 if (op->contr->mode & PU_DRINK)
1436 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1437 {
1438 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue;
1442 }
1443
1444 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION)
1446 {
1447 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue;
1451 }
1452
1453 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK)
1456 {
1457 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue;
1461 }
1462 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL)
1464 {
1465 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue;
1469 }
1470 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 {
1473 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue;
1477 }
1478
1479 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 {
1483 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue;
1487 }
1488
1489 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL)
1491 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1492 {
1493 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue;
1497 }
1498
1499 if (op->contr->mode & PU_VALUABLES)
1500 {
1501 if (tmp->type == MONEY || tmp->type == GEM)
1502 {
1503 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1232 continue;
1507 } 1233 }
1508 } 1234 }
1509 1235
1510 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == WEAPON && tmp->name == NULL)
1513 {
1514 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "JEWELS\n");
1517 continue;
1518 }
1519
1520 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW)
1523 {
1524 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue;
1528 }
1529 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW)
1531 {
1532 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue;
1536 }
1537
1538 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR)
1541 {
1542 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue;
1546 }
1547 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET)
1549 {
1550 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue;
1554 }
1555 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD)
1557 {
1558 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue;
1562 }
1563 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS)
1565 {
1566 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue;
1570 }
1571 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES)
1573 {
1574 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue;
1578 }
1579 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK)
1581 {
1582 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue;
1586 }
1587
1588 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 {
1592 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue;
1596 }
1597
1598 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON)
1600 { 1237 {
1601 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1602 { 1239 {
1603 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1240 CHK_PICK_PICKUP;
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 {
1606 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue;
1610 }
1611 }
1612 if (tmp->type == WEAPON && tmp->name == NULL)
1613 {
1614 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1615 {
1616 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue;
1620 }
1621 }
1622 }
1623
1624 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 {
1628 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue;
1632 }
1633
1634 /* any of the last 4 bits set means we use the ratio for value
1635 * pickups */
1636 if (op->contr->mode & PU_RATIO)
1637 {
1638 /* use value density to decide what else to grab */
1639 /* >=7 was >= op->contr->mode */
1640 /* >=7 is the old standard setting. Now we take the last 4 bits
1641 * and multiply them by 5, giving 0..15*5== 5..75 */
1642 wvratio = (op->contr->mode & PU_RATIO) * 5;
1643 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1644 {
1645 pick_up (op, tmp);
1646#if 0
1647 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1648 if (tmp->name != NULL)
1649 {
1650 fprintf (stderr, "%s", tmp->name);
1651 }
1652 else
1653 fprintf (stderr, "%s", tmp->arch->name);
1654 fprintf (stderr, ",%d] = ", tmp->type);
1655 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1656#endif
1657 continue; 1241 continue;
1658 } 1242 }
1659 } 1243 }
1244 }
1245
1246 /* misc stuff that's useful */
1247 if (op->contr->mode & PU_KEY)
1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1249 {
1250 CHK_PICK_PICKUP;
1251 continue;
1252 }
1253
1254 /* any of the last 4 bits set means we use the ratio for value
1255 * pickups */
1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1264 {
1265#if 0
1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1267 if (tmp->name != NULL)
1268 {
1269 fprintf (stderr, "%s", tmp->name);
1270 }
1271 else
1272 fprintf (stderr, "%s", tmp->arch->archname);
1273 fprintf (stderr, ",%d] = ", tmp->type);
1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1275#endif
1276 CHK_PICK_PICKUP;
1277 continue;
1278 }
1660 } /* the new pickup model */ 1279 } /* the new pickup model */
1661 } 1280 }
1281
1662 return !stop; 1282 return !stop;
1663} 1283}
1664 1284
1665/* 1285/*
1666 * Find an arrow in the inventory and after that 1286 * Find an arrow in the inventory and after that
1668 * found object is returned. 1288 * found object is returned.
1669 */ 1289 */
1670object * 1290object *
1671find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1672{ 1292{
1673 object *tmp = NULL;
1674
1675 for (op = op->inv; op; op = op->below) 1293 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1676 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1677 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1679 return op; 1302 return arrow;
1303 }
1304
1680 return tmp; 1305 return 0;
1681} 1306}
1682 1307
1683/* 1308/*
1684 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1685 * against the target. A full test is not performed, simply a basic test 1310 * against the target. A full test is not performed, simply a basic test
1686 * of resistances. The archer is making a quick guess at what he sees down 1311 * of resistances. The archer is making a quick guess at what he sees down
1687 * the hall. Failing that it does it's best to pick the highest plus arrow. 1312 * the hall. Failing that it does it's best to pick the highest plus arrow.
1688 */ 1313 */
1689
1690object * 1314object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1315find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1316{
1693 object *tmp = NULL, *arrow, *ntmp; 1317 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1318 int attacknum, attacktype, betterby = 0, i;
1709 } 1333 }
1710 } 1334 }
1711 else if (arrow->type == ARROW && arrow->race == type) 1335 else if (arrow->type == ARROW && arrow->race == type)
1712 { 1336 {
1713 /* allways prefer assasination/slaying */ 1337 /* allways prefer assasination/slaying */
1714 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1715 { 1339 {
1716 if (arrow->attacktype & AT_DEATH) 1340 if (arrow->attacktype & AT_DEATH)
1717 { 1341 {
1718 *better = 100; 1342 *better = 100;
1719 return arrow; 1343 return arrow;
1727 else 1351 else
1728 { 1352 {
1729 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1353 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1730 { 1354 {
1731 attacktype = 1 << attacknum; 1355 attacktype = 1 << attacknum;
1732 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1356 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1733 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1357 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1734 { 1358 {
1735 tmp = arrow; 1359 tmp = arrow;
1736 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1360 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1737 } 1361 }
1738 } 1362 }
1739 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1740 { 1364 {
1741 tmp = arrow; 1365 tmp = arrow;
1747 betterby = 1 + arrow->magic + arrow->stats.dam; 1371 betterby = 1 + arrow->magic + arrow->stats.dam;
1748 } 1372 }
1749 } 1373 }
1750 } 1374 }
1751 } 1375 }
1376
1752 if (tmp == NULL && arrow == NULL) 1377 if (tmp == NULL && arrow == NULL)
1753 return find_arrow (op, type); 1378 return find_arrow (op, type);
1754 1379
1755 *better = betterby; 1380 *better = betterby;
1756 return tmp; 1381 return tmp;
1760 * find_better_arrow to find a decent arrow to use. 1385 * find_better_arrow to find a decent arrow to use.
1761 * op = the shooter 1386 * op = the shooter
1762 * type = bow->race 1387 * type = bow->race
1763 * dir = fire direction 1388 * dir = fire direction
1764 */ 1389 */
1765
1766object * 1390object *
1767pick_arrow_target (object *op, const char *type, int dir) 1391pick_arrow_target (object *op, const char *type, int dir)
1768{ 1392{
1769 object *tmp = NULL; 1393 object *tmp = NULL;
1770 maptile *m; 1394 maptile *m;
1787 for (i = 0, found = 0; i < 20; i++) 1411 for (i = 0, found = 0; i < 20; i++)
1788 { 1412 {
1789 x += freearr_x[dir]; 1413 x += freearr_x[dir];
1790 y += freearr_y[dir]; 1414 y += freearr_y[dir];
1791 mflags = get_map_flags (m, &m, x, y, &x, &y); 1415 mflags = get_map_flags (m, &m, x, y, &x, &y);
1416
1792 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1417 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1793 { 1418 {
1794 tmp = NULL; 1419 tmp = 0;
1795 break; 1420 break;
1796 } 1421 }
1797 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1422 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1798 { 1423 {
1799 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1424 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1800 * perhaps a bad assumption. 1425 * perhaps a bad assumption.
1801 */ 1426 */
1802 tmp = NULL; 1427 tmp = 0;
1803 break; 1428 break;
1804 } 1429 }
1430
1805 if (mflags & P_IS_ALIVE) 1431 if (mflags & P_IS_ALIVE)
1806 {
1807 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1432 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1808 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1809 {
1810 found++;
1811 break;
1812 }
1813 if (found)
1814 break; 1434 break;
1815 }
1816 } 1435 }
1817 if (tmp == NULL) 1436
1437 if (!tmp)
1818 return find_arrow (op, type); 1438 return find_arrow (op, type);
1819 1439
1820 if (tmp->head) 1440 if (tmp->head)
1821 tmp = tmp->head; 1441 tmp = tmp->head;
1822 1442
1835 */ 1455 */
1836int 1456int
1837fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1457fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1838{ 1458{
1839 object *left, *bow; 1459 object *left, *bow;
1840 int bowspeed, mflags; 1460 int mflags;
1841 maptile *m; 1461 maptile *m;
1842 1462
1843 if (!dir) 1463 if (!dir)
1844 { 1464 {
1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1465 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1846 return 0; 1466 return 0;
1847 } 1467 }
1848 if (op->type == PLAYER) 1468
1849 bow = op->contr->ranges[range_bow]; 1469 if (op->contr)
1470 bow = op->current_weapon;
1850 else 1471 else
1851 { 1472 {
1852 for (bow = op->inv; bow; bow = bow->below) 1473 for (bow = op->inv; bow; bow = bow->below)
1853 /* Don't check for applied - monsters don't apply bows - in that way, they 1474 /* Don't check for applied - monsters don't apply bows - in that way, they
1854 * don't need to switch back and forth between bows and weapons. 1475 * don't need to switch back and forth between bows and weapons.
1859 if (!bow) 1480 if (!bow)
1860 { 1481 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1482 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1483 return 0;
1863 } 1484 }
1485
1486 // optimisation: move object to top so we will find it quickly again
1487 if (bow->below)
1488 {
1489 bow->remove ();
1490 op->insert (bow);
1491 }
1864 } 1492 }
1493
1865 if (!bow->race || !bow->skill) 1494 if (!bow->race || !bow->skill)
1866 { 1495 {
1867 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1868 return 0; 1497 return 0;
1869 } 1498 }
1870
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872
1873 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1876 if (bowspeed < 1)
1877 bowspeed = 1;
1878 1499
1879 if (arrow == NULL) 1500 if (arrow == NULL)
1880 { 1501 {
1881 if ((arrow = find_arrow (op, bow->race)) == NULL) 1502 if ((arrow = find_arrow (op, bow->race)) == NULL)
1882 { 1503 {
1883 if (op->type == PLAYER) 1504 if (op->type == PLAYER)
1884 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1505 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1885 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1506 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1886 else 1507 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1508 CLEAR_FLAG (op, FLAG_READY_BOW);
1509
1888 return 0; 1510 return 0;
1889 } 1511 }
1890 } 1512 }
1513
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1514 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1515 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1516 return 0;
1895 } 1517
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1518 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1519 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1520 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1899 return 0; 1521 return 0;
1900 } 1522 }
1901 1523
1902 /* this should not happen, but sometimes does */ 1524 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1525 if (arrow->nrof == 0)
1904 { 1526 {
1905 remove_ob (arrow); 1527 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1906 free_object (arrow); 1528 arrow->destroy ();
1907 return 0; 1529 return 0;
1908 } 1530 }
1909 1531
1910 left = arrow; /* these are arrows left to the player */ 1532 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1533 arrow = arrow->split ();
1912 if (arrow == NULL) 1534 if (!arrow)
1913 { 1535 {
1914 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1536 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1915 return 0; 1537 return 0;
1916 } 1538 }
1917 set_owner (arrow, op); 1539
1540 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1541 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1542 arrow->direction = dir;
1921 arrow->x = sx; 1543
1922 arrow->y = sy; 1544 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1545 arrow->stats.hp = arrow->stats.dam;
1546 arrow->stats.grace = arrow->attacktype;
1547
1548 if (arrow->slaying)
1549 arrow->spellarg = strdup (arrow->slaying);
1550
1551#if 0
1552 if (player *pl = op->contr)
1553 {
1554 float speed = pl->weapon_sp;
1555
1556 /* penalize ROF for bestarrow */
1557 if (pl->bowtype == bow_bestarrow)
1558 speed *= .9f;
1559 else
1560 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1561
1562 op->speed_left += speed - op->speed;
1563 }
1564#endif
1565
1566 SET_ANIMATION (arrow, arrow->direction);
1567
1568 /* update the speed */
1569 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1570 + bow->stats.dam / 7.f;
1571
1572 arrow->set_speed (max (arrow->speed, 2.f));
1573 arrow->speed_left = 0;
1574
1575 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1923 1576
1924 if (op->type == PLAYER) 1577 if (op->type == PLAYER)
1925 { 1578 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op);
1928 }
1929
1930 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying);
1936
1937 /* Note that this was different for monsters - they got their level
1938 * added to the damage. I think the strength bonus is more proper.
1939 */
1940
1941 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1942
1943 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946
1947 if (arrow->speed < 1.0)
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0;
1951
1952 if (op->type == PLAYER)
1953 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1955 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1956 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1957
1958 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1579 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1580 wc -= dex_bonus[op->stats.Dex];
1581
1582 if (!arrow->slaying)
1583 arrow->slaying = op->slaying;
1584
1585 arrow->attacktype |= op->attacktype;
1959 } 1586 }
1960 else 1587 else
1961 { 1588 {
1962 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1963 arrow->level = op->level; 1589 arrow->level = op->level;
1964 } 1590 arrow->stats.wc -= bow->magic;
1965 1591
1966 if (arrow->attacktype == AT_PHYSICAL) 1592 if (!arrow->slaying)
1593 arrow->slaying = bow->slaying;
1594
1967 arrow->attacktype |= bow->attacktype; 1595 arrow->attacktype |= bow->attacktype;
1596 }
1968 1597
1969 if (bow->slaying != NULL) 1598 wc -= arrow->level;
1970 arrow->slaying = bow->slaying; 1599 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1971 1600
1972 arrow->map = m; 1601 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1973 arrow->move_type = MOVE_FLY_LOW; 1602 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1603 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1604
1976 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1605 op->play_sound (sound_find ("fire_arrow"));
1977 insert_ob_in_map (arrow, m, op, 0); 1606 m->insert (arrow, sx, sy, op);
1978 1607
1979 if (!arrow->destroyed ()) 1608 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1609 move_arrow (arrow);
1981
1982 if (op->type == PLAYER)
1983 {
1984 if (left->destroyed ())
1985 esrv_del_item (op->contr, left->count);
1986 else
1987 esrv_send_item (op, left);
1988 }
1989 1610
1990 return 1; 1611 return 1;
1991} 1612}
1992 1613
1993/* Special fire code for players - this takes into 1614/* Special fire code for players - this takes into
1998 * hence the function name. 1619 * hence the function name.
1999 */ 1620 */
2000int 1621int
2001player_fire_bow (object *op, int dir) 1622player_fire_bow (object *op, int dir)
2002{ 1623{
2003 int ret = 0, wcmod = 0; 1624 int ret;
2004 1625
2005 if (op->contr->bowtype == bow_bestarrow) 1626 if (op->contr->bowtype == bow_bestarrow)
2006 { 1627 {
2007 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
2008 } 1629 }
2009 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1630 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2010 { 1631 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1632 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
2012 wcmod = -1;
2013 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1633 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2014 } 1634 }
2015 else if (op->contr->bowtype == bow_threewide) 1635 else if (op->contr->bowtype == bow_threewide)
2016 { 1636 {
2017 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1637 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2018 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1638 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
2019 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1639 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
2020 } 1640 }
2021 else if (op->contr->bowtype == bow_spreadshot) 1641 else if (op->contr->bowtype == bow_spreadshot)
2022 { 1642 {
2023 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1643 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2024 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1644 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
2025 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1645 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
2026
2027 } 1646 }
2028 else 1647 else
2029 { 1648 {
2030 /* Simple case */ 1649 /* Simple case */
2031 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1650 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 } 1651 }
1652
2033 return ret; 1653 return ret;
2034} 1654}
2035
2036 1655
2037/* Fires a misc (wand/rod/horn) object in 'dir'. 1656/* Fires a misc (wand/rod/horn) object in 'dir'.
2038 * Broken apart from 'fire' to keep it more readable. 1657 * Broken apart from 'fire' to keep it more readable.
2039 */ 1658 */
2040void 1659void
2041fire_misc_object (object *op, int dir) 1660fire_misc_object (object *op, int dir)
2042{ 1661{
2043 object *item; 1662 object *item = op->contr->ranged_ob;
2044 1663
2045 if (!op->contr->ranges[range_misc]) 1664 if (!item)
2046 { 1665 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
2048 return; 1667 return;
2049 } 1668 }
2050 1669
2051 item = op->contr->ranges[range_misc];
2052 if (!item->inv) 1670 if (!item->inv)
2053 { 1671 {
2054 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1672 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2055 return; 1673 return;
2056 } 1674 }
1675
1676 if (!op->change_weapon (item))
1677 return;
1678
2057 if (item->type == WAND) 1679 if (item->type == WAND)
2058 { 1680 {
2059 if (item->stats.food <= 0) 1681 if (item->stats.food <= 0)
2060 { 1682 {
2061 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1683 op->contr->play_sound (sound_find ("wand_poof"));
2062 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1684 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1685
2063 return; 1686 return;
2064 } 1687 }
2065 } 1688 }
2066 else if (item->type == ROD || item->type == HORN) 1689 else if (item->type == ROD || item->type == HORN)
2067 { 1690 {
2068 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1691 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1692
1693 // using the maximum of the rods charge allows at least one spell cast
1694 // for a rod or horn, this fixes some broken rods.
1695 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
2069 { 1696 {
2070 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1697 op->contr->play_sound (sound_find ("wand_poof"));
1698
2071 if (item->type == ROD) 1699 if (item->type == ROD)
2072 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1700 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
2073 else 1701 else
2074 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1702 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1703
2075 return; 1704 return;
2076 } 1705 }
2077 } 1706 }
2078 1707
2079 if (cast_spell (op, item, dir, item->inv, NULL)) 1708 if (cast_spell (op, item, dir, item->inv, NULL))
2080 { 1709 {
2081 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1710 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1711
2082 if (item->type == WAND) 1712 if (item->type == WAND)
2083 { 1713 {
2084 if (!(--item->stats.food)) 1714 if (!(--item->stats.food))
2085 { 1715 {
2086 object *tmp; 1716 object *tmp;
2087 1717
2088 if (item->arch) 1718 if (item->arch)
2089 { 1719 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1720 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1721 item->face = item->arch->face;
2092 item->speed = 0; 1722 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1723 }
2095 if ((tmp = is_player_inv (item))) 1724
1725 if (object *pl = item->visible_to ())
2096 esrv_update_item (UPD_ANIM, tmp, item); 1726 esrv_update_item (UPD_ANIM, pl, item);
2097 } 1727 }
2098 } 1728 }
2099 else if (item->type == ROD || item->type == HORN) 1729 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1730 drain_rod_charge (item);
2102 }
2103 } 1731 }
2104} 1732}
2105 1733
2106/* Received a fire command for the player - go and do it. 1734/* Received a fire command for the player - go and do it.
2107 */ 1735 */
2108void 1736bool
2109fire (object *op, int dir) 1737fire (object *op, int dir)
2110{ 1738{
2111 int spellcost = 0; 1739 int spellcost = 0;
1740
1741 player *pl = op->contr;
1742
1743 if (pl->golem)
1744 {
1745 control_golem (op->contr->golem, dir);
1746 return false;
1747 }
1748
1749 object *ob = pl->ranged_ob;
1750
1751 if (!ob)
1752 return false;
1753
1754 if (op->speed_left > 0.f)
1755 --op->speed_left;
1756 else
1757 return false;
1758
1759 if (!op->change_weapon (ob))
1760 return false;
2112 1761
2113 /* check for loss of invisiblity/hide */ 1762 /* check for loss of invisiblity/hide */
2114 if (action_makes_visible (op)) 1763 if (action_makes_visible (op))
2115 make_visible (op); 1764 make_visible (op);
2116 1765
2117 switch (op->contr->shoottype) 1766 switch (ob->type)
2118 { 1767 {
2119 case range_none: 1768 case BOW:
2120 return;
2121
2122 case range_bow:
2123 player_fire_bow (op, dir); 1769 player_fire_bow (op, dir);
2124 return; 1770 break;
2125 1771
2126 case range_magic: /* Casting spells */ 1772 case SPELL:
2127 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1773 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2128 return; 1774 break;
2129 1775
2130 case range_misc: 1776 case BUILDER:
1777 apply_map_builder (op, dir);
1778 break;
1779
1780 case SKILL:
1781 do_skill (op, op, ob, dir, 0);
1782 break;
1783
1784 default:
2131 fire_misc_object (op, dir); 1785 fire_misc_object (op, dir);
2132 return; 1786 break;
2133
2134 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2136 {
2137 op->contr->ranges[range_golem] = NULL;
2138 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 }
2141 else
2142 control_golem (op->contr->ranges[range_golem], dir);
2143 return;
2144
2145 case range_skill:
2146 if (!op->chosen_skill)
2147 {
2148 if (op->type == PLAYER)
2149 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2150 return;
2151 }
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return;
2154 case range_builder:
2155 apply_map_builder (op, dir);
2156 return;
2157 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return;
2160 } 1787 }
2161}
2162 1788
2163 1789 return true;
1790}
2164 1791
2165/* find_key 1792/* find_key
2166 * We try to find a key for the door as passed. If we find a key 1793 * We try to find a key for the door as passed. If we find a key
2167 * and successfully use it, we return the key, otherwise NULL 1794 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1795 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1797 * pl is the player,
2171 * inv is the objects inventory to searched 1798 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1799 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1800 * This function can be called recursively to search containers.
2174 */ 1801 */
2175
2176object * 1802object *
2177find_key (object *pl, object *container, object *door) 1803find_key (object *pl, object *container, object *door)
2178{ 1804{
2179 object *tmp, *key; 1805 object *tmp, *key;
2180 1806
2181 /* Should not happen, but sanity checking is never bad */ 1807 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1808 if (!container->inv)
2183 return NULL; 1809 return 0;
2184 1810
2185 /* First, lets try to find a key in the top level inventory */ 1811 /* First, lets try to find a key in the top level inventory */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1812 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1813 {
2188 if (door->type == DOOR && tmp->type == KEY) 1814 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1815 break;
2190 /* For sanity, we should really check door type, but other stuff 1816 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1817 * (like containers) can be locked with special keys
2192 */ 1818 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1819 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1820 break;
2195 } 1821 }
1822
2196 /* No key found - lets search inventories now */ 1823 /* No key found - lets search inventories now */
2197 /* If we find and use a key in an inventory, return at that time. 1824 /* If we find and use a key in an inventory, return at that time.
2198 * otherwise, if we search all the inventories and still don't find 1825 * otherwise, if we search all the inventories and still don't find
2199 * a key, return 1826 * a key, return
2200 */ 1827 */
2201 if (!tmp) 1828 if (!tmp)
2202 { 1829 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1830 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1831 {
2205 /* No reason to search empty containers */ 1832 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1833 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1834 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1835 if ((key = find_key (pl, tmp, door)))
2209 return key; 1836 return key;
2210 } 1837 }
2211 } 1838 }
1839
2212 if (!tmp) 1840 if (!tmp)
2213 return NULL; 1841 return NULL;
2214 } 1842 }
1843
2215 /* We get down here if we have found a key. Now if its in a container, 1844 /* We get down here if we have found a key. Now if its in a container,
2216 * see if we actually want to use it 1845 * see if we actually want to use it
2217 */ 1846 */
2218 if (pl != container) 1847 if (pl != container)
2219 { 1848 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1869 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1870 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2242 return NULL; 1871 return NULL;
2243 } 1872 }
2244 } 1873 }
1874
2245 return tmp; 1875 return tmp;
2246} 1876}
2247 1877
2248/* moved door processing out of move_player_attack. 1878/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1879 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1881 * 0 otherwise
2252 */ 1882 */
2253static int 1883static int
2254player_attack_door (object *op, object *door) 1884player_attack_door (object *op, object *door)
2255{ 1885{
2256
2257 /* If its a door, try to find a use a key. If we do destroy the door, 1886 /* If its a door, try to find a key. If we do destroy the door,
2258 * might as well return immediately as there is nothing more to do - 1887 * might as well return immediately as there is nothing more to do -
2259 * otherwise, we fall through to the rest of the code. 1888 * otherwise, we fall through to the rest of the code.
2260 */ 1889 */
2261 object *key = find_key (op, op, door); 1890 object *key = find_key (op, op, door);
2262 1891
2263 /* IF we found a key, do some extra work */ 1892 /* If we found a key, do some extra work */
2264 if (key) 1893 if (key)
2265 { 1894 {
2266 object *container = key->env; 1895 object *container = key->env;
2267 1896
2268 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2269 if (action_makes_visible (op)) 1897 if (action_makes_visible (op))
2270 make_visible (op); 1898 make_visible (op);
1899
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1900 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1901 spring_trap (door->inv, op);
1902
2273 if (door->type == DOOR) 1903 if (door->type == DOOR)
2274 {
2275 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1904 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1905 else if (door->type == LOCKED_DOOR)
2278 { 1906 {
2279 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1907 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2280 remove_door2 (door); /* remove door without violence ;-) */ 1908 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1909 }
1910
2282 /* Do this after we print the message */ 1911 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1912 key->decrease (); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1913
2285 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container);
2287 return 1; /* Nothing more to do below */ 1914 return 1; /* Nothing more to do below */
2288 } 1915 }
2289 else if (door->type == LOCKED_DOOR) 1916 else if (door->type == LOCKED_DOOR)
2290 { 1917 {
2291 /* Might as well return now - no other way to open this */ 1918 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1919 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2293 return 1; 1920 return 1;
2294 } 1921 }
1922
2295 return 0; 1923 return 0;
2296} 1924}
2297 1925
2298/* This function is just part of a breakup from move_player. 1926/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 1927 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 1928 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 1929 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 1930 * going to try and move (not fire weapons).
2303 */ 1931 */
2304 1932bool
2305void
2306move_player_attack (object *op, int dir) 1933move_player_attack (object *op, int dir)
2307{ 1934{
2308 object *tmp, *mon;
2309 sint16 nx, ny;
2310 int on_battleground; 1935 int on_battleground;
2311 maptile *m;
2312 1936
2313 nx = freearr_x[dir] + op->x; 1937 sint16 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 1938 sint16 ny = freearr_y[dir] + op->y;
2315 1939
2316 on_battleground = op_on_battleground (op, NULL, NULL); 1940 on_battleground = op_on_battleground (op, 0, 0);
1941
1942 if (out_of_map (op->map, nx, ny))
1943 return false;
1944
1945 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1946 {
1947 --op->speed_left;
1948 return true;
1949 }
2317 1950
2318 /* If braced, or can't move to the square, and it is not out of the 1951 /* If braced, or can't move to the square, and it is not out of the
2319 * map, attack it. Note order of if statement is important - don't 1952 * map, attack it. Note order of if statement is important - don't
2320 * want to be calling move_ob if braced, because move_ob will move the 1953 * want to be calling move_ob if braced, because move_ob will move the
2321 * player. This is a pretty nasty hack, because if we could 1954 * player. This is a pretty nasty hack, because if we could
2322 * move to some space, it then means that if we are braced, we should 1955 * move to some space, it then means that if we are braced, we should
2323 * do nothing at all. As it is, if we are braced, we go through 1956 * do nothing at all. As it is, if we are braced, we go through
2324 * quite a bit of processing. However, it probably is less than what 1957 * quite a bit of processing. However, it probably is less than what
2325 * move_ob uses. 1958 * move_ob uses.
2326 */ 1959 */
2327 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1960 maptile *m = op->map->xy_find (nx, ny);
1961
1962 /* Go through all the objects, and find ones of interest. Only stop if
1963 * we find a monster - that is something we know we want to attack.
1964 * if its a door or barrel (can roll) see if there may be monsters
1965 * on the space
1966 */
1967 object *mon;
1968 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1969 {
1970 if ((mon->flag [FLAG_ALIVE]
1971 || mon->type == LOCKED_DOOR
1972 || mon->flag [FLAG_CAN_ROLL])
1973 && mon != op)
1974 break;
2328 { 1975 }
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1976
1977 if (!mon) /* This happens anytime the player tries to move */
1978 return false; /* into a wall */
1979
1980 mon = mon->head_ ();
1981
1982 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1983 if (op->contr->weapon_sp_left > 0.f)
1984 if (player_attack_door (op, mon))
1985 {
1986 --op->contr->weapon_sp_left;
1987 return true;
2330 { 1988 }
2331 m = get_map_from_coord (op->map, &nx, &ny); 1989
2332 if (!m) 1990 /* The following deals with possibly attacking peaceful
2333 return; /* Don't think this should happen */ 1991 * or friendly creatures. Basically, all players are considered
1992 * unaggressive. If the moving player has peaceful set, then the
1993 * object should be pushed instead of attacked. It is assumed that
1994 * if you are braced, you will not attack friends accidently,
1995 * and thus will not push them.
1996 */
1997
1998 /* If the creature is a pet, push it even if the player is not
1999 * peaceful. Our assumption is the creature is a pet if the
2000 * player owns it and it is either friendly or unagressive.
2001 */
2002 if (op->type == PLAYER
2003 && ((mon->owner && mon->owner->contr
2004 && same_party (mon->owner->contr->party, op->contr->party))
2005 || mon->owner == op)
2006 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2007 {
2008 /* If we're braced, we don't want to switch places with it */
2009 if (op->contr->braced)
2010 return false;
2011
2012 if (op->speed_left > 0.f)
2013 {
2014 --op->speed_left;
2015
2016 op->play_sound (sound_find ("push_player"));
2017 push_ob (mon, dir, op);
2018
2019 if (action_makes_visible (op))
2020 make_visible (op);
2021
2022 return true;
2334 } 2023 }
2335 else 2024 else
2336 m = op->map;
2337
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL)
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 2025 return false;
2342 } 2026 }
2343 2027
2344 mon = NULL;
2345 /* Go through all the objects, and find ones of interest. Only stop if
2346 * we find a monster - that is something we know we want to attack.
2347 * if its a door or barrel (can roll) see if there may be monsters
2348 * on the space
2349 */
2350 while (tmp != NULL)
2351 {
2352 if (tmp == op)
2353 {
2354 tmp = tmp->above;
2355 continue;
2356 }
2357
2358 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2359 {
2360 mon = tmp;
2361 break;
2362 }
2363
2364 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2365 mon = tmp;
2366
2367 tmp = tmp->above;
2368 }
2369
2370 if (mon == NULL) /* This happens anytime the player tries to move */
2371 return; /* into a wall */
2372
2373 if (mon->head != NULL)
2374 mon = mon->head;
2375
2376 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2377 if (player_attack_door (op, mon))
2378 return;
2379
2380 /* The following deals with possibly attacking peaceful
2381 * or frienddly creatures. Basically, all players are considered
2382 * unaggressive. If the moving player has peaceful set, then the
2383 * object should be pushed instead of attacked. It is assumed that
2384 * if you are braced, you will not attack friends accidently,
2385 * and thus will not push them.
2386 */
2387
2388 /* If the creature is a pet, push it even if the player is not
2389 * peaceful. Our assumption is the creature is a pet if the
2390 * player owns it and it is either friendly or unagressive.
2391 */
2392 if ((op->type == PLAYER)
2393#if COZY_SERVER
2394 &&
2395 ((get_owner (mon) && get_owner (mon)->contr
2396 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op)
2397#else
2398 && get_owner (mon) == op
2399#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 {
2402 /* If we're braced, we don't want to switch places with it */
2403 if (op->contr->braced)
2404 return;
2405 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2406 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op);
2409 return;
2410 }
2411
2412 /* in certain circumstances, you shouldn't attack friendly 2028 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2029 * creatures. Note that if you are braced, you can't push
2414 * someone, but put it inside this loop so that you won't 2030 * someone, but put it inside this loop so that you won't
2415 * attack them either. 2031 * attack them either.
2416 */ 2032 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2033 if ((mon->type == PLAYER || mon->enemy != op)
2418 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2034 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2419#ifdef PROHIBIT_PLAYERKILL 2035 && ((op->contr->peaceful
2420 (op->contr->peaceful 2036 || (mon->type == PLAYER && mon->contr->peaceful))
2421 || (mon->type == PLAYER 2037 && !on_battleground))
2422 && mon->contr-> 2038 {
2423 peaceful)) && 2039 if (op->speed_left > 0.f)
2424#else
2425 op->contr->peaceful &&
2426#endif
2427 !on_battleground))
2428 { 2040 {
2041 --op->speed_left;
2042
2429 if (!op->contr->braced) 2043 if (!op->contr->braced)
2430 { 2044 {
2431 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2045 op->play_sound (sound_find ("push_player"));
2432 (void) push_ob (mon, dir, op); 2046 push_ob (mon, dir, op);
2433 } 2047 }
2434 else 2048 else
2435 { 2049 op->statusmsg ("You withhold your attack");
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2050
2437 }
2438 if (op->contr->tmp_invis || op->hide) 2051 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2439 make_visible (op); 2052 make_visible (op);
2440 }
2441 2053
2054 return true;
2055 }
2056 }
2442 /* If the object is a boulder or other rollable object, then 2057 /* If the object is a boulder or other rollable object, then
2443 * roll it if not braced. You can't roll it if you are braced. 2058 * roll it if not braced. You can't roll it if you are braced.
2444 */ 2059 */
2445 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2060 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2061 {
2062 if (op->speed_left > 0.f)
2446 { 2063 {
2064 --op->speed_left;
2065
2447 recursive_roll (mon, dir, op); 2066 recursive_roll (mon, dir, op);
2448 if (action_makes_visible (op)) 2067 if (action_makes_visible (op))
2449 make_visible (op); 2068 make_visible (op);
2450 }
2451 2069
2070 return true;
2071 }
2072 }
2452 /* Any generic living creature. Including things like doors. 2073 /* Any generic living creature. Including things like doors.
2453 * Way it works is like this: First, it must have some hit points 2074 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 2075 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 2076 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 2077 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2078 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2079 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2080 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2081 {
2462 2082 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2463 /* If the player hasn't hit something this tick, and does
2464 * so, give them speed boost based on weapon speed. Doing
2465 * it here is better than process_players2, which basically
2466 * incurred a 1 tick offset.
2467 */
2468 if (!op->contr->has_hit)
2469 { 2083 {
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2084 --op->contr->weapon_sp_left;
2471 2085
2472 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2473 }
2474
2475 skill_attack (mon, op, 0, NULL, NULL); 2086 skill_attack (mon, op, 0, 0, 0);
2476 2087
2477 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is
2480 * the wiz.
2481 */
2482 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2483 {
2484 short luck = mon->stats.luck;
2485
2486 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL);
2488 mon->stats.luck = luck;
2489 }
2490 if (action_makes_visible (op)) 2088 if (action_makes_visible (op))
2491 make_visible (op); 2089 make_visible (op);
2492 }
2493 } /* if player should attack something */
2494}
2495 2090
2496int 2091 return true;
2092 }
2093 }
2094
2095 return false;
2096}
2097
2098bool
2497move_player (object *op, int dir) 2099move_player (object *op, int dir)
2498{ 2100{
2499 int pick; 2101 int pick;
2500 2102
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2103 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2502 return 0; 2104 return 0;
2503 2105
2504 /* Sanity check: make sure dir is valid */ 2106 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2107 if ((dir < 0) || (dir >= 9))
2506 { 2108 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2109 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2110 return 0;
2509 } 2111 }
2510 2112
2511 /* peterm: added following line */ 2113 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2114 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2115 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2116
2515 op->facing = dir; 2117 op->facing = dir;
2516 2118
2517 if (op->hide) 2119 if (op->flag [FLAG_HIDDEN])
2518 do_hidden_move (op); 2120 do_hidden_move (op);
2519 2121
2122 bool retval;
2123
2520 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2124 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2521 /*nop */ ; 2125 retval = RESULT_INT (0);
2522 else if (op->contr->fire_on) 2126 else if (op->contr->fire_on)
2523 fire (op, dir); 2127 retval = fire (op, dir);
2524 else 2128 else
2525 { 2129 {
2526 move_player_attack (op, dir); 2130 retval = move_player_attack (op, dir);
2527 pick = check_pick (op); 2131 pick = check_pick (op);
2528 } 2132 }
2529 2133
2530 /* Add special check for newcs players and fire on - this way, the 2134 /* Add special check for newcs players and fire on - this way, the
2531 * server can handle repeat firing. 2135 * server can handle repeat firing.
2532 */ 2136 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2137 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2138 op->direction = dir;
2536 }
2537 else 2139 else
2538 {
2539 op->direction = 0; 2140 op->direction = 0;
2540 } 2141
2541 /* Update how the player looks. Use the facing, so direction may 2142 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2143 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2144 * for players.
2544 */ 2145 */
2545 animate_object (op, op->facing); 2146 animate_object (op, op->facing);
2546 return 0; 2147
2148 return retval;
2547} 2149}
2548 2150
2549/* This is similar to handle_player, below, but is only used by the 2151/* This is similar to handle_player, below, but is only used by the
2550 * new client/server stuff. 2152 * new client/server stuff.
2551 * This is sort of special, in that the new client/server actually uses 2153 * This is sort of special, in that the new client/server actually uses
2552 * the new speed values for commands. 2154 * the new speed values for commands.
2553 * 2155 *
2554 * Returns true if there are more actions we can do. 2156 * Returns true if there are more actions we can do. Should not do
2157 * many actions in a row, as that would be too unfair to other
2158 * players.
2555 */ 2159 */
2556int 2160bool
2557handle_newcs_player (object *op) 2161handle_newcs_player (object *op)
2558{ 2162{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2163 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2164 {
2581 flee_player (op); 2165 if (op->speed_left > 0.f)
2582 /* If player is still scared, that is his action for this tick */
2583 if (QUERY_FLAG (op, FLAG_SCARED))
2584 { 2166 {
2585 op->speed_left--; 2167 --op->speed_left;
2168 flee_player (op);
2169
2586 return 0; 2170 return true;
2587 } 2171 }
2588 } 2172 else
2589 2173 return false;
2590 /* I've been seeing crashes where the golem has been destroyed, but
2591 * the player object still points to the defunct golem. The code that
2592 * destroys the golem looks correct, and it doesn't always happen, so
2593 * put this in a a workaround to clean up the golem pointer.
2594 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2597 {
2598 op->contr->ranges[range_golem] = NULL;
2599 op->contr->golem_count = 0;
2600 } 2174 }
2601 2175
2602 /* call this here - we also will call this in do_ericserver, but 2176 /* call this here - we also will call this in do_ericserver, but
2603 * the players time has been increased when doericserver has been 2177 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2178 * called, so we recheck it here.
2605 */ 2179 */
2606 HandleClient (&op->contr->socket, op->contr); 2180 if (op->contr->ns->handle_command ())
2607 if (op->speed_left < 0)
2608 return 0; 2181 return true;
2609 2182
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2183 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 {
2612 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--;
2614
2615 /* Instead of all the stuff below, let move_player take care
2616 * of it. Also, some of the skill stuff is only put in
2617 * there, as well as the confusion stuff.
2618 */
2619 move_player (op, op->direction); 2184 return move_player (op, op->direction);
2620 if (op->speed_left > 0) 2185
2621 return 1;
2622 else
2623 return 0;
2624 }
2625 return 0; 2186 return false;
2626} 2187}
2627 2188
2628int 2189int
2629save_life (object *op) 2190save_life (object *op)
2630{ 2191{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2192 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2193 return 0;
2635 2194
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2195 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2197 {
2639 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2198 op->play_sound (sound_find ("ob_evaporate"));
2640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2199 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2641 if (op->contr) 2200
2642 esrv_del_item (op->contr, tmp->count); 2201 tmp->destroy ();
2643 remove_ob (tmp);
2644 free_object (tmp);
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2202 CLEAR_FLAG (op, FLAG_LIFESAVE);
2203
2646 if (op->stats.hp < 0) 2204 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2205 op->stats.hp = op->stats.maxhp;
2206
2648 if (op->stats.food < 0) 2207 if (op->stats.food < 0)
2649 op->stats.food = 999; 2208 op->stats.food = 999;
2650 fix_player (op); 2209
2210 op->update_stats ();
2651 return 1; 2211 return 1;
2652 } 2212 }
2213
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2214 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2215 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2216 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2217 return 0;
2657} 2218}
2658 2219
2659/* This goes throws the inventory and removes unpaid objects, and puts them 2220/* This goes throws the inventory and removes unpaid objects, and puts them
2660 * back in the map (location and map determined by values of env). This 2221 * back in the map (location and map determined by values of env). This
2661 * function will descend into containers. op is the object to start the search 2222 * function will descend into containers. op is the object to start the search
2662 * from. 2223 * from.
2663 */ 2224 */
2225static void
2226drop_unpaid_items (object *op, object *env)
2227{
2228 while (op)
2229 {
2230 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2231
2232 if (QUERY_FLAG (op, FLAG_UNPAID))
2233 op->insert_at (env);
2234 else if (op->inv)
2235 drop_unpaid_items (op->inv, env);
2236
2237 op = next;
2238 }
2239}
2240
2664void 2241void
2665remove_unpaid_objects (object *op, object *env) 2242object::drop_unpaid_items ()
2666{ 2243{
2667 object *next; 2244 if (!flag [FLAG_REMOVED])
2668 2245 ::drop_unpaid_items (inv, this);
2669 while (op)
2670 {
2671 next = op->below; /* Make sure we have a good value, in case
2672 * we remove object 'op'
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0);
2682 }
2683 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env);
2685 op = next;
2686 }
2687} 2246}
2688
2689 2247
2690/* 2248/*
2691 * Returns pointer a static string containing gravestone text 2249 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2250 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2251 * actually uses this function. player.c may not be quite the
2694 * best, a misc file for object actions is probably better, 2252 * best, a misc file for object actions is probably better,
2695 * but there isn't one in the server directory. 2253 * but there isn't one in the server directory.
2696 */ 2254 */
2697char * 2255const char *
2698gravestone_text (object *op) 2256gravestone_text (object *op)
2699{ 2257{
2700 static char buf2[MAX_BUF]; 2258 static dynbuf_text buf;
2701 char buf[MAX_BUF];
2702 time_t now = time (NULL);
2703 2259
2704 strcpy (buf2, " R.I.P.\n\n"); 2260 buf << "---- R.I.P. ----\n\n"
2261 << op->name;
2262
2705 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2264 buf << " the " << op->contr->title;
2707 else 2265
2708 sprintf (buf, "%s\n", &op->name); 2266 buf << "\n\n";
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2267
2710 strcat (buf2, buf); 2268 buf << "who was level ";
2269 buf << (sint32)op->level << "\n\n" // OO breakdown
2270 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271
2711 if (op->type == PLAYER) 2272 if (op->type == PLAYER)
2712 sprintf (buf, "who was in level %d when killed\n", op->level); 2273 buf << "by " << op->contr->killer_name () << ".\n\n";
2713 else 2274
2714 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2715 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf);
2717 if (op->type == PLAYER)
2718 { 2275 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2276 static char buf2[128];
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2277 time_t now = time (NULL);
2721 strcat (buf2, buf);
2722 }
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2278 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2279 buf << buf2;
2725 strcat (buf2, buf); 2280 }
2281
2726 return buf2; 2282 return buf;
2727} 2283}
2728
2729
2730 2284
2731void 2285void
2732do_some_living (object *op) 2286do_some_living (object *op)
2733{ 2287{
2734 int last_food = op->stats.food; 2288 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2294 int rate_grace = 2000;
2741 const int max_hp = 1; 2295 const int max_hp = 1;
2742 const int max_sp = 1; 2296 const int max_sp = 1;
2743 const int max_grace = 1; 2297 const int max_grace = 1;
2744 2298
2745 if (op->contr->outputs_sync) 2299 if (op->contr->hidden)
2746 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 if (!op->invisible--)
2312 {
2313 make_visible (op);
2314 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2315 }
2316 }
2751 2317
2752 if (op->contr->state == ST_PLAYING) 2318 if (op->contr->ns->state == ST_PLAYING)
2753 { 2319 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2320 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2321 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2322 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2323 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2324 else
2760 { 2325 {
2761 gen_hp = op->stats.maxhp; 2326 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2327 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2328 }
2329
2764 if (op->contr->gen_sp >= 0) 2330 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2331 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2332 else
2767 { 2333 {
2768 gen_sp = op->stats.maxsp; 2334 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2335 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2336 }
2337
2771 if (op->contr->gen_grace >= 0) 2338 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2339 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2340 else
2774 { 2341 {
2775 gen_grace = op->stats.maxgrace; 2342 gen_grace = op->stats.maxgrace;
2776 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2343 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2777 } 2344 }
2778 2345
2779 /* Regenerate Spell Points */
2780 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2781 {
2782 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2783 if (op->stats.sp < op->stats.maxsp)
2784 {
2785 op->stats.sp++;
2786 /* dms do not consume food */
2787 if (!QUERY_FLAG (op, FLAG_WIZ))
2788 {
2789 op->stats.food--;
2790 if (op->contr->digestion < 0)
2791 op->stats.food += op->contr->digestion;
2792 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2793 op->stats.food = last_food;
2794 }
2795 }
2796 if (max_sp > 1)
2797 {
2798 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0)
2800 {
2801 if (op->stats.sp < op->stats.maxsp)
2802 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2804 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2805 op->stats.sp--;
2806 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp;
2808 }
2809 op->last_sp = 0;
2810 }
2811 else
2812 {
2813 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2814 }
2815 }
2816 else
2817 {
2818 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2819 }
2820 }
2821
2822 /* Regenerate Grace */ 2346 /* Regenerate Grace */
2823 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2347 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2824 if (--op->last_grace < 0) 2348 if (--op->last_grace < 0)
2825 { 2349 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2350 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2351 op->stats.grace++; /* no penalty in food for regaining grace */
2352
2828 if (max_grace > 1) 2353 if (max_grace > 1)
2829 { 2354 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2355 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2356 if (over_grace > 0)
2832 { 2357 {
2844 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2369 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2845 } 2370 }
2846 /* wearing stuff doesn't detract from grace generation. */ 2371 /* wearing stuff doesn't detract from grace generation. */
2847 } 2372 }
2848 2373
2374 if (op->stats.food > 0)
2375 {
2849 /* Regenerate Hit Points */ 2376 /* Regenerate Spell Points */
2850 if (--op->last_heal < 0) 2377 if (!op->contr->golem && --op->last_sp < 0)
2851 {
2852 if (op->stats.hp < op->stats.maxhp)
2853 { 2378 {
2854 op->stats.hp++; 2379 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2855 /* dms do not consume food */ 2380
2856 if (!QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.sp < op->stats.maxsp)
2857 { 2382 {
2383 op->stats.sp++;
2384
2385 /* dms do not consume food */
2386 if (!QUERY_FLAG (op, FLAG_WIZ))
2387 {
2858 op->stats.food--; 2388 op->stats.food--;
2389
2859 if (op->contr->digestion < 0) 2390 if (op->contr->digestion < 0)
2860 op->stats.food += op->contr->digestion; 2391 op->stats.food += op->contr->digestion;
2861 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2392 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2862 op->stats.food = last_food; 2393 op->stats.food = last_food;
2394 }
2863 } 2395 }
2864 } 2396
2865 if (max_hp > 1) 2397 if (max_sp > 1)
2866 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0)
2869 { 2398 {
2870 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2399 over_sp = (gen_sp + 10) / rate_sp;
2400 if (over_sp > 0)
2401 {
2402 if (op->stats.sp < op->stats.maxsp)
2403 {
2404 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2405
2406 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2407 op->stats.sp--;
2408
2409 if (op->stats.sp > op->stats.maxsp)
2410 op->stats.sp = op->stats.maxsp;
2411 }
2412
2871 op->last_heal = 0; 2413 op->last_sp = 0;
2414 }
2415 else
2416 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2872 } 2417 }
2873 else 2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2420 }
2421
2422 /* Regenerate Hit Points */
2423 if (--op->last_heal < 0)
2424 {
2425 if (op->stats.hp < op->stats.maxhp)
2874 { 2426 {
2875 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2427 op->stats.hp++;
2428
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG (op, FLAG_WIZ))
2431 {
2432 op->stats.food--;
2433
2434 if (op->contr->digestion < 0)
2435 op->stats.food += op->contr->digestion;
2436 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2437 op->stats.food = last_food;
2438 }
2876 } 2439 }
2440
2441 if (max_hp > 1)
2442 {
2443 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2444
2445 if (over_hp > 0)
2446 {
2447 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2448 op->last_heal = 0;
2449 }
2450 else
2451 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2877 } 2452 }
2878 else 2453 else
2879 {
2880 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2881 } 2455 }
2882 } 2456 }
2883 2457
2884 /* Digestion */ 2458 /* Digestion */
2885 if (--op->last_eat < 0) 2459 if (--op->last_eat < 0)
2886 { 2460 {
2887#ifdef COZY_SERVER 2461 int bonus = max (0, op->contr->digestion),
2888 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2462 penalty = max (0, -op->contr->digestion);
2889 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2890#else
2891 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2892#endif
2893 2463
2894 if (op->contr->gen_hp > 0)
2895 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2464 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2896 else 2465
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2898 /* dms do not consume food */ 2466 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2468 op->stats.food--;
2901 } 2469 }
2902 }
2903 2470
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2471 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2472 {
2906 object *tmp, *flesh = NULL; 2473 object *flesh = 0;
2907 2474
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2475 for_inv_removable (op, tmp)
2909 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 { 2476 {
2477 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2478 continue;
2479
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2480 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2481 {
2914 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2482 op->statusmsg ("You blindly grab for a bite of food. "
2483 "H<To prevent you from starving, you ate some random item from your backpack.>");
2915 manual_apply (op, tmp, 0); 2484 manual_apply (op, tmp, 0);
2485
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2486 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2487 break;
2918 } 2488 }
2919 else if (tmp->type == FLESH) 2489 else if (tmp->type == FLESH)
2920 flesh = tmp; 2490 flesh = tmp;
2921 } /* End if paid for object */ 2491 }
2922 } /* end of for loop */ 2492
2923 /* If player is still starving, it means they don't have any food, so 2493 /* If player is still starving, it means they don't have any food, so
2924 * eat flesh instead. 2494 * eat flesh instead.
2925 */ 2495 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2496 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2497 {
2928 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2498 op->statusmsg ("You blindly grab for a bite of food. "
2499 "H<To prevent you from starving, you ate some random item from your backpack.>");
2929 manual_apply (op, flesh, 0); 2500 manual_apply (op, flesh, 0);
2501 }
2502
2503 // If player is still starving, alert him!
2504 if (op->stats.food < 0)
2505 op->failmsg ("You are starving! "
2506 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2507 }
2508
2509 if (op->stats.food < 0)
2930 } 2510 {
2931 } /* end if player is starving */ 2511 op->stats.hp += op->stats.food;
2512 op->stats.food = 0;
2932 2513
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2514 if (op->stats.hp < 0)
2934 op->stats.food++, op->stats.hp--; 2515 {
2516 op->contr->killer = archetype::get ("killer_starvation");
2517 op->contr->killer->destroy ();
2518 }
2519 }
2935 2520
2936 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2521 /* killer should be set here already */
2522 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2937 kill_player (op); 2523 kill_player (op);
2524 }
2938} 2525}
2939
2940
2941 2526
2942/* If the player should die (lack of hp, food, etc), we call this. 2527/* If the player should die (lack of hp, food, etc), we call this.
2943 * op is the player in jeopardy. If the player can not be saved (not 2528 * op is the player in jeopardy. If the player can not be saved (not
2944 * permadeath, no lifesave), this will take care of removing the player 2529 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2530 * file.
2946 */ 2531 */
2947void 2532void
2948kill_player (object *op) 2533kill_player (object *op)
2949{ 2534{
2535 int x, y;
2950 char buf[MAX_BUF]; 2536 char buf[MAX_BUF];
2951 int x, y;
2952
2953 //int i;
2954 maptile *map; /* this is for resurrection */ 2537 maptile *map; /* this is for resurrection */
2955
2956 /* int z;
2957 int num_stats_lose;
2958 int lost_a_stat;
2959 int lose_this_stat;
2960 int this_stat; */
2961 int will_kill_again; 2538 int will_kill_again;
2962 archetype *at; 2539 archetype *at;
2963 object *tmp; 2540 object *tmp;
2964 2541
2965 if (save_life (op)) 2542 if (save_life (op))
2966 return; 2543 return;
2967
2968 2544
2969 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2545 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2970 * in cities ONLY!!! It is very important that this doesn't get abused. 2546 * in cities ONLY!!! It is very important that this doesn't get abused.
2971 * Look at op_on_battleground() for more info --AndreasV 2547 * Look at op_on_battleground() for more info --AndreasV
2972 */ 2548 */
2975 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2551 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2976 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2552 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2977 2553
2978 /* restore player */ 2554 /* restore player */
2979 at = archetype::find ("poisoning"); 2555 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2556 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2557 {
2983 remove_ob (tmp); 2558 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2559 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2560 }
2987 2561
2988 at = archetype::find ("confusion"); 2562 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2563 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2564 {
2992 remove_ob (tmp); 2565 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2566 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2567 }
2996 2568
2997 cure_disease (op, 0); /* remove any disease */ 2569 cure_disease (op, 0, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2570 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2571 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2572 op->stats.food = 999;
3001 2573
3002 /* create a bodypart-trophy to make the winner happy */ 2574 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2575 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2576 {
3006 sprintf (buf, "%s's finger", &op->name); 2577 tmp->name = format ("%s's finger" , &op->name);
3007 tmp->name = buf; 2578 tmp->name_pl = format ("%s's fingers", &op->name);
3008 sprintf (buf, " This finger has been cut off %s\n"
3009 " the %s, when he was defeated at\n level %d by %s.\n",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2579 tmp->msg = format (
2580 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2581 &op->name, op->contr->title,
2582 (int)op->level,
2583 op->contr->killer_name ()
2584 );
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2585 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2586 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2587 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2588 }
3017 2589
3018 /* teleport defeated player to new destination */ 2590 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2591 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2592 op->contr->braced = 0;
3023 2595
3024 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
3025 2597
3026 command_kill_pets (op, 0); 2598 command_kill_pets (op, 0);
3027 2599
3028 if (op->stats.food < 0) 2600 op->contr->play_sound (sound_find ("player_dies"));
2601
2602 /* save the map location for corpse, gravestone */
2603 x = op->x;
2604 y = op->y;
2605 map = op->map;
2606
2607 /* NOT_PERMADEATH code. This basically brings the character back to
2608 * life if they are dead - it takes some exp and a random stat.
2609 * See the config.h file for a little more in depth detail about this.
2610 */
2611
2612 /* Basically two ways to go - remove a stat permanently, or just
2613 * make it depletion. This bunch of code deals with that aspect
2614 * of death.
2615 */
2616#ifndef COZY_SERVER
2617 if (settings.balanced_stat_loss)
3029 { 2618 {
3030 if (op->contr->explore) 2619 /* If stat loss is permanent, lose one stat only. */
3031 { 2620 /* Lower level chars don't lose as many stats because they suffer
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); 2621 more if they do. */
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2622 /* Higher level characters can afford things such as potions of
3034 op->stats.food = 999; 2623 restoration, or better, stat potions. So we slug them that
3035 return; 2624 little bit harder. */
3036 } 2625 /* GD */
3037 sprintf (buf, "%s starved to death.", &op->name); 2626 if (settings.stat_loss_on_death)
3038 strcpy (op->contr->killer, "starvation"); 2627 num_stats_lose = 1;
2628 else
2629 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3039 } 2630 }
3040 else 2631 else
3041 { 2632 num_stats_lose = 1;
3042 if (op->contr->explore) 2633
3043 { 2634 lost_a_stat = 0;
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); 2635
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); 2636 for (z = 0; z < num_stats_lose; z++)
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name);
3050 } 2637 {
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2638 i = rndm (NUM_STATS);
3052 2639
3053 /* save the map location for corpse, gravestone */
3054 x = op->x;
3055 y = op->y;
3056 map = op->map;
3057
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * life if they are dead - it takes some exp and a random stat.
3063 * See the config.h file for a little more in depth detail about this.
3064 */
3065
3066 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect
3068 * of death.
3069 */
3070#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* If stat loss is permanent, lose one stat only. */
3074 /* Lower level chars don't lose as many stats because they suffer
3075 more if they do. */
3076 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */
3079 /* GD */
3080 if (settings.stat_loss_on_death) 2640 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2641 {
3082 else 2642 /* Pick a random stat and take a point off it. Tell the player
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2643 * what he lost.
2644 */
2645 change_attr_value (&(op->stats), i, -1);
2646 check_stat_bounds (&(op->stats));
2647 change_attr_value (&(op->contr->orig_stats), i, -1);
2648 check_stat_bounds (&(op->contr->orig_stats));
2649 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2650 lost_a_stat = 1;
3084 } 2651 }
3085 else 2652 else
3086 { 2653 {
3087 num_stats_lose = 1; 2654 /* deplete a stat */
3088 } 2655 archetype *deparch = archetype::find ("depletion");
3089 lost_a_stat = 0; 2656 object *dep;
3090 2657
3091 for (z = 0; z < num_stats_lose; z++) 2658 dep = present_arch_in_ob (deparch, op);
3092 { 2659 if (!dep)
3093 i = RANDOM () % NUM_STATS;
3094
3095 if (settings.stat_loss_on_death)
3096 { 2660 {
3097 /* Pick a random stat and take a point off it. Tell the player 2661 dep = arch_to_object (deparch);
3098 * what he lost. 2662 insert_ob_in_ob (dep, op);
3099 */
3100 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 lost_a_stat = 1;
3106 } 2663 }
3107 else 2664 lose_this_stat = 1;
2665 if (settings.balanced_stat_loss)
3108 { 2666 {
3109 /* deplete a stat */ 2667 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2668 /* Get the stat that we're about to deplete. */
3111 object *dep; 2669 this_stat = get_attr_value (&(dep->stats), i);
3112 2670 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2671 {
3116 dep = arch_to_object (deparch); 2672 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2673 int keep_chance = this_stat * this_stat;
3118 } 2674
3119 lose_this_stat = 1; 2675 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 2676 if (keep_chance < 1)
2677 keep_chance = 1;
2678
2679 /* There is a maximum depletion total per level. */
2680 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3126 { 2681 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2682 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2683 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2684 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2685 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2686 else
3161 if (this_stat >= -50)
3162 { 2687 {
3163 change_attr_value (&(dep->stats), i, -1); 2688 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 2689 lose_this_stat = 0;
2690 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2691 this_stat, keep_chance, loss_chance,
2692 lose_this_stat?"LOSE":"KEEP"); */
3168 } 2693 }
3169 } 2694 }
3170 } 2695 }
2696
2697 if (lose_this_stat)
2698 {
2699 this_stat = get_attr_value (&(dep->stats), i);
2700 /* We could try to do something clever like find another
2701 * stat to reduce if this fails. But chances are, if
2702 * stats have been depleted to -50, all are pretty low
2703 * and should be roughly the same, so it shouldn't make a
2704 * difference.
2705 */
2706 if (this_stat >= -50)
2707 {
2708 change_attr_value (&(dep->stats), i, -1);
2709 SET_FLAG (dep, FLAG_APPLIED);
2710 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2711 op->update_stats ();
2712 lost_a_stat = 1;
2713 }
3171 } 2714 }
2715 }
2716 }
2717
3172 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2719 if (!lost_a_stat)
3174 { 2720 {
3175 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2722 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2723 const char *god = determine_god (op);
3178 2724
3179 if (god && (strcmp (god, "none"))) 2725 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2726 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2727 else
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2728 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3183 } 2729 }
2730#else
2731 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
3184#endif 2732#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2733
3187 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2735 * exp loss on the stone.
3189 */ 2736 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
3192 tmp->name = buf; 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
3193 sprintf (buf, "%s's gravestones", &op->name); 2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
3194 tmp->name_pl = buf; 2741 &op->name, op->contr->title, op->contr->killer_name ());
3195 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);
3196 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2742 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2744
3200 /**************************************/ 2745 /**************************************/
3201 /* */ 2746 /* */
3202 /* Subtract the experience points, */ 2747 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2748 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2749 /* food, and reset HP's... */
3205 /* */ 2750 /* */
3206
3207 /**************************************/ 2751 /**************************************/
3208 2752
3209 /* remove any poisoning and confusion the character may be suffering. */ 2753 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2754 /* restore player */
3211 at = archetype::find ("poisoning"); 2755 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2756 tmp = present_arch_in_ob (at, op);
2757
3213 if (tmp) 2758 if (tmp)
3214 { 2759 {
3215 remove_ob (tmp); 2760 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2761 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2762 }
3219 2763
3220 at = archetype::find ("confusion"); 2764 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2765 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2766 if (tmp)
3223 { 2767 {
3224 remove_ob (tmp); 2768 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2769 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2770 }
2771
3228 cure_disease (op, 0); /* remove any disease */ 2772 cure_disease (op, 0, 0); /* remove any disease */
3229 2773
2774 // remove all spell effects that are active
2775 // to avoid long-term effects such as word-of-recall
2776 for (object *item = op->inv; item; )
2777 {
2778 object *next = item->below;
2779
2780 if (item->type == SPELL_EFFECT && item->active)
2781 item->destroy ();
2782
2783 item = next;
2784 }
2785
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2786 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2787 apply_death_exp_penalty (op);
2788
3232 if (op->stats.food < 100) 2789 if (op->stats.food < 100)
3233 op->stats.food = 900; 2790 op->stats.food = 900;
2791
3234 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2793 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2794 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2795
3238 /* 2796 /*
3239 * Check to see if the player is in a shop. IF so, then check to see if 2797 * Check to see if the player has any unpaid items. If so, remove them
3240 * the player has any unpaid items. If so, remove them and put them back 2798 * and put them back in the map.
3241 * in the map. 2799 */
3242 */ 2800 op->drop_unpaid_items ();
3243 2801
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op);
3246
3247 /****************************************/ 2802 /****************************************/
3248 /* */ 2803 /* */
3249 /* Move player to his current respawn- */ 2804 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2805 /* position (usually last savebed) */
3251 /* */ 2806 /* */
3252
3253 /****************************************/ 2807 /****************************************/
3254 2808
3255 enter_player_savebed (op); 2809 enter_player_savebed (op);
3256 2810
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2811 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2812
3263 /* it is possible that the player has blown something up 2813 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2814 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2815 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2816 * on the space that might harm the player.
3267 */ 2817 */
3268 will_kill_again = 0; 2818 will_kill_again = 0;
3269 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2820 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2821 will_kill_again |= tmp->attacktype;
3273 } 2822
3274 if (will_kill_again) 2823 if (will_kill_again)
3275 { 2824 {
3276 object *force; 2825 object *force;
3277 int at; 2826 int at;
3278 2827
3279 force = get_archetype (FORCE_NAME); 2828 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2829 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2830 force->speed = 0.1f;
3282 force->speed_left = -5.0; 2831 force->speed_left = -5.f;
3283 SET_FLAG (force, FLAG_APPLIED); 2832 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2833 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2834 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2835 force->resist[at] = 100;
3288 } 2836
3289 insert_ob_in_ob (force, op); 2837 insert_ob_in_ob (force, op);
3290 fix_player (op); 2838 op->update_stats ();
2839 }
3291 2840
3292 }
3293
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2841 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 2842}
3363
3364 2843
3365void 2844void
3366loot_object (object *op) 2845loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2846{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2847 object *tmp, *tmp2, *next;
3369 2848
3370 if (op->container) 2849 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2850
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2851 for (tmp = op->inv; tmp; tmp = next)
3376 { 2852 {
3377 next = tmp->below; 2853 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2854
2855 if (tmp->invisible)
3379 continue; 2856 continue;
3380 remove_ob (tmp); 2857
2858 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2859 tmp->x = op->x, tmp->y = op->y;
2860
3382 if (tmp->type == CONTAINER) 2861 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2862 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2863
3385 }
3386 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2864 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3387 { 2865 {
3388 if (tmp->nrof > 1) 2866 if (tmp->nrof > 1)
3389 { 2867 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2868 tmp->decrease (rndm (1, tmp->nrof - 1));
3391 free_object (tmp2);
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2869 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2870 }
3394 else 2871 else
3395 free_object (tmp); 2872 tmp->destroy ();
3396 } 2873 }
3397 else 2874 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2876 }
3400} 2877}
3402/* 2879/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 2880 * fix_weight(): Check recursively the weight of all players, and fix
3404 * what needs to be fixed. Refresh windows and fix speed if anything 2881 * what needs to be fixed. Refresh windows and fix speed if anything
3405 * was changed. 2882 * was changed.
3406 */ 2883 */
3407
3408void 2884void
3409fix_weight (void) 2885fix_weight (void)
3410{ 2886{
3411 player *pl; 2887 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 2888 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2889 sint32 old = pl->ob->carrying;
3416 2890
3417 if (old == sum) 2891 pl->ob->update_weight ();
3418 continue; 2892
3419 fix_player (pl->ob); 2893 if (old != pl->ob->carrying)
2894 {
2895 pl->ob->update_stats ();
3420 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2896 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2897 }
3421 } 2898 }
3422} 2899}
3423 2900
3424void 2901void
3425fix_luck (void) 2902fix_luck (void)
3426{ 2903{
3427 player *pl; 2904 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 2905 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 2906 pl->ob->change_luck (0);
3432} 2907}
3433
3434 2908
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 2909/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 2910 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 2911 * just treat this as any other spell casting object.
3438 */ 2912 */
3439
3440void 2913void
3441cast_dust (object *op, object *throw_ob, int dir) 2914cast_dust (object *op, object *throw_ob, int dir)
3442{ 2915{
3443 object *skop, *spob; 2916 object *skop, *spob;
3444 2917
3465 if (op->type == PLAYER) 2938 if (op->type == PLAYER)
3466 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2939 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3467 2940
3468 cast_spell (op, throw_ob, dir, spob, NULL); 2941 cast_spell (op, throw_ob, dir, spob, NULL);
3469 2942
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2943 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 2944}
3474 2945
3475void 2946void
3476make_visible (object *op) 2947make_visible (object *op)
3477{ 2948{
3478 op->hide = 0; 2949 op->flag [FLAG_HIDDEN] = 0;
3479 op->invisible = 0; 2950 op->invisible = 0;
2951
3480 if (op->type == PLAYER) 2952 if (op->type == PLAYER)
3481 { 2953 {
3482 op->contr->tmp_invis = 0; 2954 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 2955 op->contr->invis_race = 0;
3484 } 2956 }
2957
3485 update_object (op, UP_OBJ_FACE); 2958 update_object (op, UP_OBJ_CHANGE);
3486} 2959}
3487 2960
3488int 2961int
3489is_true_undead (object *op) 2962is_true_undead (object *op)
3490{ 2963{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2964 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3494 return 1; 2965 return 1;
3495 2966
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 2967 return 0;
3502} 2968}
3503 2969
3504/* look at the surrounding terrain to determine 2970/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 2971 * the hideability of this object. Positive levels
3506 * indicate greater hideability. 2972 * indicate greater hideability.
3507 */ 2973 */
3508
3509int 2974int
3510hideability (object *ob) 2975hideability (object *ob)
3511{ 2976{
3512 int i, level = 0, mflag; 2977 int i, level = 0, mflag;
3513 sint16 x, y; 2978 sint16 x, y;
3514 2979
3515 if (!ob || !ob->map) 2980 if (!ob || !ob->map)
3516 return 0; 2981 return 0;
3517 2982
3518 /* so, on normal lighted maps, its hard to hide */ 2983 /* so, on normal lighted maps, its hard to hide */
3519 level = ob->map->darkness - 2; 2984 level = ob->map->darklevel () - 2;
3520 2985
3521 /* this also picks up whether the object is glowing. 2986 /* this also picks up whether the object is glowing.
3522 * If you carry a light on a non-dark map, its not 2987 * If you carry a light on a non-dark map, its not
3523 * as bad as carrying a light on a pitch dark map */ 2988 * as bad as carrying a light on a pitch dark map */
3524 if (has_carried_lights (ob)) 2989 if (has_carried_lights (ob))
3525 level = -(10 + (2 * ob->map->darkness)); 2990 level = -(10 + (2 * ob->map->darklevel ()));
3526 2991
3527 /* scan through all nearby squares for terrain to hide in */ 2992 /* scan through all nearby squares for terrain to hide in */
3528 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2993 for (i = 0, x = ob->x, y = ob->y;
2994 i <= SIZEOFFREE1;
2995 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3529 { 2996 {
3530 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2997 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3531 if (mflag & P_OUT_OF_MAP) 2998 if (mflag & P_OUT_OF_MAP)
3532 {
3533 continue; 2999 continue;
3534 } 3000
3535 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3001 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3536 level += 2; 3002 level += 2;
3537 else /* open terrain! */ 3003 else /* open terrain! */
3538 level -= 1; 3004 level -= 1;
3539 } 3005 }
3547/* For Hidden creatures - a chance of becoming 'unhidden' 3013/* For Hidden creatures - a chance of becoming 'unhidden'
3548 * every time they move - as we subtract off 'invisibility' 3014 * every time they move - as we subtract off 'invisibility'
3549 * AND, for players, if they move into a ridiculously unhideable 3015 * AND, for players, if they move into a ridiculously unhideable
3550 * spot (surrounded by clear terrain in broad daylight). -b.t. 3016 * spot (surrounded by clear terrain in broad daylight). -b.t.
3551 */ 3017 */
3552
3553void 3018void
3554do_hidden_move (object *op) 3019do_hidden_move (object *op)
3555{ 3020{
3556 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3021 int hide = 0;
3557 object *skop;
3558 3022
3559 if (!op || !op->map) 3023 if (!op || !op->map)
3560 return; 3024 return;
3561 3025
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3026 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3027 int num = random_roll (0, 19, op, PREFER_LOW);
3563 3028
3564 /* its *extremely* hard to run and sneak/hide at the same time! */ 3029 /* its *extremely* hard to run and sneak/hide at the same time! */
3565 if (op->type == PLAYER && op->contr->run_on) 3030 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3031 if (!skop || num >= skop->level)
3568 { 3032 {
3569 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3033 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3570 make_visible (op); 3034 make_visible (op);
3571 return; 3035 return;
3572 } 3036 }
3573 else 3037 else
3574 num += 20; 3038 num += 20;
3575 } 3039
3576 num += op->map->difficulty; 3040 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3041 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3042 num -= hide;
3043
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3044 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3045 {
3581 make_visible (op); 3046 make_visible (op);
3047
3582 if (op->type == PLAYER) 3048 if (op->type == PLAYER)
3583 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3049 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3584 } 3050 }
3585 else if (op->type == PLAYER && skop) 3051 else if (op->type == PLAYER && skop)
3586 {
3587 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3052 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3588 }
3589} 3053}
3590 3054
3591/* determine if who is standing near a hostile creature. */ 3055/* determine if who is standing near a hostile creature. */
3592 3056
3593int 3057int
3620 if (mflags & P_OUT_OF_MAP) 3084 if (mflags & P_OUT_OF_MAP)
3621 continue; 3085 continue;
3622 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3086 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3623 continue; 3087 continue;
3624 3088
3625 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3089 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3626 { 3090 {
3627 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3091 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3628 return 1; 3092 return 1;
3629 else if (tmp->type == PLAYER) 3093 else if (tmp->type == PLAYER)
3630 { 3094 {
3641 * object op. This function works fine for monsters, 3105 * object op. This function works fine for monsters,
3642 * but we dont worry if the object isnt the top one in 3106 * but we dont worry if the object isnt the top one in
3643 * a pile (say a coin under a table would return "viewable" 3107 * a pile (say a coin under a table would return "viewable"
3644 * by this routine). Another question, should we be 3108 * by this routine). Another question, should we be
3645 * concerned with the direction the player is looking 3109 * concerned with the direction the player is looking
3646 * in? Realistically, most of use cant see stuff behind 3110 * in? Realistically, most of us can't see stuff behind
3647 * our backs...on the other hand, does the "facing" direction 3111 * our backs...on the other hand, does the "facing" direction
3648 * imply the way your head, or body is facing? Its possible 3112 * imply the way your head, or body is facing? It's possible
3649 * for them to differ. Sigh, this fctn could get a bit more complex. 3113 * for them to differ. Sigh, this fctn could get a bit more complex.
3650 * -b.t. 3114 * -b.t.
3651 * This function is now map tiling safe. 3115 * This function is now map tiling safe.
3652 */ 3116 */
3653
3654int 3117int
3655player_can_view (object *pl, object *op) 3118player_can_view (object *pl, object *op)
3656{ 3119{
3657 rv_vector rv; 3120 rv_vector rv;
3658 int dx, dy; 3121 int dx, dy;
3660 if (pl->type != PLAYER) 3123 if (pl->type != PLAYER)
3661 { 3124 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3125 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3126 return -1;
3664 } 3127 }
3128
3665 if (!pl || !op) 3129 if (!pl || !op)
3666 return 0; 3130 return 0;
3667 3131
3668 if (op->head)
3669 {
3670 op = op->head; 3132 op = op->head_ ();
3671 } 3133
3672 get_rangevector (pl, op, &rv, 0x1); 3134 get_rangevector (pl, op, &rv, 0x1);
3673 3135
3674 /* starting with the 'head' part, lets loop 3136 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3137 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3138 * part that is in the los array but isn't on
3677 * a blocked los square. 3139 * a blocked los square.
3678 * we use the archetype to figure out offsets. 3140 * we use the archetype to figure out offsets.
3679 */ 3141 */
3680 while (op) 3142 while (op)
3681 { 3143 {
3682 dx = rv.distance_x + op->arch->clone.x; 3144 dx = rv.distance_x + op->arch->x;
3683 dy = rv.distance_y + op->arch->clone.y; 3145 dy = rv.distance_y + op->arch->y;
3684 3146
3685 /* only the viewable area the player sees is updated by LOS 3147 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3686 * code, so we need to restrict ourselves to that range of values
3687 * for any meaningful values.
3688 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) &&
3691 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)])
3692 return 1; 3148 return 1;
3149
3693 op = op->more; 3150 op = op->more;
3694 } 3151 }
3152
3695 return 0; 3153 return 0;
3696} 3154}
3697 3155
3698/* routine for both players and monsters. We call this when 3156/* routine for both players and monsters. We call this when
3699 * there is a possibility for our action distrubing our hiding 3157 * there is a possibility for our action distrubing our hiding
3700 * place or invisiblity spell. Artefact invisiblity is not 3158 * place or invisiblity spell. Artefact invisiblity causes
3701 * effected by this. If we arent invisible to begin with, we 3159 * "noise" instead. If we arent invisible to begin with, we
3702 * return 0. 3160 * return 0.
3703 */ 3161 */
3704int 3162int
3705action_makes_visible (object *op) 3163action_makes_visible (object *op)
3706{ 3164{
3707
3708 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3165 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3709 { 3166 {
3710 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3167 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3168 {
3169 // artefact invisibility is permanent, but we still make noise
3170 // this is important for game-balance.
3171 if (op->contr)
3172 op->make_noise ();
3173
3711 return 0; 3174 return 0;
3175 }
3712 3176
3713 if (op->contr && op->contr->tmp_invis == 0) 3177 if (op->contr && op->contr->tmp_invis == 0)
3714 return 0; 3178 return 0;
3715 3179
3716 /* If monsters, they should become visible */ 3180 /* If monsters, they should become visible */
3717 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3718 { 3182 {
3719 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3720 return 1; 3184 return 1;
3721 } 3185 }
3722 } 3186 }
3187
3723 return 0; 3188 return 0;
3724} 3189}
3725 3190
3726/* op_on_battleground - checks if the given object op (usually 3191/* op_on_battleground - checks if the given object op (usually
3727 * a player) is standing on a valid battleground-tile, 3192 * a player) is standing on a valid battleground-tile,
3732 * Default is to do the same as before, so only people wanting to have different points need worry about this 3197 * Default is to do the same as before, so only people wanting to have different points need worry about this
3733 */ 3198 */
3734int 3199int
3735op_on_battleground (object *op, int *x, int *y) 3200op_on_battleground (object *op, int *x, int *y)
3736{ 3201{
3737 object *tmp;
3738
3739 /* A battleground-tile needs the following attributes to be valid: 3202 /* A battleground-tile needs the following attributes to be valid:
3740 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3203 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3741 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3204 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3742 * and the exit-coordinates sp/hp must both be > 0. 3205 * and the exit-coordinates sp/hp must both be > 0.
3743 * => The intention here is to prevent abuse of the battleground- 3206 * => The intention here is to prevent abuse of the battleground-
3744 * feature (like pickable or hidden battleground tiles). */ 3207 * feature (like pickable or hidden battleground tiles). */
3745 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3208 for (object *tmp = op->below; tmp; tmp = tmp->below)
3746 { 3209 {
3747 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3748 { 3211 {
3749 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3212 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3750 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3213 && tmp->type == BATTLEGROUND
3214 && tmp->name == shstr_battleground
3215 && EXIT_X (tmp) && EXIT_Y (tmp))
3751 { 3216 {
3752 /*before we assign the exit, check if this is a teambattle */ 3217 /* before we assign the exit, check if this is a teambattle */
3753 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3218 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3754 { 3219 {
3755 object *invtmp;
3756
3757 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3220 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3758 { 3221 {
3759 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3222 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3760 { 3223 {
3761 if (x != NULL && y != NULL) 3224 if (x && y)
3762 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3225 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3226
3763 return 1; 3227 return 1;
3764 } 3228 }
3765 } 3229 }
3766 } 3230 }
3231
3767 if (x != NULL && y != NULL) 3232 if (x && y)
3768 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3233 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3234
3769 return 1; 3235 return 1;
3770 } 3236 }
3771 } 3237 }
3772 } 3238 }
3239
3773 /* If we got here, did not find a battleground */ 3240 /* If we got here, did not find a battleground */
3774 return 0; 3241 return 0;
3775} 3242}
3776 3243
3777/* 3244/*
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3260 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3261 int i = 0, j = 0;
3795 3262
3796 /* get the appropriate treasurelist */ 3263 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3264 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3265 trlist = treasurelist::find (shstr_dragon_ability_fire);
3799 else if (atnr == ATNR_COLD) 3266 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3267 trlist = treasurelist::find (shstr_dragon_ability_cold);
3801 else if (atnr == ATNR_ELECTRICITY) 3268 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3269 trlist = treasurelist::find (shstr_dragon_ability_elec);
3803 else if (atnr == ATNR_POISON) 3270 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3271 trlist = treasurelist::find (shstr_dragon_ability_poison);
3805 3272
3806 if (trlist == NULL || who->type != PLAYER) 3273 if (trlist == NULL || who->type != PLAYER)
3807 return; 3274 return;
3808 3275
3809 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3276 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3810 3277
3811 if (tr == NULL || tr->item == NULL) 3278 if (!tr || !tr->item)
3812 { 3279 {
3813 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3280 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3814 return; 3281 return;
3815 } 3282 }
3816 3283
3817 /* everything seems okay - now bring on the gift: */ 3284 /* everything seems okay - now bring on the gift: */
3818 item = &(tr->item->clone); 3285 item = tr->item;
3819 3286
3820 if (item->type == SPELL) 3287 if (item->type == SPELL)
3821 { 3288 {
3822 if (check_spell_known (who, item->name)) 3289 if (check_spell_known (who, item->name))
3823 return; 3290 return;
3882 { 3349 {
3883 /* forces in the treasurelist can alter the player's stats */ 3350 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3351 object *skin;
3885 3352
3886 /* first get the dragon skin force */ 3353 /* first get the dragon skin force */
3887 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3354 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3355 ;
3356
3888 if (skin == NULL) 3357 if (!skin)
3889 return; 3358 return;
3890 3359
3891 /* adding new spellpath attunements */ 3360 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3361 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3362 {
3925 else 3394 else
3926 { 3395 {
3927 /* generate misc. treasure */ 3396 /* generate misc. treasure */
3928 tmp = arch_to_object (tr->item); 3397 tmp = arch_to_object (tr->item);
3929 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3398 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3930 tmp = insert_ob_in_ob (tmp, who); 3399 who->insert (tmp);
3931 if (who->type == PLAYER)
3932 esrv_send_item (who, tmp);
3933 } 3400 }
3934} 3401}
3935 3402
3936/** 3403/**
3937 * Unready an object for a player. This function does nothing if the object was 3404 * Unready an object for a player. This function does nothing if the object was
3938 * not readied. 3405 * not readied.
3939 */ 3406 */
3940void 3407void
3941player_unready_range_ob (player *pl, object *ob) 3408player_unready_range_ob (player *pl, object *ob)
3942{ 3409{
3943 rangetype i; 3410 if (pl->ob->current_weapon == ob)
3411 pl->ob->current_weapon = 0;
3944 3412
3945 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3413 if (pl->combat_ob == ob)
3946 { 3414 pl->combat_ob = 0;
3415
3947 if (pl->ranges[i] == ob) 3416 if (pl->ranged_ob == ob)
3948 { 3417 pl->ranged_ob = 0;
3949 pl->ranges[i] = NULL;
3950 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none;
3953 }
3954 }
3955 }
3956} 3418}
3419
3420sint8
3421player::darkness_at (maptile *map, int x, int y) const
3422{
3423 if (!ns)
3424 return LOS_BLOCKED;
3425
3426 int dx, dy;
3427 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3428 return LOS_BLOCKED;
3429
3430 x += dx - ns->current_x;
3431 y += dy - ns->current_y;
3432
3433 return blocked_los (x, y);
3434}
3435
3436void
3437player::infobox (const char *title, const char *msg, int color)
3438{
3439 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3440}
3441
3442void
3443player::statusmsg (const char *msg, int color)
3444{
3445 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3446}
3447
3448void
3449player::failmsg (const char *msg, int color)
3450{
3451 play_sound (sound_find ("generic_failure"));
3452 statusmsg (msg, color);
3453}
3454

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