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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.224 by root, Thu Jan 1 16:05:13 2009 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
72 { 140 {
73 if ( found ) 141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 142 break;
75
76 found = pl;
77 } 143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
78 } 146 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 147 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 148
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 151 close_and_delete (fp, comp);
103} 152}
104 153
105void send_rules(const object *op) { 154/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 155static void
107 char rules[HUGE_BUF]; 156set_first_map (object *op)
108 FILE *fp; 157{
109 int comp; 158 op->contr->maplevel = first_map_path;
110 int size; 159 op->x = -1;
111 160 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 161}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 162
163void
164player::activate ()
165{
166 if (active)
114 return; 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))
115 } 232 {
116 rules[0]='\0'; 233 object *tmp, *abil = 0, *skin = 0;
117 size=0; 234
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 236 if (tmp->type == FORCE)
120 continue; 237 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 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)
122 { 311 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 312 case SKILL:
124 break; 313 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 314 break;
167 } 315
168 strncat(news+size,buf,HUGE_BUF-size); 316 case WAND:
169 size+=strlen(buf); 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;
170 } 326 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 327
181int playername_ok(const char *cp) { 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 329 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 330}
190 331
191/* This no longer sets the player map. Also, it now updates 332void
192 * all the pointers so the caller doesn't need to do that. 333player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 334{
194 */ 335 observe = op ? op : ob;
336 do_los = 1;
337}
195 338
196/* Redo this to do both get_player_ob and get_player. 339player::player ()
197 * Hopefully this will be less bugfree and simpler. 340{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 342 * we deal with that below this point.
236 */ 343 */
237 p->party=NULL; 344 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 345 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 347
243#ifdef AUTOSAVE 348 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 349
245#endif 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)
246 369 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 370 ob->destroy_inv (false);
371 ob->destroy ();
248 372 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 373
258 roll_stats(op); 374 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 375}
300 376
301 377player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 378{
305 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
306 op->x = -1; 380 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 381}
310 382
311/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
312 * 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
313 * mode. 385 * mode.
314 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
315 391
316int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 393
319 p=get_player(NULL); 394 pl->ob->roll_stats ();
320 p->socket = *ns; 395 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 397
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 398 set_first_map (pl->ob);
331 399
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 400 return pl;
339} 401}
340 402
341/* 403/*
342 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
345 */ 407 */
408archetype *
346archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
347{ 410{
348 archetype *start = at; 411 // archetypes could have been reloaded
349 for (;;) { 412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 413
351 at=first_archetype; 414 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 415 return at;
356 if (at == start) { 416
357 LOG (llevError, "No Player archetypes\n"); 417 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 418
359 } 419 for (;;)
360 } 420 {
361} 421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
362 425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429}
363 430
431object *
364object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
365 object *op = NULL; 434 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 435 objectlink *ol;
368 unsigned lastdist; 436 unsigned lastdist;
369 rv_vector rv; 437 rv_vector rv;
370 438
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 440 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 442 continue;
398 443
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
408 op=pl->ob; 445 {
446 op = ol->ob;
409 lastdist=rv.distance; 447 lastdist = rv.distance;
448 }
410 } 449 }
411 } 450
412 } 451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
413#if 0 459#if 0
414 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)");
415#endif 461#endif
416 return op; 462 return op;
417} 463}
418 464
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 466 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
436 * 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
437 * is probably not a good thing. 483 * is probably not a good thing.
438 */ 484 */
439#define MAX_SPACES 50 485#define MAX_SPACES 50
440
441 486
442/* 487/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * 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
445 * 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
458 * monster can in fact move one space in that direction. 503 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 504 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 505 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 506 * is blocking itself.
462 */ 507 */
508int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
464 rv_vector rv; 511 rv_vector rv;
465 sint16 x,y; 512 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
468 515
469 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
470 517
471 if (rv.distance<mindiff) return 0; 518 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 519 return 0;
724}
725 520
726void confirm_password(object *op) { 521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 527
728 op->contr->write_buf[0]='\0'; 528 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 529 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 530 return 0;
731}
732 531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist *items)
646{
647 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (object *next, *op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
667 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
718 {
719 op->destroy ();
720 continue;
721 }
722 else if (op->type == SKILL)
723 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0;
726 op->level = 1;
727 }
728 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 pl->contr->link_skills ();
734}
735
736void
733void get_party_password(object *op, partylist *party) { 737get_party_password (object *op, partylist *party)
738{
734 if (party == NULL) { 739 if (party == NULL)
740 {
735 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);
736 return; 742 return;
737 } 743 }
744
738 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
741 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:");
742} 749}
743
744 750
745/* 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. */
752static int
746int roll_stat(void) { 753roll_stat (void)
754{
747 int a[4],i,j,k; 755 int a[4], i, j, k;
748 756
749 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
751 759
752 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 761 if (a[i] < k)
754 k=a[i],j=i; 762 k = a[i], j = i;
755 763
756 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 765 if (i != j)
758 k+=a[i]; 766 k += a[i];
759 } 767
760 return k; 768 return k;
761} 769}
762 770
763void roll_stats(object *op) { 771void
772object::roll_stats ()
773{
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
764 int sum=0; 778 int sum = 0;
765 int i = 0, j = 0; 779 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 780 sum += statsort [i] = roll_stat ();
767 781
768 do { 782 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 783 break;
770 op->stats.Dex=roll_stat(); 784 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 785
781 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 788
790 /* a quick and dirty bubblesort? */ 789 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 791
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 792 stats.exp = 0;
821 op->stats.ac=0; 793 stats.ac = 0;
822 794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
823 op->contr->levhp[1] = 9; 801 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 802 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 803 contr->levgrace[1] = 3;
826 804
827 fix_player(op); 805 contr->orig_stats = stats;
806 }
807}
808
809void
810object::swap_stats (int a, int b)
811{
812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813
814 for (int i = 0; i < NUM_STATS; ++i)
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
828 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 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
831 op->contr->orig_stats=op->stats; 835 contr->orig_stats = stats;
836 }
832} 837}
833 838
834void Roll_Again(object *op) 839static void
840start_info (object *op)
835{ 841{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
844 843
845 if ( op->contr->Swap_First == -1 ) { 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 846}
953 847
954/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
958 * not the class. 852 * not the class.
959 */ 853 */
960 854void
961int key_change_class(object *op, char key) 855player::chargen_race_done ()
962{ 856{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 858 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
977 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
979 866
980 op->contr->state=ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
981 868
982 if (op->msg) { 869 if (ob->msg)
983 free_string(op->msg); 870 ob->msg = 0;
984 op->msg=NULL;
985 }
986 871
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 872 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 874 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 875 esrv_send_inventory (ob, ob);
1001 fix_player(op); 876 ob->update_stats ();
1002 877
1003 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
1004 * is one for this race 879 * is one for this race
1005 */ 880 */
1006 if(*first_map_ext_path) { 881 if (*first_map_ext_path)
1007 object *tmp; 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 883 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 885}
1023 return 0;
1024 }
1025 886
887void
888player::chargen_race_next ()
889{
1026 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
1028 */ 892 */
1029 893
1030 tmp_loop = 0; 894 do
1031 while(!tmp_loop) { 895 {
1032 const char *name = add_string (op->name); 896 shstr name = ob->name;
1033 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 898
1035 remove_ob (op); 899 ob->remove_statbonus ();
900 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 901 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 902 ob->arch->copy_to (ob);
1038 op->instantiate (); 903 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 905 ob->name = ob->name_pl = name;
1041 op->name = name; 906 ob->x = x;
1042 free_string(op->name_pl); 907 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 910 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 911 ob->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 912 }
913 while (!allowed_class (ob));
914
1055 update_object(op,UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 916 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 917 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 920 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 921}
1066 922
1067int key_confirm_quit(object *op, char key) 923void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 924flee_player (object *op)
925{
1113 int dir,diff; 926 int dir, diff;
1114 rv_vector rv; 927 rv_vector rv;
1115 928
1116 if(op->stats.hp < 0) { 929 if (op->stats.hp < 0)
930 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 933 return;
934 }
935
936 if (!op->enemy)
1120 } 937 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 940 return;
1126 } 941 }
1127 942
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 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))
944 {
1139 op->enemy=NULL; 945 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 947 return;
1142 } 948 }
949
1143 get_rangevector(op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1144 951
1145 dir=absdir(4+rv.direction); 952 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 953 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 954 {
955 int m = 1 - rndm (2) * 2;
956
957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
958 return;
959 }
960
1153 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 963 op->enemy = NULL;
1156} 964}
1157
1158 965
1159/* 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.
1160 * 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
1161 * stop. 968 * stop.
1162 */ 969 */
970int
1163int check_pick(object *op) { 971check_pick (object *op)
972{
1164 object *tmp, *next; 973 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 974 int stop = 0;
1167 int j, k, wvratio; 975 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 976
1171 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1173 return 1; 979 return 1;
1174 980
1175 op_tag = op->count;
1176
1177 next = op->below; 981 next = op->below;
1178 if (next) 982
1179 next_tag = next->count; 983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 985
1181 /* 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
1182 * destroyed */ 987 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 988 while (next && !next->destroyed ())
1184 { 989 {
1185 tmp = next; 990 tmp = next;
1186 next = tmp->below; 991 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 992
1190 if (was_destroyed (op, op_tag)) 993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
999 if (op->destroyed ())
1191 return 0; 1000 return 0;
1192 1001
1193 if ( ! can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1194 continue; 1003 continue;
1195 1004
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1006 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1200 continue; 1010 continue;
1201 } 1011 }
1202 1012
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 1013 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1014 if (op->contr->mode & PU_DEBUG)
1240 { 1015 {
1241 /* some debugging code to figure out item information */ 1016 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1017 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1018 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1020 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1022
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 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
1280 /* philosophy: 1032 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1033 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 1034 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1035 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1036 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1037 * example.
1286 * The drawback: right now it has no frontend, so you need to 1038 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 1039 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1040 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 1043 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1044 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1045 * meaning if any test passes, the item gets picked up. */
1294 1046
1295 /* if mode is set to pick nothing up, return */ 1047 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1298 1050
1299 /* if mode is set to stop when encountering objects, return */ 1051 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1052 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1053 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1304 1056
1305 /* useful for going into stores and not losing your settings... */ 1057 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1058 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1059 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1309 1062
1310 /* prevent us from turning into auto-thieves :) */ 1063 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1312 1066
1313 /* ignore known cursed objects */ 1067 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1315 1070
1316 /* all food and drink if desired */ 1071 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1072 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1073 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1074 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1321 if(op->contr->mode & PU_DRINK) 1080 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1324 1086
1325 if(op->contr->mode & PU_POTION) 1087 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1088 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1328 1093
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1094 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1095 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1096 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1333 if(op->contr->mode & PU_SKILLSCROLL) 1102 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1103 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1336 if(op->contr->mode & PU_READABLES) 1109 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1339 1115
1340 /* wands/staves/rods/horns */ 1116 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1344 1123
1345 /* pick up all magical items */ 1124 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1125 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1349 1131
1350 if(op->contr->mode & PU_VALUABLES) 1132 if (op->contr->mode & PU_VALUABLES)
1351 { 1133 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1134 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1135 {
1136 CHK_PICK_PICKUP;
1137 continue;
1138 }
1354 } 1139 }
1355 1140
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1142 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1143 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 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 }
1360 1156
1361 /* bows and arrows. Bows are good for selling! */ 1157 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1158 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1159 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1365 if(op->contr->mode & PU_ARROW) 1165 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1166 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1368 1171
1369 /* all kinds of armor etc. */ 1172 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1173 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1174 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1373 if(op->contr->mode & PU_HELMET) 1180 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1181 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1376 if(op->contr->mode & PU_SHIELD) 1187 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1188 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1379 if(op->contr->mode & PU_BOOTS) 1194 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1195 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1382 if(op->contr->mode & PU_GLOVES) 1201 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1202 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1385 if(op->contr->mode & PU_CLOAK) 1208 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1209 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1388 1214
1389 /* hoping to catch throwing daggers here */ 1215 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1216 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1393 1222
1394 /* careful: chairs and tables are weapons! */ 1223 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1224 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1225 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1226 if (tmp->type == WEAPON)
1398 { 1227 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1228 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1229 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1230 continue;
1402 } 1231 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 } 1232 }
1410 1233
1411 /* misc stuff that's useful */ 1234 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1235 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1237 {
1238 CHK_PICK_PICKUP;
1239 continue;
1240 }
1415 1241
1416 /* any of the last 4 bits set means we use the ratio for value 1242 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1243 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1244 if (op->contr->mode & PU_RATIO)
1419 { 1245 {
1420 /* use value density to decide what else to grab */ 1246 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1247 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1248 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1249 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1250 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1251 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1252 {
1427 pick_up(op, tmp);
1428#if 0 1253#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1255 if (tmp->name != NULL)
1256 {
1431 fprintf(stderr,"%s", tmp->name); 1257 fprintf (stderr, "%s", tmp->name);
1432 } 1258 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1259 else
1260 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1261 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1263#endif
1437 continue; 1264 CHK_PICK_PICKUP;
1438 } 1265 continue;
1266 }
1267 } /* the new pickup model */
1439 } 1268 }
1440 } /* the new pickup model */ 1269
1441 }
1442 return ! stop; 1270 return !stop;
1443} 1271}
1444 1272
1445/* 1273/*
1446 * Find an arrow in the inventory and after that 1274 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1275 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1276 * found object is returned.
1449 */ 1277 */
1278object *
1450object *find_arrow(object *op, const char *type) 1279find_arrow (object *op, const char *type)
1451{ 1280{
1452 object *tmp = NULL; 1281 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp);
1453 1284
1454 for(op=op->inv; op; op=op->below) 1285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1286 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1287 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1288 {
1458 else if (op->type==ARROW && op->race==type) 1289 splay (tmp);
1290 return arrow;
1291 }
1292
1459 return op; 1293 return 0;
1460 return tmp;
1461} 1294}
1462 1295
1463/* 1296/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1297 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1298 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1299 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1300 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1301 */
1469 1302object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1304{
1472 object *tmp = NULL, *arrow, *ntmp; 1305 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1306 int attacknum, attacktype, betterby = 0, i;
1474 1307
1475 if (!type) 1308 if (!type)
1476 return NULL; 1309 return NULL;
1477 1310
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1311 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1312 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1314 {
1315 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1483 if (i > betterby) { 1318 if (i > betterby)
1484 tmp = ntmp; 1319 {
1485 betterby = i; 1320 tmp = ntmp;
1486 } 1321 betterby = i;
1322 }
1323 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1324 else if (arrow->type == ARROW && arrow->race == type)
1325 {
1488 /* allways prefer assasination/slaying */ 1326 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1328 {
1491 if (arrow->attacktype & AT_DEATH) { 1329 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1330 {
1493 return arrow; 1331 *better = 100;
1494 } else { 1332 return arrow;
1495 tmp = arrow; 1333 }
1334 else
1335 {
1336 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1337 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1338 }
1498 } else { 1339 }
1340 else
1341 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1342 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1343 {
1500 attacktype = 1<<attacknum; 1344 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1345 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1346 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1347 {
1348 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1349 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1350 }
1506 } 1351 }
1352
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1354 {
1355 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1357 }
1358
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1360 {
1361 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1363 }
1364 }
1365 }
1515 } 1366 }
1516 } 1367
1517 }
1518 if (tmp == NULL && arrow == NULL) 1368 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1369 return find_arrow (op, type);
1520 1370
1521 *better = betterby; 1371 *better = betterby;
1522 return tmp; 1372 return tmp;
1523} 1373}
1524 1374
1525/* looks in a given direction, finds the first valid target, and calls 1375/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1376 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1377 * op = the shooter
1528 * type = bow->race 1378 * type = bow->race
1529 * dir = fire direction 1379 * dir = fire direction
1530 */ 1380 */
1531 1381object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1382pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1383{
1534 object *tmp = NULL; 1384 object *tmp = NULL;
1535 mapstruct *m; 1385 maptile *m;
1536 int i, mflags, found, number; 1386 int i, mflags, found, number;
1537 sint16 x, y; 1387 sint16 x, y;
1538 1388
1539 if (op->map == NULL) 1389 if (op->map == NULL)
1540 return find_arrow(op, type); 1390 return find_arrow (op, type);
1541 1391
1542 /* do a dex check */ 1392 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1393 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1394 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1395 return find_arrow (op, type);
1546 1396
1547 m = op->map; 1397 m = op->map;
1548 x = op->x; 1398 x = op->x;
1549 y = op->y; 1399 y = op->y;
1550 1400
1551 /* find the first target */ 1401 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1402 for (i = 0, found = 0; i < 20; i++)
1403 {
1553 x += freearr_x[dir]; 1404 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1405 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1409 {
1558 break; 1410 tmp = 0;
1411 break;
1412 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1413 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1414 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1416 * perhaps a bad assumption.
1562 */ 1417 */
1563 tmp = NULL; 1418 tmp = 0;
1564 break; 1419 break;
1565 } 1420 }
1421
1566 if (mflags & P_IS_ALIVE) { 1422 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1425 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1426 }
1576 if (tmp == NULL) 1427
1428 if (!tmp)
1577 return find_arrow(op, type); 1429 return find_arrow (op, type);
1578 1430
1579 if (tmp->head) 1431 if (tmp->head)
1580 tmp = tmp->head; 1432 tmp = tmp->head;
1581 1433
1582 return find_better_arrow(op, tmp, type, &i); 1434 return find_better_arrow (op, tmp, type, &i);
1583} 1435}
1584 1436
1585/* 1437/*
1586 * Creature fires a bow - op can be monster or player. Returns 1438 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1439 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1442 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1443 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1444 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1445 * player fire modes.
1594 */ 1446 */
1447int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1448fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1449{
1598 object *left, *bow; 1450 object *left, *bow;
1599 tag_t left_tag, tag; 1451 int mflags;
1600 int bowspeed, mflags; 1452 maptile *m;
1601 mapstruct *m;
1602 1453
1603 if (!dir) { 1454 if (!dir)
1455 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1457 return 0;
1458 }
1459
1460 if (op->contr)
1461 bow = op->current_weapon;
1462 else
1606 } 1463 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1464 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1465 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1466 * don't need to switch back and forth between bows and weapons.
1613 */ 1467 */
1614 if(bow->type==BOW) 1468 if (bow->type == BOW)
1615 break; 1469 break;
1616 1470
1617 if (!bow) { 1471 if (!bow)
1472 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1474 return 0;
1620 } 1475 }
1476
1477 // optimisation: move object to top so we will find it quickly again
1478 if (bow->below)
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1621 } 1483 }
1484
1622 if( !bow->race || !bow->skill) { 1485 if (!bow->race || !bow->skill)
1486 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1488 return 0;
1625 } 1489 }
1626 1490
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1491 if (arrow == NULL)
1492 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1493 if ((arrow = find_arrow (op, bow->race)) == NULL)
1494 {
1637 if (op->type == PLAYER) 1495 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1497 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1498 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1499 CLEAR_FLAG (op, FLAG_READY_BOW);
1500
1643 return 0; 1501 return 0;
1644 } 1502 }
1645 } 1503 }
1504
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1505 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1506 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1507 return 0;
1649 } 1508
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1509 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1510 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1511 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1512 return 0;
1653 } 1513 }
1654 1514
1655 /* this should not happen, but sometimes does */ 1515 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1516 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1519 arrow->destroy ();
1520 return 0;
1521 }
1661 1522
1662 left = arrow; /* these are arrows left to the player */ 1523 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1524 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1525 if (!arrow)
1665 if (arrow == NULL) { 1526 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1527 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1528 return 0;
1668 return 0;
1669 } 1529 }
1670 set_owner(arrow, op); 1530
1671 if (arrow->skill) free_string(arrow->skill); 1531 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1532 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1533 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1534
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1535 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1536 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1537 arrow->stats.grace = arrow->attacktype;
1538
1687 if (arrow->slaying != NULL) 1539 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1540 arrow->spellarg = strdup (arrow->slaying);
1689 1541
1690 /* Note that this was different for monsters - they got their level 1542#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1543 if (player *pl = op->contr)
1692 */
1693 1544 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1545 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1546
1547 /* penalize ROF for bestarrow */
1548 if (pl->bowtype == bow_bestarrow)
1549 speed *= .9f;
1550 else
1551 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1552
1553 op->speed_left += speed - op->speed;
1554 }
1555#endif
1556
1557 SET_ANIMATION (arrow, arrow->direction);
1558
1698 /* update the speed */ 1559 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1560 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1561 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1562
1704 if (arrow->speed < 1.0) 1563 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1564 arrow->speed_left = 0;
1708 1565
1566 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1567
1709 if (op->type == PLAYER) { 1568 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1569 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1570 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1571 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1572
1573 if (!arrow->slaying)
1574 arrow->slaying = op->slaying;
1575
1576 arrow->attacktype |= op->attacktype;
1577 }
1578 else
1579 {
1720 arrow->level = op->level; 1580 arrow->level = op->level;
1721 } 1581 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1582
1583 if (!arrow->slaying)
1584 arrow->slaying = bow->slaying;
1585
1723 arrow->attacktype |= bow->attacktype; 1586 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1587 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1588
1727 arrow->map = m; 1589 wc -= arrow->level;
1590 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1591
1592 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1593 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1594 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1595
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1596 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1597 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1598
1735 if (!was_destroyed(arrow, tag)) 1599 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1600 move_arrow (arrow);
1737 1601
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1602 return 1;
1745} 1603}
1746 1604
1747/* Special fire code for players - this takes into 1605/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1606 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1607 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1608 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1609 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1610 * hence the function name.
1753 */ 1611 */
1612int
1754int player_fire_bow(object *op, int dir) 1613player_fire_bow (object *op, int dir)
1755{ 1614{
1756 int ret=0, wcmod=0; 1615 int ret;
1757 1616
1758 if (op->contr->bowtype == bow_bestarrow) { 1617 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1618 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1619 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1620 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1621 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1622 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1623 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1625 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1626 else if (op->contr->bowtype == bow_threewide)
1627 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1629 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1631 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1632 else if (op->contr->bowtype == bow_spreadshot)
1633 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1634 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1635 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1636 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1637 }
1776 } else { 1638 else
1639 {
1777 /* Simple case */ 1640 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1641 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1642 }
1643
1780 return ret; 1644 return ret;
1781} 1645}
1782
1783 1646
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1647/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1648 * Broken apart from 'fire' to keep it more readable.
1786 */ 1649 */
1650void
1787void fire_misc_object(object *op, int dir) 1651fire_misc_object (object *op, int dir)
1788{ 1652{
1789 object *item; 1653 object *item = op->contr->ranged_ob;
1790 1654
1791 if (!op->contr->ranges[range_misc]) { 1655 if (!item)
1656 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1657 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1658 return;
1794 } 1659 }
1795 1660
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1661 if (!item->inv)
1662 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1663 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1664 return;
1800 } 1665 }
1801 if (item->type == WAND) { 1666
1802 if(item->stats.food<=0) { 1667 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1668 return;
1806 } 1669
1670 if (item->type == WAND)
1671 {
1672 if (item->stats.food <= 0)
1673 {
1674 op->contr->play_sound (sound_find ("wand_poof"));
1675 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1676
1677 return;
1678 }
1679 }
1680 else if (item->type == ROD || item->type == HORN)
1681 {
1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1683
1684 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1687 {
1688 op->contr->play_sound (sound_find ("wand_poof"));
1689
1690 if (item->type == ROD)
1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1692 else
1693 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1694
1695 return;
1696 }
1697 }
1698
1699 if (cast_spell (op, item, dir, item->inv, NULL))
1700 {
1701 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702
1703 if (item->type == WAND)
1704 {
1705 if (!(--item->stats.food))
1706 {
1707 object *tmp;
1708
1709 if (item->arch)
1710 {
1711 CLEAR_FLAG (item, FLAG_ANIMATE);
1712 item->face = item->arch->face;
1713 item->set_speed (0);
1714 }
1715
1716 if (object *pl = item->visible_to ())
1717 esrv_update_item (UPD_ANIM, pl, item);
1718 }
1719 }
1807 } else if (item->type == ROD || item->type==HORN) { 1720 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1721 drain_rod_charge (item);
1837 }
1838 } 1722 }
1839} 1723}
1840 1724
1841/* Received a fire command for the player - go and do it. 1725/* Received a fire command for the player - go and do it.
1842 */ 1726 */
1727bool
1843void fire(object *op,int dir) { 1728fire (object *op, int dir)
1729{
1844 int spellcost=0; 1730 int spellcost = 0;
1845 1731
1732 player *pl = op->contr;
1733
1734 if (pl->golem)
1735 {
1736 control_golem (op->contr->golem, dir);
1737 return false;
1738 }
1739
1740 object *ob = pl->ranged_ob;
1741
1742 if (!ob)
1743 return false;
1744
1745 if (op->speed_left > 0.f)
1746 --op->speed_left;
1747 else
1748 return false;
1749
1750 if (!op->change_weapon (ob))
1751 return false;
1752
1846 /* check for loss of invisiblity/hide */ 1753 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1754 if (action_makes_visible (op))
1755 make_visible (op);
1848 1756
1849 switch(op->contr->shoottype) { 1757 switch (ob->type)
1850 case range_none: 1758 {
1851 return; 1759 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1760 player_fire_bow (op, dir);
1855 return; 1761 break;
1856 1762
1857 case range_magic: /* Casting spells */ 1763 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1764 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1765 break;
1860 1766
1861 case range_misc: 1767 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1768 apply_map_builder (op, dir);
1886 return; 1769 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1770
1771 case SKILL:
1772 do_skill (op, op, ob, dir, 0);
1773 break;
1893 1774
1775 default:
1776 fire_misc_object (op, dir);
1777 break;
1778 }
1779
1780 return true;
1781}
1894 1782
1895/* find_key 1783/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1784 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1785 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1786 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1788 * pl is the player,
1901 * inv is the objects inventory to searched 1789 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1790 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1791 * This function can be called recursively to search containers.
1904 */ 1792 */
1905 1793object *
1906object * find_key(object *pl, object *container, object *door) 1794find_key (object *pl, object *container, object *door)
1907{ 1795{
1908 object *tmp,*key; 1796 object *tmp, *key;
1909 1797
1910 /* Should not happen, but sanity checking is never bad */ 1798 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1799 if (!container->inv)
1800 return 0;
1912 1801
1913 /* First, lets try to find a key in the top level inventory */ 1802 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1803 for (tmp = container->inv; tmp; tmp = tmp->below)
1804 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1805 if (door->type == DOOR && tmp->type == KEY)
1806 break;
1916 /* For sanity, we should really check door type, but other stuff 1807 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1808 * (like containers) can be locked with special keys
1918 */ 1809 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1811 break;
1921 } 1812 }
1813
1922 /* No key found - lets search inventories now */ 1814 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1815 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1816 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1817 * a key, return
1926 */ 1818 */
1927 if (!tmp) { 1819 if (!tmp)
1820 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1821 for (tmp = container->inv; tmp; tmp = tmp->below)
1822 {
1929 /* No reason to search empty containers */ 1823 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1824 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1825 {
1826 if ((key = find_key (pl, tmp, door)))
1827 return key;
1828 }
1829 }
1830
1831 if (!tmp)
1832 return NULL;
1932 } 1833 }
1933 } 1834
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1835 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1836 * see if we actually want to use it
1938 */ 1837 */
1939 if (pl!=container) { 1838 if (pl != container)
1839 {
1940 /* Only let players use keys in containers */ 1840 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1841 if (!pl->contr)
1842 return NULL;
1942 /* cases where this fails: 1843 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1844 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1845 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1846 * If the container is not active, return now since only active
1946 * containers can be used. 1847 * containers can be used.
1947 * If we only search keyrings and the container does not have 1848 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1849 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1850 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1851 * inv must have been an container and must have been active.
1951 * 1852 *
1952 * Change the color so that the message doesn't disappear with 1853 * Change the color so that the message doesn't disappear with
1953 * all the others. 1854 * all the others.
1954 */ 1855 */
1955 if (pl->contr->usekeys == key_inventory || 1856 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1857 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 (!container->race || strcmp(container->race, "keys"))) 1859 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1862 return NULL;
1964 } 1863 }
1965 } 1864 }
1865
1966 return tmp; 1866 return tmp;
1967} 1867}
1968 1868
1969/* moved door processing out of move_player_attack. 1869/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1870 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1871 * such that the caller should not do anything more,
1972 * 0 otherwise 1872 * 0 otherwise
1973 */ 1873 */
1874static int
1974static int player_attack_door(object *op, object *door) 1875player_attack_door (object *op, object *door)
1975{ 1876{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1877 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1878 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1879 * otherwise, we fall through to the rest of the code.
1980 */ 1880 */
1981 object *key=find_key(op, op, door); 1881 object *key = find_key (op, op, door);
1982 1882
1983 /* IF we found a key, do some extra work */ 1883 /* If we found a key, do some extra work */
1984 if (key) { 1884 if (key)
1885 {
1985 object *container=key->env; 1886 object *container = key->env;
1986 1887
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1888 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1889 make_visible (op);
1890
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1891 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1892 spring_trap (door->inv, op);
1893
1990 if (door->type == DOOR) { 1894 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1895 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1896 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1897 {
1995 "You open the door with the %s", query_short_name(key)); 1898 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1899 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1900 }
1901
1998 /* Do this after we print the message */ 1902 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1903 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1904
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1905 return 1; /* Nothing more to do below */
1906 }
2004 } else if (door->type==LOCKED_DOOR) { 1907 else if (door->type == LOCKED_DOOR)
1908 {
2005 /* Might as well return now - no other way to open this */ 1909 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1910 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1911 return 1;
2008 } 1912 }
1913
2009 return 0; 1914 return 0;
2010} 1915}
2011 1916
2012/* This function is just part of a breakup from move_player. 1917/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1918 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1919 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1920 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1921 * going to try and move (not fire weapons).
2017 */ 1922 */
2018 1923bool
2019void move_player_attack(object *op, int dir) 1924move_player_attack (object *op, int dir)
2020{ 1925{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1926 int on_battleground;
2024 mapstruct *m;
2025 1927
2026 nx=freearr_x[dir]+op->x; 1928 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1929 sint16 ny = freearr_y[dir] + op->y;
2028 1930
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1931 on_battleground = op_on_battleground (op, 0, 0);
2030 1932
1933 if (out_of_map (op->map, nx, ny))
1934 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
1941
2031 /* If braced, or can't move to the square, and it is not out of the 1942 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1943 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1944 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1945 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1946 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1947 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1948 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1949 * move_ob uses.
2039 */ 1950 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1951 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 1952
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1953 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 1954 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 1955 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1956 * on the space
2057 */ 1957 */
2058 while (tmp!=NULL) { 1958 object *mon;
2059 if (tmp == op) { 1959 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 1960 {
2061 continue; 1961 if ((mon->flag [FLAG_ALIVE]
1962 || mon->type == LOCKED_DOOR
1963 || mon->flag [FLAG_CAN_ROLL])
1964 && mon != op)
1965 break;
2062 } 1966 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1967
2064 mon = tmp;
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 1968 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 1969 return false; /* into a wall */
2074 1970
2075 if(mon->head != NULL)
2076 mon = mon->head; 1971 mon = mon->head_ ();
2077 1972
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1973 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1974 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 1975 if (player_attack_door (op, mon))
1976 {
1977 --op->contr->weapon_sp_left;
1978 return true;
1979 }
2080 1980
2081 /* The following deals with possibly attacking peaceful 1981 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 1982 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 1983 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 1984 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 1985 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 1986 * and thus will not push them.
2087 */ 1987 */
2088 1988
2089 /* If the creature is a pet, push it even if the player is not 1989 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 1990 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 1991 * player owns it and it is either friendly or unagressive.
2092 */ 1992 */
2093 if ((op->type==PLAYER) 1993 if (op->type == PLAYER
2094#if COZY_SERVER 1994 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1995 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 1996 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1997 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 1998 {
2106 /* If we're braced, we don't want to switch places with it */ 1999 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2000 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2001 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2002
2003 if (op->speed_left > 0.f)
2004 {
2005 --op->speed_left;
2006
2007 op->play_sound (sound_find ("push_player"));
2008 push_ob (mon, dir, op);
2009
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2014 }
2015 else
2016 return false;
2017 }
2018
2114 /* in certain circumstances, you shouldn't attack friendly 2019 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2020 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2021 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2022 * attack them either.
2118 */ 2023 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2024 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2025 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2026 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2027 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2028 && !on_battleground))
2029 {
2030 if (op->speed_left > 0.f)
2031 {
2032 --op->speed_left;
2033
2034 if (!op->contr->braced)
2128 )) { 2035 {
2129 if (!op->contr->braced) { 2036 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2037 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2038 }
2132 } else { 2039 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2040 op->statusmsg ("You withhold your attack");
2041
2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2043 make_visible (op);
2044
2045 return true;
2046 }
2134 } 2047 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 2048 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2049 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2050 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2051 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2052 {
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2142 recursive_roll(mon,dir,op); 2057 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2058 if (action_makes_visible (op))
2144 } 2059 make_visible (op);
2145 2060
2061 return true;
2062 }
2063 }
2146 /* Any generic living creature. Including things like doors. 2064 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2065 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2066 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2067 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2068 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2069 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2070 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2071 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2072 {
2073 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2074 {
2075 --op->contr->weapon_sp_left;
2156 2076
2157 /* If the player hasn't hit something this tick, and does 2077 skill_attack (mon, op, 0, 0, 0);
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2078
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2079 if (action_makes_visible (op))
2080 make_visible (op);
2081
2082 return true;
2083 }
2166 } 2084 }
2167 2085
2168 skill_attack(mon, op, 0, NULL, NULL); 2086 return false;
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */
2185} 2087}
2186 2088
2089bool
2187int move_player(object *op,int dir) { 2090move_player (object *op, int dir)
2091{
2188 int pick; 2092 int pick;
2189 2093
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2094 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2095 return 0;
2096
2097 /* Sanity check: make sure dir is valid */
2098 if ((dir < 0) || (dir >= 9))
2099 {
2100 LOG (llevError, "move_player: invalid direction %d\n", dir);
2101 return 0;
2102 }
2103
2104 /* peterm: added following line */
2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2107
2108 op->facing = dir;
2109
2110 if (op->flag [FLAG_HIDDEN])
2111 do_hidden_move (op);
2112
2113 bool retval;
2114
2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2116 retval = RESULT_INT (0);
2117 else if (op->contr->fire_on)
2118 retval = fire (op, dir);
2119 else
2120 {
2121 retval = move_player_attack (op, dir);
2122 pick = check_pick (op);
2123 }
2124
2125 /* Add special check for newcs players and fire on - this way, the
2126 * server can handle repeat firing.
2127 */
2128 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2129 op->direction = dir;
2130 else
2131 op->direction = 0;
2132
2133 /* Update how the player looks. Use the facing, so direction may
2134 * get reset to zero. This allows for full animation capabilities
2135 * for players.
2136 */
2137 animate_object (op, op->facing);
2138
2139 return retval;
2229} 2140}
2230 2141
2231/* This is similar to handle_player, below, but is only used by the 2142/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2143 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2144 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2145 * the new speed values for commands.
2235 * 2146 *
2236 * Returns true if there are more actions we can do. 2147 * Returns true if there are more actions we can do. Should not do
2148 * many actions in a row, as that would be too unfair to other
2149 * players.
2237 */ 2150 */
2151bool
2238int handle_newcs_player(object *op) 2152handle_newcs_player (object *op)
2239{ 2153{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2154 if (QUERY_FLAG (op, FLAG_SCARED))
2257 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0;
2262 }
2263 } 2155 {
2156 if (op->speed_left > 0.f)
2157 {
2158 --op->speed_left;
2159 flee_player (op);
2264 2160
2265 /* I've been seeing crashes where the golem has been destroyed, but 2161 return true;
2266 * the player object still points to the defunct golem. The code that 2162 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2163 else
2268 * put this in a a workaround to clean up the golem pointer. 2164 return false;
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 } 2165 }
2276 2166
2277 /* call this here - we also will call this in do_ericserver, but 2167 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2168 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2169 * called, so we recheck it here.
2280 */ 2170 */
2281 HandleClient(&op->contr->socket, op->contr); 2171 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2172 return true;
2283 2173
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2174 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2175 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2176
2294 else return 0; 2177 return false;
2295 } 2178}
2179
2180int
2181save_life (object *op)
2182{
2183 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2184 return 0;
2297}
2298 2185
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2186 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2188 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2189 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2190 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2191
2311 if (op->contr) 2192 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2194
2316 if(op->stats.hp<0) 2195 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2196 op->stats.hp = op->stats.maxhp;
2197
2318 if(op->stats.food<0) 2198 if (op->stats.food < 0)
2319 op->stats.food = 999; 2199 op->stats.food = 999;
2320 fix_player(op); 2200
2201 op->update_stats ();
2321 return 1; 2202 return 1;
2322 } 2203 }
2204
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2205 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2206 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2207 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2208 return 0;
2327} 2209}
2328 2210
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2211/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2212 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2213 * function will descend into containers. op is the object to start the search
2332 * from. 2214 * from.
2333 */ 2215 */
2216static void
2334void remove_unpaid_objects(object *op, object *env) 2217drop_unpaid_items (object *op, object *env)
2335{ 2218{
2336 object *next;
2337
2338 while (op) { 2219 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2220 {
2340 * we remove object 'op' 2221 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2222
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2223 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2224 op->insert_at (env);
2344 op->x = env->x; 2225 else if (op->inv)
2345 op->y = env->y; 2226 drop_unpaid_items (op->inv, env);
2346 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2227
2228 op = next;
2229 }
2230}
2231
2232void
2233object::drop_unpaid_items ()
2234{
2235 if (!flag [FLAG_REMOVED])
2236 ::drop_unpaid_items (inv, this);
2237}
2355 2238
2356/* 2239/*
2357 * Returns pointer a static string containing gravestone text 2240 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2241 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2242 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2243 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2244 * but there isn't one in the server directory.
2362 */ 2245 */
2246const char *
2363char *gravestone_text (object *op) 2247gravestone_text (object *op)
2364{ 2248{
2249 static dynbuf_text buf;
2250
2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2254 if (op->type == PLAYER)
2255 buf << " the " << op->contr->title;
2256
2257 buf << "\n\n";
2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2263 if (op->type == PLAYER)
2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2265
2266 {
2365 static char buf2[MAX_BUF]; 2267 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2268 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 if (op->type == PLAYER) {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2270 buf << buf2;
2389 strcat (buf2, buf); 2271 }
2272
2390 return buf2; 2273 return buf;
2391} 2274}
2392 2275
2393 2276void
2394
2395void do_some_living(object *op) { 2277do_some_living (object *op)
2278{
2396 int last_food=op->stats.food; 2279 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2280 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2281 int over_hp, over_sp, over_grace;
2399 int i; 2282 int i;
2400 int rate_hp = 1200; 2283 int rate_hp = 1200;
2401 int rate_sp = 2500; 2284 int rate_sp = 2500;
2402 int rate_grace = 2000; 2285 int rate_grace = 2000;
2403 const int max_hp = 1; 2286 const int max_hp = 1;
2404 const int max_sp = 1; 2287 const int max_sp = 1;
2405 const int max_grace = 1; 2288 const int max_grace = 1;
2406 2289
2407 if (op->contr->outputs_sync) { 2290 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2291 {
2409 if (op->contr->outputs[i].buf!=NULL && 2292 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2293 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2294 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly.
2296 */
2297 if (pticks & 2)
2298 op->invisible--;
2412 } 2299 }
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301 {
2302 if (!op->invisible--)
2303 {
2304 make_visible (op);
2305 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2306 }
2307 }
2413 2308
2414 if(op->contr->state==ST_PLAYING) { 2309 if (op->contr->ns->state == ST_PLAYING)
2415 2310 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2311 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2312 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529
2530 if(op->contr->gen_hp > 0) 2313 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2314 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2315 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2316 {
2317 gen_hp = op->stats.maxhp;
2318 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2319 }
2320
2321 if (op->contr->gen_sp >= 0)
2322 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2323 else
2324 {
2325 gen_sp = op->stats.maxsp;
2326 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2327 }
2328
2329 if (op->contr->gen_grace >= 0)
2330 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2331 else
2332 {
2333 gen_grace = op->stats.maxgrace;
2334 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2335 }
2336
2337 /* Regenerate Grace */
2338 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2339 if (--op->last_grace < 0)
2340 {
2341 if (op->stats.grace < op->stats.maxgrace / 2)
2342 op->stats.grace++; /* no penalty in food for regaining grace */
2343
2344 if (max_grace > 1)
2345 {
2346 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2347 if (over_grace > 0)
2348 {
2349 op->stats.sp += over_grace
2350 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2351 op->last_grace = 0;
2352 }
2353 else
2354 {
2355 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2356 }
2357 }
2358 else
2359 {
2360 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2361 }
2362 /* wearing stuff doesn't detract from grace generation. */
2363 }
2364
2365 if (op->stats.food > 0)
2366 {
2367 /* Regenerate Spell Points */
2368 if (!op->contr->golem && --op->last_sp < 0)
2369 {
2370 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2371
2372 if (op->stats.sp < op->stats.maxsp)
2373 {
2374 op->stats.sp++;
2375
2376 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ))
2378 {
2379 op->stats.food--;
2380
2381 if (op->contr->digestion < 0)
2382 op->stats.food += op->contr->digestion;
2383 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2384 op->stats.food = last_food;
2385 }
2386 }
2387
2388 if (max_sp > 1)
2389 {
2390 over_sp = (gen_sp + 10) / rate_sp;
2391 if (over_sp > 0)
2392 {
2393 if (op->stats.sp < op->stats.maxsp)
2394 {
2395 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2396
2397 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2398 op->stats.sp--;
2399
2400 if (op->stats.sp > op->stats.maxsp)
2401 op->stats.sp = op->stats.maxsp;
2402 }
2403
2404 op->last_sp = 0;
2405 }
2406 else
2407 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2408 }
2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2411 }
2412
2413 /* Regenerate Hit Points */
2414 if (--op->last_heal < 0)
2415 {
2416 if (op->stats.hp < op->stats.maxhp)
2417 {
2418 op->stats.hp++;
2419
2420 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ))
2422 {
2423 op->stats.food--;
2424
2425 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion;
2427 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food = last_food;
2429 }
2430 }
2431
2432 if (max_hp > 1)
2433 {
2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2435
2436 if (over_hp > 0)
2437 {
2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2439 op->last_heal = 0;
2440 }
2441 else
2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2443 }
2444 else
2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2446 }
2447 }
2448
2449 /* Digestion */
2450 if (--op->last_eat < 0)
2451 {
2452 int bonus = max (0, op->contr->digestion),
2453 penalty = max (0, -op->contr->digestion);
2454
2455 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2456
2534 /* dms do not consume food */ 2457 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2458 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2459 op->stats.food--;
2537 } 2460 }
2538 2461
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2463 {
2464 object *flesh = 0;
2541 2465
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2466 for_inv_removable (op, tmp)
2467 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2468 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469 continue;
2470
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2472 {
2546 manual_apply(op,tmp,0); 2473 op->statusmsg ("You blindly grab for a bite of food. "
2474 "H<To prevent you from starving, you ate some random item from your backpack.>");
2475 manual_apply (op, tmp, 0);
2476
2547 if(op->stats.food>=0||op->stats.hp<0) 2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2478 break;
2549 } 2479 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2480 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2481 flesh = tmp;
2552 } /* end of for loop */ 2482 }
2483
2553 /* If player is still starving, it means they don't have any food, so 2484 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2485 * eat flesh instead.
2555 */ 2486 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2488 {
2489 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2491 manual_apply (op, flesh, 0);
2559 } 2492 }
2560 } /* end if player is starving */
2561 2493
2562 while(op->stats.food<0&&op->stats.hp>0) 2494 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2495 if (op->stats.food < 0)
2564 2496 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2497 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2498 }
2499
2500 if (op->stats.food < 0)
2501 {
2502 op->stats.hp += op->stats.food;
2503 op->stats.food = 0;
2504
2505 if (op->stats.hp < 0)
2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2509 }
2510 }
2511
2512 /* killer should be set here already */
2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2514 kill_player (op);
2515 }
2516}
2570 2517
2571/* If the player should die (lack of hp, food, etc), we call this. 2518/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2519 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2520 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2521 * file.
2575 */ 2522 */
2523void
2576void kill_player(object *op) 2524kill_player (object *op)
2577{ 2525{
2526 int x, y;
2578 char buf[MAX_BUF]; 2527 char buf[MAX_BUF];
2579 int x,y,i;
2580 mapstruct *map; /* this is for resurrection */ 2528 maptile *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again; 2529 int will_kill_again;
2587 archetype *at; 2530 archetype *at;
2588 object *tmp; 2531 object *tmp;
2589 2532
2590 if(save_life(op)) 2533 if (save_life (op))
2591 return; 2534 return;
2592 2535
2536 /* restore player */
2537 at = archetype::find ("poisoning");
2538 if (object *tmp = present_arch_in_ob (at, op))
2539 {
2540 tmp->destroy ();
2541 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2542 }
2593 2543
2544 at = archetype::find ("confusion");
2545 if (object *tmp = present_arch_in_ob (at, op))
2546 {
2547 tmp->destroy ();
2548 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2549 }
2550
2551 cure_disease (op, 0, 0); /* remove any disease */
2552
2553 max_it (op->stats.hp , op->stats.maxhp);
2554 max_it (op->stats.sp , op->stats.maxsp);
2555 max_it (op->stats.grace, op->stats.maxgrace);
2556
2557 if (op->stats.food <= 0)
2558 op->stats.food = 999;
2559
2560 // remove all spell effects that are active
2561 // to avoid long-term effects such as word-of-recall
2562 for (object *item = op->inv; item; )
2563 {
2564 object *next = item->below;
2565
2566 if (item->type == SPELL_EFFECT && item->active)
2567 item->destroy ();
2568
2569 item = next;
2570 }
2571
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2572 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2573 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2574 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2575 */
2598 if (op_on_battleground(op, &x, &y)) { 2576 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2577 {
2600 "You have been defeated in combat!"); 2578 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2579 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life...");
2603
2604 /* restore player */
2605 at = find_archetype("poisoning");
2606 tmp=present_arch_in_ob(at,op);
2607 if (tmp) {
2608 remove_ob(tmp);
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611 }
2612 2580
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 }
2620
2621 cure_disease(op,0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999;
2624
2625 /* create a bodypart-trophy to make the winner happy */ 2581 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2583 {
2584 tmp->name = format ("%s's finger" , &op->name);
2585 tmp->name_pl = format ("%s's fingers", &op->name);
2586 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title,
2589 (int)op->level,
2590 op->contr->killer_name ()
2591 );
2592 tmp->value = 0, tmp->type = 0;
2593 tmp->materialname = "organics";
2594 tmp->insert_at (op, tmp);
2628 { 2595 }
2629 sprintf(buf,"%s's finger",op->name); 2596
2630 tmp->name = add_string(buf);
2631 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer);
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641
2642 /* teleport defeated player to new destination*/ 2597 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2598 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2599 op->contr->braced = 0;
2645 return; 2600 return;
2646 } 2601 }
2647 2602
2648 INVOKE_PLAYER (DEATH, op->contr); 2603 INVOKE_PLAYER (DEATH, op->contr);
2649 2604
2650 command_kill_pets (op, 0); 2605 command_kill_pets (op, 0);
2651 2606
2652 if(op->stats.food<0) { 2607 op->contr->play_sound (sound_find ("player_dies"));
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name);
2660 strcpy(op->contr->killer,"starvation");
2661 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2608
2673 /* save the map location for corpse, gravestone*/ 2609 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2610 x = op->x;
2611 y = op->y;
2612 map = op->map;
2675 2613
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2614 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2615 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2616 * See the config.h file for a little more in depth detail about this.
2681 */ 2617 */
2682 2618
2683 /* Basically two ways to go - remove a stat permanently, or just 2619 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2620 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2621 * of death.
2686 */ 2622 */
2687#ifndef COZY_SERVER 2623#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2624 if (settings.balanced_stat_loss)
2625 {
2689 /* If stat loss is permanent, lose one stat only. */ 2626 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2627 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2628 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2629 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2630 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2631 little bit harder. */
2695 /* GD */ 2632 /* GD */
2696 if (settings.stat_loss_on_death) 2633 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2634 num_stats_lose = 1;
2698 else 2635 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2636 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2637 }
2638 else
2701 num_stats_lose = 1; 2639 num_stats_lose = 1;
2702 } 2640
2703 lost_a_stat = 0; 2641 lost_a_stat = 0;
2704 2642
2705 for (z=0; z<num_stats_lose; z++) { 2643 for (z = 0; z < num_stats_lose; z++)
2706 i = RANDOM() % NUM_STATS; 2644 {
2645 i = rndm (NUM_STATS);
2707 2646
2708 if (settings.stat_loss_on_death) { 2647 if (settings.stat_loss_on_death)
2648 {
2709 /* Pick a random stat and take a point off it. Tell the player 2649 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2650 * what he lost.
2711 */ 2651 */
2712 change_attr_value(&(op->stats), i,-1); 2652 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2653 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2654 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2655 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2656 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2657 lost_a_stat = 1;
2718 } else { 2658 }
2659 else
2660 {
2719 /* deplete a stat */ 2661 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2662 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2663 object *dep;
2664
2665 dep = present_arch_in_ob (deparch, op);
2666 if (!dep)
2722 2667 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2668 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2669 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2670 }
2756 if (lose_this_stat) { 2671 lose_this_stat = 1;
2672 if (settings.balanced_stat_loss)
2673 {
2674 /* GD */
2675 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2676 this_stat = get_attr_value (&(dep->stats), i);
2677 if (this_stat < 0)
2678 {
2679 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2680 int keep_chance = this_stat * this_stat;
2681
2682 /* Yes, I am paranoid. Sue me. */
2683 if (keep_chance < 1)
2684 keep_chance = 1;
2685
2686 /* There is a maximum depletion total per level. */
2687 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2688 {
2689 lose_this_stat = 0;
2690 /* Take loss chance vs keep chance to see if we
2691 retain the stat. */
2692 }
2693 else
2694 {
2695 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2696 lose_this_stat = 0;
2697 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2698 this_stat, keep_chance, loss_chance,
2699 lose_this_stat?"LOSE":"KEEP"); */
2700 }
2701 }
2702 }
2703
2704 if (lose_this_stat)
2705 {
2706 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2707 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2708 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2709 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2710 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2711 * difference.
2763 */ 2712 */
2764 if (this_stat>=-50) { 2713 if (this_stat >= -50)
2714 {
2765 change_attr_value(&(dep->stats), i, -1); 2715 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2716 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2717 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2718 op->update_stats ();
2769 lost_a_stat = 1; 2719 lost_a_stat = 1;
2770 } 2720 }
2771 } 2721 }
2722 }
2772 } 2723 }
2773 } 2724
2774 /* If no stat lost, tell the player. */ 2725 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2726 if (!lost_a_stat)
2776 { 2727 {
2777 /* determine_god() seems to not work sometimes... why is this? 2728 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2729 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2730 shstr_tmp god = determine_god (op);
2780 if (god && (strcmp(god, "none"))) 2731
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2732 if (god != shstr_none)
2782 "moment you feel the holy presence of %s protecting" 2733 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2783 " you.", god); 2734 else
2784 else 2735 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2736 }
2737#else
2738 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2788#endif 2739#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2740
2792 /* Put a gravestone up where the character 'almost' died. List the 2741 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2742 * exp loss on the stone.
2794 */ 2743 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2744 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2745 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2746 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2747 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2799 FREE_AND_COPY(tmp->name_pl, buf); 2748 &op->name, op->contr->title, op->contr->killer_name ());
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2749 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2751
2809 /**************************************/ 2752 /**************************************/
2810 /* */ 2753 /* */
2811 /* Subtract the experience points, */ 2754 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */ 2755 /* */
2815 /**************************************/ 2756 /**************************************/
2816 2757
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2758 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2759 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 2760
2843 /* 2761 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2762 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2763 * and put them back in the map.
2846 * in the map. 2764 */
2847 */ 2765 op->drop_unpaid_items ();
2848 2766
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op);
2852 break;
2853 }
2854 }
2855
2856
2857 /****************************************/ 2767 /****************************************/
2858 /* */ 2768 /* */
2859 /* Move player to his current respawn- */ 2769 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2770 /* position (usually last savebed) */
2861 /* */ 2771 /* */
2862 /****************************************/ 2772 /****************************************/
2863 2773
2864 enter_player_savebed(op); 2774 enter_player_savebed (op);
2865 2775
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2776 op->contr->braced = 0;
2870 save_player(op,1);
2871 2777
2872 /* it is possible that the player has blown something up 2778 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2779 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2780 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2781 * on the space that might harm the player.
2876 */ 2782 */
2877 will_kill_again=0; 2783 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2784 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2785 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2786 will_kill_again |= tmp->attacktype;
2881 } 2787
2882 if (will_kill_again) { 2788 if (will_kill_again)
2789 {
2883 object *force; 2790 object *force;
2884 int at; 2791 int at;
2885 2792
2886 force=get_archetype(FORCE_NAME); 2793 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2794 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2795 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2796 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2797 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2798 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2799 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2800 force->resist[at] = 100;
2894 } 2801
2895 insert_ob_in_ob(force, op); 2802 insert_ob_in_ob (force, op);
2896 fix_player(op); 2803 op->update_stats ();
2897 2804 }
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2805
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2806 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 }
2955 }
2956 play_again(op);
2957
2958 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2807}
2972 2808
2973 2809void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2810loot_object (object *op)
2811{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2812 object *tmp, *tmp2, *next;
2976 2813
2977 if (op->container) { /* close open sack first */ 2814 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2815
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2816 for (tmp = op->inv; tmp; tmp = next)
2817 {
2982 next=tmp->below; 2818 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2819
2984 remove_ob(tmp); 2820 if (tmp->invisible)
2821 continue;
2822
2823 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2824 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2825
2987 loot_object(tmp); 2826 if (tmp->type == CONTAINER)
2988 } 2827 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2828
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2829 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2830 {
2991 if(tmp->nrof>1) { 2831 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2832 {
2993 free_object(tmp2); 2833 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 }
2836 else
2837 tmp->destroy ();
2838 }
2995 } else 2839 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2840 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2841 }
3000} 2842}
3001 2843
3002/* 2844/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2845 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2846 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2847 * was changed.
3006 */ 2848 */
3007 2849void
3008void fix_weight(void) { 2850fix_weight (void)
3009 player *pl; 2851{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2852 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2853 {
3012 if(old == sum) 2854 sint32 old = pl->ob->carrying;
3013 continue; 2855
3014 fix_player(pl->ob); 2856 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2857
3016 pl->ob->name, old, sum); 2858 if (old != pl->ob->carrying)
2859 {
2860 pl->ob->update_stats ();
2861 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2862 }
3017 } 2863 }
3018} 2864}
3019 2865
2866void
3020void fix_luck(void) { 2867fix_luck (void)
3021 player *pl; 2868{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2869 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2870 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2871 pl->ob->change_luck (0);
3025} 2872}
3026
3027 2873
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2874/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2875 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2876 * just treat this as any other spell casting object.
3031 */ 2877 */
3032
3033void 2878void
3034cast_dust (object * op, object * throw_ob, int dir) 2879cast_dust (object *op, object *throw_ob, int dir)
3035{ 2880{
3036 object *skop, *spob; 2881 object *skop, *spob;
3037 2882
3038 skop = find_skill_by_name (op, throw_ob->skill); 2883 skop = find_skill_by_name (op, throw_ob->skill);
3039 2884
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2885 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2886 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2887 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2888 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2889 return;
3046 } 2890 }
3047 2891
3048 spob = throw_ob->inv; 2892 spob = throw_ob->inv;
3049 2893
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2894 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 2895 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2896 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2897 if (!spob)
3054 { 2898 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2899 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 2900 return;
3058 } 2901 }
3059 2902
3060 if (op->type == PLAYER) 2903 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2904 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2905
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2906 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2907
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2908 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 2909}
3069 2910
2911void
3070void make_visible (object *op) { 2912make_visible (object *op)
3071 op->hide = 0; 2913{
2914 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2915 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079 2916
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 2917 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 2918 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2919 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2920 op->contr->invis_race = 0;
2921 }
2922
2923 update_object (op, UP_OBJ_CHANGE);
2924}
2925
2926int
2927is_true_undead (object *op)
2928{
2929 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2930 return 1;
2931
3089 return 0; 2932 return 0;
3090} 2933}
3091 2934
3092/* look at the surrounding terrain to determine 2935/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2936 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2937 * indicate greater hideability.
3095 */ 2938 */
3096 2939int
3097int hideability(object *ob) { 2940hideability (object *ob)
2941{
3098 int i,level=0, mflag; 2942 int i, level = 0, mflag;
3099 sint16 x,y; 2943 sint16 x, y;
3100 2944
3101 if(!ob||!ob->map) return 0; 2945 if (!ob || !ob->map)
2946 return 0;
3102 2947
3103 /* so, on normal lighted maps, its hard to hide */ 2948 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 2949 level = ob->map->darklevel () - 2;
3105 2950
3106 /* this also picks up whether the object is glowing. 2951 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 2952 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 2953 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2954 if (has_carried_lights (ob))
2955 level = -(10 + (2 * ob->map->darklevel ()));
3110 2956
3111 /* scan through all nearby squares for terrain to hide in */ 2957 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2958 for (i = 0, x = ob->x, y = ob->y;
2959 i <= SIZEOFFREE1;
2960 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2961 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2962 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 2963 if (mflag & P_OUT_OF_MAP)
2964 continue;
2965
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2966 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 2967 level += 2;
3117 else /* open terrain! */ 2968 else /* open terrain! */
3118 level -= 1; 2969 level -= 1;
3119 } 2970 }
3120 2971
3121#if 0 2972#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2973 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 2974#endif
3124 return level; 2975 return level;
3125} 2976}
3126 2977
3127/* For Hidden creatures - a chance of becoming 'unhidden' 2978/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 2979 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 2980 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 2981 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 2982 */
3132 2983void
3133void do_hidden_move (object *op) { 2984do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2985{
3135 object *skop; 2986 int hide = 0;
3136 2987
3137 if(!op || !op->map) return; 2988 if (!op || !op->map)
2989 return;
3138 2990
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2991 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2992 int num = random_roll (0, 19, op, PREFER_LOW);
3140 2993
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 2994 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 2995 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 2996 if (!skop || num >= skop->level)
2997 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2998 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 2999 make_visible (op);
3146 return; 3000 return;
3147 } else num += 20;
3148 } 3001 }
3002 else
3003 num += 20;
3004
3149 num += op->map->difficulty; 3005 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3006 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3007 num -= hide;
3008
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3009 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3010 {
3153 make_visible(op); 3011 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3012
3155 "You moved out of hiding! You are visible!"); 3013 if (op->type == PLAYER)
3014 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3015 }
3157 else if (op->type == PLAYER && skop) { 3016 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3017 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3018}
3161 3019
3162/* determine if who is standing near a hostile creature. */ 3020/* determine if who is standing near a hostile creature. */
3163 3021
3022int
3164int stand_near_hostile( object *who ) { 3023stand_near_hostile (object *who)
3024{
3165 object *tmp=NULL; 3025 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3026 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3027 maptile *m;
3168 sint16 x,y; 3028 sint16 x, y;
3169 3029
3170 if(!who) return 0; 3030 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3031 return 0;
3032
3033 if (who->type == PLAYER)
3034 player = 1;
3035
3036 else
3037 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3038
3039 /* search adjacent squares */
3040 for (i = 1; i < 9; i++)
3041 {
3042 x = who->x + freearr_x[i];
3043 y = who->y + freearr_y[i];
3044 m = who->map;
3045 mflags = get_map_flags (m, &m, x, y, &x, &y);
3046 /* space must be blocked if there is a monster. If not
3047 * blocked, don't need to check this space.
3048 */
3049 if (mflags & P_OUT_OF_MAP)
3050 continue;
3051 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3052 continue;
3053
3054 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3055 {
3056 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3057 return 1;
3058 else if (tmp->type == PLAYER)
3059 {
3060 /*don't let a hidden DM prevent you from hiding */
3061 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3062 return 1;
3063 }
3064 }
3065 }
3066 return 0;
3200} 3067}
3201 3068
3202/* check the player los field for viewability of the 3069/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3070 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3071 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3072 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3073 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3074 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3075 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3076 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3077 * imply the way your head, or body is facing? It's possible
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3078 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3079 * -b.t.
3213 * This function is now map tiling safe. 3080 * This function is now map tiling safe.
3214 */ 3081 */
3215 3082int
3216int player_can_view (object *pl,object *op) { 3083player_can_view (object *pl, object *op)
3084{
3217 rv_vector rv; 3085 rv_vector rv;
3218 int dx,dy; 3086 int dx, dy;
3219 3087
3220 if(pl->type!=PLAYER) { 3088 if (pl->type != PLAYER)
3089 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3090 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3091 return -1;
3247 op = op->more;
3248 } 3092 }
3093
3094 if (!pl || !op)
3249 return 0; 3095 return 0;
3096
3097 op = op->head_ ();
3098
3099 get_rangevector (pl, op, &rv, 0x1);
3100
3101 /* starting with the 'head' part, lets loop
3102 * through the object and find if it has any
3103 * part that is in the los array but isn't on
3104 * a blocked los square.
3105 * we use the archetype to figure out offsets.
3106 */
3107 while (op)
3108 {
3109 dx = rv.distance_x + op->arch->x;
3110 dy = rv.distance_y + op->arch->y;
3111
3112 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3113 return 1;
3114
3115 op = op->more;
3116 }
3117
3118 return 0;
3250} 3119}
3251 3120
3252/* routine for both players and monsters. We call this when 3121/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3122 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3123 * place or invisiblity spell. Artefact invisiblity causes
3255 * effected by this. If we arent invisible to begin with, we 3124 * "noise" instead. If we arent invisible to begin with, we
3256 * return 0. 3125 * return 0.
3257 */ 3126 */
3127int
3258int action_makes_visible (object *op) { 3128action_makes_visible (object *op)
3259 3129{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3130 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3131 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3132 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3133 {
3134 // artefact invisibility is permanent, but we still make noise
3135 // this is important for game-balance.
3136 if (op->contr)
3137 op->make_noise ();
3138
3262 return 0; 3139 return 0;
3140 }
3263 3141
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3142 if (op->contr && op->contr->tmp_invis == 0)
3143 return 0;
3265 3144
3266 /* If monsters, they should become visible */ 3145 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3146 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3147 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3148 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3269 return 1; 3149 return 1;
3270 } 3150 }
3271 } 3151 }
3152
3272 return 0; 3153 return 0;
3273} 3154}
3274 3155
3275/* op_on_battleground - checks if the given object op (usually 3156/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3157 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3158 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3159 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3160 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3161 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3162 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3163 */
3164int
3283int op_on_battleground (object *op, int *x, int *y) { 3165op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3166{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3167 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3168 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3169 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3170 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3171 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3172 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3173 for (object *tmp = op->below; tmp; tmp = tmp->below)
3174 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3176 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3177 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3178 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3179 && tmp->name == shstr_battleground
3180 && EXIT_X (tmp) && EXIT_Y (tmp))
3181 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3182 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3183 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3184 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3185 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3186 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3187 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3188 {
3189 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3190 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3191
3192 return 1;
3193 }
3194 }
3195 }
3196
3197 if (x && y)
3198 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3199
3305 return 1; 3200 return 1;
3306 } 3201 }
3307 } 3202 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3203 }
3313 } 3204
3314 }
3315 /* If we got here, did not find a battleground */ 3205 /* If we got here, did not find a battleground */
3316 return 0; 3206 return 0;
3317} 3207}
3318 3208
3319/* 3209/*
3323 * attributes: 3213 * attributes:
3324 * object *who the dragon player 3214 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3215 * int atnr the attack-number of the ability focus
3326 * int level ability level 3216 * int level ability level
3327 */ 3217 */
3218void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3219dragon_ability_gain (object *who, int atnr, int level)
3220{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3221 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3222 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3223 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3224 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3225 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3226 int i = 0, j = 0;
3335 3227
3336 /* get the appropriate treasurelist */ 3228 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3229 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3230 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3231 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3232 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3233 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3234 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3235 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3236 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3237
3346 if (trlist == NULL || who->type != PLAYER) 3238 if (trlist == NULL || who->type != PLAYER)
3347 return; 3239 return;
3348 3240
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3241 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3242
3351 3243 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3244 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3245 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3246 return;
3355 } 3247 }
3356 3248
3357 /* everything seems okay - now bring on the gift: */ 3249 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3250 item = tr->item;
3359 3251
3360 if (item->type == SPELL) { 3252 if (item->type == SPELL)
3253 {
3361 if (check_spell_known (who, item->name)) 3254 if (check_spell_known (who, item->name))
3362 return; 3255 return;
3363 3256
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3257 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3258 do_learn_spell (who, item, 0);
3366 return; 3259 return;
3367 } 3260 }
3368 3261
3369 /* grant direct spell */ 3262 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3263 if (item->type == SPELLBOOK)
3264 {
3371 if (!item->inv) { 3265 if (!item->inv)
3266 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3267 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3268 return;
3375 } 3269 }
3376 if (check_spell_known (who, item->inv->name)) 3270 if (check_spell_known (who, item->inv->name))
3377 return; 3271 return;
3378 if (item->invisible) { 3272 if (item->invisible)
3273 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3274 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3275 do_learn_spell (who, item->inv, 0);
3381 return; 3276 return;
3382 } 3277 }
3383 } 3278 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3279 else if (item->type == SKILL_TOOL && item->invisible)
3280 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3281 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3282 {
3386 3283
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3284 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3285 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3286 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3287 * but not all of them, he gets nothing.
3391 */ 3288 */
3392 if (!(skop->attacktype & item->attacktype)) { 3289 if (!(skop->attacktype & item->attacktype))
3290 {
3393 /* Give new attacktype */ 3291 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3292 skop->attacktype |= item->attacktype;
3395 3293
3396 /* always add physical if there's none */ 3294 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3295 skop->attacktype |= AT_PHYSICAL;
3398 3296
3399 if (item->msg != NULL) 3297 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3298 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3299
3402 /* Give player new face */ 3300 /* Give player new face */
3403 if (item->animation_id) { 3301 if (item->animation_id)
3302 {
3404 who->face = skop->face; 3303 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3304 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3305 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3306 who->last_anim = 0;
3408 who->state = 0; 3307 who->state = 0;
3409 animate_object(who, who->direction); 3308 animate_object (who, who->direction);
3410 } 3309 }
3310 }
3311 }
3411 } 3312 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3313 else if (item->type == FORCE)
3314 {
3415 /* forces in the treasurelist can alter the player's stats */ 3315 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3316 object *skin;
3317
3417 /* first get the dragon skin force */ 3318 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3319 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3320 ;
3420 if (skin == NULL) return; 3321
3421 3322 if (!skin)
3323 return;
3324
3422 /* adding new spellpath attunements */ 3325 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3326 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3327 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3328 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3329
3426 /* print message */ 3330 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3331 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3332 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3333 {
3430 if (j) 3334 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3335 {
3432 else 3336 if (j)
3433 j = 1; 3337 strcat (buf, " and ");
3338 else
3339 j = 1;
3434 strcat(buf, spellpathnames[i]); 3340 strcat (buf, spellpathnames[i]);
3435 } 3341 }
3436 } 3342 }
3437 strcat(buf,"."); 3343 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3344 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3345 }
3440 3346
3441 /* evtl. adding flags: */ 3347 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3348 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3349 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3350 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3351 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3352 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3353 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3354
3449 /* print message if there is one */ 3355 /* print message if there is one */
3450 if (item->msg != NULL) 3356 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3357 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3358 }
3359 else
3452 } 3360 {
3453 else {
3454 /* generate misc. treasure */ 3361 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3362 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3363 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3364 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3365 }
3461} 3366}
3462 3367
3463/** 3368/**
3464 * Unready an object for a player. This function does nothing if the object was 3369 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3370 * not readied.
3466 */ 3371 */
3372void
3467void player_unready_range_ob(player *pl, object *ob) { 3373player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3374{
3375 if (pl->ob->current_weapon == ob)
3376 pl->ob->current_weapon = 0;
3469 3377
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3378 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3379 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3380
3473 if (pl->shoottype == i) { 3381 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3382 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3383}
3384
3385sint8
3386player::darkness_at (maptile *map, int x, int y) const
3387{
3388 if (!ns)
3389 return LOS_BLOCKED;
3390
3391 int dx, dy;
3392 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3393 return LOS_BLOCKED;
3394
3395 x += dx - ns->current_x;
3396 y += dy - ns->current_y;
3397
3398 return blocked_los (x, y);
3399}
3400
3401void
3402player::infobox (const char *title, const char *msg, int color)
3403{
3404 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3405}
3406
3407void
3408player::statusmsg (const char *msg, int color)
3409{
3410 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3411}
3412
3413void
3414player::failmsg (const char *msg, int color)
3415{
3416 play_sound (sound_find ("generic_failure"));
3417 statusmsg (msg, color);
3418}
3419

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