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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 1.231 by root, Sat Oct 3 18:46:26 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 /* Here we remove duplicated skills (as duplicated spell objects have
679 * _very_ confusing effects for players), which could for instance be
680 * generated by bad treasurelists. - elmex
681 */
682 if (op->type == SKILL)
683 {
684 for (object *tmp = op->below; tmp; tmp = tmp->below)
685 if (tmp->type == op->type && tmp->name == op->name)
686 {
687 op->destroy ();
688 LOG (llevError,
689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
690 break;
691 }
692
693 if (op->nrof > 1)
694 op->nrof = 1;
695 }
696
697 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
699
700 /* Give starting characters identified, uncursed, and undamned
701 * items. Just don't identify gold or silver, or it won't be
702 * merged properly.
703 */
704 if (need_identify (op))
705 {
706 SET_FLAG (op, FLAG_IDENTIFIED);
707 CLEAR_FLAG (op, FLAG_CURSED);
708 CLEAR_FLAG (op, FLAG_DAMNED);
709 }
710
711 if (op->type == SPELL)
712 {
713 op->destroy ();
714 continue;
715 }
716 else if (op->type == SKILL)
717 {
718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
719 op->stats.exp = 0;
720 op->level = 1;
721 }
722 else /* lock all 'normal items by default */
723 SET_FLAG (op, FLAG_INV_LOCKED);
724 } /* for loop of objects in player inv */
725
726 /* Need to set up the skill pointers */
727 pl->contr->link_skills ();
728}
729
730void
733void get_party_password(object *op, partylist *party) { 731get_party_password (object *op, partylist *party)
732{
734 if (party == NULL) { 733 if (party == NULL)
734 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 735 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 736 return;
737 } 737 }
738
738 op->contr->write_buf[0]='\0'; 739 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 740 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 741 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 742 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 743}
743
744 744
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746static int
746int roll_stat(void) { 747roll_stat (void)
748{
747 int a[4],i,j,k; 749 int a[4], i, j, k;
748 750
749 for(i=0;i<4;i++) 751 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 752 a[i] = (int) rndm (6) + 1;
751 753
752 for(i=0,j=0,k=7;i<4;i++) 754 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 755 if (a[i] < k)
754 k=a[i],j=i; 756 k = a[i], j = i;
755 757
756 for(i=0,k=0;i<4;i++) { 758 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 759 if (i != j)
758 k+=a[i]; 760 k += a[i];
759 } 761
760 return k; 762 return k;
761} 763}
762 764
763void roll_stats(object *op) { 765void
766object::roll_stats ()
767{
768 int statsort [NUM_STATS];
769
770 for (;;)
771 {
764 int sum=0; 772 int sum = 0;
765 int i = 0, j = 0; 773 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 774 sum += statsort [i] = roll_stat ();
767 775
768 do { 776 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 777 break;
770 op->stats.Dex=roll_stat(); 778 }
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);
780 779
781 /* Sort the stats so that rerolling is easier... */ 780 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 781 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;
789 782
790 /* a quick and dirty bubblesort? */ 783 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]; 784 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];
809 785
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; 786 stats.exp = 0;
821 op->stats.ac=0; 787 stats.ac = 0;
822 788
789 stats.hp = stats.maxhp;
790 stats.sp = stats.maxsp;
791 stats.grace = stats.maxgrace;
792
793 if (contr)
794 {
823 op->contr->levhp[1] = 9; 795 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 796 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 797 contr->levgrace[1] = 3;
826 798
827 fix_player(op); 799 contr->orig_stats = stats;
800 }
801}
802
803void
804object::swap_stats (int a, int b)
805{
806 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
807
808 for (int i = 0; i < NUM_STATS; ++i)
809 stats.stat (i) = contr->orig_stats.stat (i);
810
811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
813 stats.ac = 0;
814
815 level = 1;
816 stats.exp = 0;
817 stats.ac = 0;
818
828 op->stats.hp = op->stats.maxhp; 819 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
831 op->contr->orig_stats=op->stats; 829 contr->orig_stats = stats;
830 }
832} 831}
833 832
834void Roll_Again(object *op) 833static void
834start_info (object *op)
835{ 835{
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]; 836 char buf[MAX_BUF];
844 837
845 if ( op->contr->Swap_First == -1 ) { 838 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); 839 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} 840}
953 841
954/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
958 * not the class. 846 * not the class.
959 */ 847 */
960 848void
961int key_change_class(object *op, char key) 849player::chargen_race_done ()
962{ 850{
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 */ 851 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
977 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
979 860
980 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
981 862
982 if (op->msg) { 863 if (ob->msg)
983 free_string(op->msg); 864 ob->msg = 0;
984 op->msg=NULL;
985 }
986 865
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); 866 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 868 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 869 esrv_send_inventory (ob, ob);
1001 fix_player(op); 870 ob->update_stats ();
1002 871
1003 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
1004 * is one for this race 873 * is one for this race
1005 */ 874 */
1006 if(*first_map_ext_path) { 875 if (*first_map_ext_path)
1007 object *tmp; 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 877 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"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 879}
1023 return 0;
1024 }
1025 880
881void
882player::chargen_race_next ()
883{
1026 /* Following actually changes the race - this is the default command 884 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 885 * if we don't match with one of the options above.
1028 */ 886 */
1029 887
1030 tmp_loop = 0; 888 do
1031 while(!tmp_loop) { 889 {
1032 const char *name = add_string (op->name); 890 shstr name = ob->name;
1033 int x = op->x, y = op->y; 891 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 892
1035 remove_ob (op); 893 ob->remove_statbonus ();
894 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 895 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 896 ob->arch->copy_to (ob);
1038 op->instantiate (); 897 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 898 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 899 ob->name = ob->name_pl = name;
1041 op->name = name; 900 ob->x = x;
1042 free_string(op->name_pl); 901 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 */ 902 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 903 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 904 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 905 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 } 906 }
907 while (!allowed_class (ob));
908
1055 update_object(op,UP_OBJ_FACE); 909 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 910 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 911 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 912 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 913 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 914 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} 915}
1066 916
1067int key_confirm_quit(object *op, char key) 917void
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) { 918flee_player (object *op)
919{
1113 int dir,diff; 920 int dir, diff;
1114 rv_vector rv; 921 rv_vector rv;
1115 922
1116 if(op->stats.hp < 0) { 923 if (op->stats.hp < 0)
924 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 927 return;
928 }
929
930 if (!op->enemy)
1120 } 931 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 934 return;
1126 } 935 }
1127 936
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)) { 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
938 {
1139 op->enemy=NULL; 939 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 941 return;
1142 } 942 }
943
1143 get_rangevector(op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1144 945
1145 dir=absdir(4+rv.direction); 946 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 947 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 } 948 {
949 int m = 1 - rndm (2) * 2;
950
951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
952 return;
953 }
954
1153 /* Cornered, get rid of scared */ 955 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 957 op->enemy = NULL;
1156} 958}
1157
1158 959
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 960/* 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 961 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 962 * stop.
1162 */ 963 */
964int
1163int check_pick(object *op) { 965check_pick (object *op)
966{
1164 object *tmp, *next; 967 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 968 int stop = 0;
1167 int j, k, wvratio; 969 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 970
1171 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1173 return 1; 973 return 1;
1174 974
1175 op_tag = op->count;
1176
1177 next = op->below; 975 next = op->below;
1178 if (next) 976
1179 next_tag = next->count; 977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 979
1181 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 981 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 982 while (next && !next->destroyed ())
1184 { 983 {
1185 tmp = next; 984 tmp = next;
1186 next = tmp->below; 985 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 986
1190 if (was_destroyed (op, op_tag)) 987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
993 if (op->destroyed ())
1191 return 0; 994 return 0;
1192 995
1193 if ( ! can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1194 continue; 997 continue;
1195 998
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1000 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1200 continue; 1004 continue;
1201 } 1005 }
1202 1006
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 */ 1007 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1008 if (op->contr->mode & PU_DEBUG)
1240 { 1009 {
1241 /* some debugging code to figure out item information */ 1010 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1011 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1012 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1013 &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", 1014 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1015 &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)))); 1016
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1017 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 } 1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1280 /* philosophy: 1026 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1027 * 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 1028 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1029 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1030 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1031 * example.
1286 * The drawback: right now it has no frontend, so you need to 1032 * 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 1033 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1034 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 1037 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1038 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1039 * meaning if any test passes, the item gets picked up. */
1294 1040
1295 /* if mode is set to pick nothing up, return */ 1041 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1298 1044
1299 /* if mode is set to stop when encountering objects, return */ 1045 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1046 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1047 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1304 1050
1305 /* useful for going into stores and not losing your settings... */ 1051 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1052 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1053 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1309 1056
1310 /* prevent us from turning into auto-thieves :) */ 1057 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1312 1060
1313 /* ignore known cursed objects */ 1061 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1315 1064
1316 /* all food and drink if desired */ 1065 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1066 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1067 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1068 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1321 if(op->contr->mode & PU_DRINK) 1074 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1075 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; } 1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1324 1080
1325 if(op->contr->mode & PU_POTION) 1081 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1082 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1328 1087
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1088 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1089 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1090 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1333 if(op->contr->mode & PU_SKILLSCROLL) 1096 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1097 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1336 if(op->contr->mode & PU_READABLES) 1103 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1339 1109
1340 /* wands/staves/rods/horns */ 1110 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1344 1117
1345 /* pick up all magical items */ 1118 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1119 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1120 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; } 1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1349 1125
1350 if(op->contr->mode & PU_VALUABLES) 1126 if (op->contr->mode & PU_VALUABLES)
1351 { 1127 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1128 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1129 {
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1354 } 1133 }
1355 1134
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1136 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1137 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1138 {
1139 CHK_PICK_PICKUP;
1140 continue;
1141 }
1142
1143 /* we don't forget dragon food */
1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1360 1150
1361 /* bows and arrows. Bows are good for selling! */ 1151 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1152 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1153 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1365 if(op->contr->mode & PU_ARROW) 1159 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1160 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1368 1165
1369 /* all kinds of armor etc. */ 1166 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1167 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1168 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1373 if(op->contr->mode & PU_HELMET) 1174 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1175 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1376 if(op->contr->mode & PU_SHIELD) 1181 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1182 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1379 if(op->contr->mode & PU_BOOTS) 1188 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1189 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1382 if(op->contr->mode & PU_GLOVES) 1195 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1196 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1385 if(op->contr->mode & PU_CLOAK) 1202 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1203 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1388 1208
1389 /* hoping to catch throwing daggers here */ 1209 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1210 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1393 1216
1394 /* careful: chairs and tables are weapons! */ 1217 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1218 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1219 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1220 if (tmp->type == WEAPON)
1398 { 1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1222 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1223 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1224 continue;
1402 } 1225 }
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 } 1226 }
1410 1227
1411 /* misc stuff that's useful */ 1228 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1229 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1415 1235
1416 /* any of the last 4 bits set means we use the ratio for value 1236 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1237 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1238 if (op->contr->mode & PU_RATIO)
1419 { 1239 {
1420 /* use value density to decide what else to grab */ 1240 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1241 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1242 /* >=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 */ 1243 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1244 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1246 {
1427 pick_up(op, tmp);
1428#if 0 1247#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1249 if (tmp->name != NULL)
1250 {
1431 fprintf(stderr,"%s", tmp->name); 1251 fprintf (stderr, "%s", tmp->name);
1432 } 1252 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1253 else
1254 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1257#endif
1437 continue; 1258 CHK_PICK_PICKUP;
1438 } 1259 continue;
1260 }
1261 } /* the new pickup model */
1439 } 1262 }
1440 } /* the new pickup model */ 1263
1441 }
1442 return ! stop; 1264 return !stop;
1443} 1265}
1444 1266
1445/* 1267/*
1446 * Find an arrow in the inventory and after that 1268 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1269 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1270 * found object is returned.
1449 */ 1271 */
1272object *
1450object *find_arrow(object *op, const char *type) 1273find_arrow (object *op, const char *type)
1451{ 1274{
1452 object *tmp = NULL; 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1453 1278
1454 for(op=op->inv; op; op=op->below) 1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1281 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1282 {
1458 else if (op->type==ARROW && op->race==type) 1283 splay (tmp);
1284 return arrow;
1285 }
1286
1459 return op; 1287 return 0;
1460 return tmp;
1461} 1288}
1462 1289
1463/* 1290/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * 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 1292 * 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 1293 * 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. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1295 */
1469 1296object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1298{
1472 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1474 1301
1475 if (!type) 1302 if (!type)
1476 return NULL; 1303 return NULL;
1477 1304
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1305 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1306 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1308 {
1309 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1483 if (i > betterby) { 1312 if (i > betterby)
1484 tmp = ntmp; 1313 {
1485 betterby = i; 1314 tmp = ntmp;
1486 } 1315 betterby = i;
1316 }
1317 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1318 else if (arrow->type == ARROW && arrow->race == type)
1319 {
1488 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1321 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1322 {
1491 if (arrow->attacktype & AT_DEATH) { 1323 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1324 {
1493 return arrow; 1325 *better = 100;
1494 } else { 1326 return arrow;
1495 tmp = arrow; 1327 }
1328 else
1329 {
1330 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1331 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1332 }
1498 } else { 1333 }
1334 else
1335 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1336 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1337 {
1500 attacktype = 1<<attacknum; 1338 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1339 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1340 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1341 {
1342 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1344 }
1506 } 1345 }
1346
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1348 {
1349 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1351 }
1352
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1354 {
1355 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1357 }
1358 }
1359 }
1515 } 1360 }
1516 } 1361
1517 }
1518 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1363 return find_arrow (op, type);
1520 1364
1521 *better = betterby; 1365 *better = betterby;
1522 return tmp; 1366 return tmp;
1523} 1367}
1524 1368
1525/* looks in a given direction, finds the first valid target, and calls 1369/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1370 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1371 * op = the shooter
1528 * type = bow->race 1372 * type = bow->race
1529 * dir = fire direction 1373 * dir = fire direction
1530 */ 1374 */
1531 1375object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1377{
1534 object *tmp = NULL; 1378 object *tmp = NULL;
1535 mapstruct *m; 1379 maptile *m;
1536 int i, mflags, found, number; 1380 int i, mflags, found, number;
1537 sint16 x, y; 1381 sint16 x, y;
1538 1382
1539 if (op->map == NULL) 1383 if (op->map == NULL)
1540 return find_arrow(op, type); 1384 return find_arrow (op, type);
1541 1385
1542 /* do a dex check */ 1386 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1387 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))) 1388 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1389 return find_arrow (op, type);
1546 1390
1547 m = op->map; 1391 m = op->map;
1548 x = op->x; 1392 x = op->x;
1549 y = op->y; 1393 y = op->y;
1550 1394
1551 /* find the first target */ 1395 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1396 for (i = 0, found = 0; i < 20; i++)
1397 {
1553 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1403 {
1558 break; 1404 tmp = 0;
1405 break;
1406 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1408 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1562 */ 1411 */
1563 tmp = NULL; 1412 tmp = 0;
1564 break; 1413 break;
1565 } 1414 }
1415
1566 if (mflags & P_IS_ALIVE) { 1416 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1419 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1420 }
1576 if (tmp == NULL) 1421
1422 if (!tmp)
1577 return find_arrow(op, type); 1423 return find_arrow (op, type);
1578 1424
1579 if (tmp->head) 1425 if (tmp->head)
1580 tmp = tmp->head; 1426 tmp = tmp->head;
1581 1427
1582 return find_better_arrow(op, tmp, type, &i); 1428 return find_better_arrow (op, tmp, type, &i);
1583} 1429}
1584 1430
1585/* 1431/*
1586 * Creature fires a bow - op can be monster or player. Returns 1432 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1433 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1436 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1437 * 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 1438 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1439 * player fire modes.
1594 */ 1440 */
1441int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1442fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1443{
1598 object *left, *bow; 1444 object *left, *bow;
1599 tag_t left_tag, tag; 1445 int mflags;
1600 int bowspeed, mflags; 1446 maptile *m;
1601 mapstruct *m;
1602 1447
1603 if (!dir) { 1448 if (!dir)
1449 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1451 return 0;
1452 }
1453
1454 if (op->contr)
1455 bow = op->current_weapon;
1456 else
1606 } 1457 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1458 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1459 /* 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. 1460 * don't need to switch back and forth between bows and weapons.
1613 */ 1461 */
1614 if(bow->type==BOW) 1462 if (bow->type == BOW)
1615 break; 1463 break;
1616 1464
1617 if (!bow) { 1465 if (!bow)
1466 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1468 return 0;
1620 } 1469 }
1470
1471 // optimisation: move object to top so we will find it quickly again
1472 splay (bow);
1621 } 1473 }
1474
1622 if( !bow->race || !bow->skill) { 1475 if (!bow->race || !bow->skill)
1476 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1478 return 0;
1625 } 1479 }
1626 1480
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) { 1481 if (arrow == NULL)
1482 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1483 if ((arrow = find_arrow (op, bow->race)) == NULL)
1484 {
1637 if (op->type == PLAYER) 1485 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1486 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 */ 1487 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1488 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1489 CLEAR_FLAG (op, FLAG_READY_BOW);
1490
1643 return 0; 1491 return 0;
1644 } 1492 }
1645 } 1493 }
1494
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1495 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1496 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1497 return 0;
1649 } 1498
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1499 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1500 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1501 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1502 return 0;
1653 } 1503 }
1654 1504
1655 /* this should not happen, but sometimes does */ 1505 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1506 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1507 {
1508 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1509 arrow->destroy ();
1510 return 0;
1511 }
1661 1512
1662 left = arrow; /* these are arrows left to the player */ 1513 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1514 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1515 if (!arrow)
1665 if (arrow == NULL) { 1516 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1518 return 0;
1668 return 0;
1669 } 1519 }
1670 set_owner(arrow, op); 1520
1671 if (arrow->skill) free_string(arrow->skill); 1521 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1522 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1523 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1524
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 */ 1525 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1526 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1527 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1528 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1529
1690 /* Note that this was different for monsters - they got their level 1530#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1531 if (player *pl = op->contr)
1692 */
1693 1532 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1533 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1534
1535 /* penalize ROF for bestarrow */
1536 if (pl->bowtype == bow_bestarrow)
1537 speed *= .9f;
1538 else
1539 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1540
1541 op->speed_left += speed - op->speed;
1542 }
1543#endif
1544
1545 SET_ANIMATION (arrow, arrow->direction);
1546
1698 /* update the speed */ 1547 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1548 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]) + 1549 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1550
1704 if (arrow->speed < 1.0) 1551 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1552 arrow->speed_left = 0;
1708 1553
1554 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1555
1709 if (op->type == PLAYER) { 1556 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1557 {
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; 1558 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1559 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1560
1561 if (!arrow->slaying)
1562 arrow->slaying = op->slaying;
1563
1564 arrow->attacktype |= op->attacktype;
1565 }
1566 else
1567 {
1720 arrow->level = op->level; 1568 arrow->level = op->level;
1721 } 1569 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1570
1571 if (!arrow->slaying)
1572 arrow->slaying = bow->slaying;
1573
1723 arrow->attacktype |= bow->attacktype; 1574 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1575 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1576
1727 arrow->map = m; 1577 wc -= arrow->level;
1578 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1579
1580 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1581 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1582 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1583
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1584 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1585 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1586
1735 if (!was_destroyed(arrow, tag)) 1587 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1588 move_arrow (arrow);
1737 1589
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; 1590 return 1;
1745} 1591}
1746 1592
1747/* Special fire code for players - this takes into 1593/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1594 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1595 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1596 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1597 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1598 * hence the function name.
1753 */ 1599 */
1600int
1754int player_fire_bow(object *op, int dir) 1601player_fire_bow (object *op, int dir)
1755{ 1602{
1756 int ret=0, wcmod=0; 1603 int ret;
1757 1604
1758 if (op->contr->bowtype == bow_bestarrow) { 1605 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1606 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1607 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); 1608 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1609 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1610 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1611 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, 1612 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1613 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1614 else if (op->contr->bowtype == bow_threewide)
1615 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1616 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)]); 1617 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)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1619 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1620 else if (op->contr->bowtype == bow_spreadshot)
1621 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1622 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); 1623 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); 1624 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1625 }
1776 } else { 1626 else
1627 {
1777 /* Simple case */ 1628 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1629 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1630 }
1631
1780 return ret; 1632 return ret;
1781} 1633}
1782
1783 1634
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1635/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1636 * Broken apart from 'fire' to keep it more readable.
1786 */ 1637 */
1638void
1787void fire_misc_object(object *op, int dir) 1639fire_misc_object (object *op, int dir)
1788{ 1640{
1789 object *item; 1641 object *item = op->contr->ranged_ob;
1790 1642
1791 if (!op->contr->ranges[range_misc]) { 1643 if (!item)
1644 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1645 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1646 return;
1794 } 1647 }
1795 1648
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1649 if (!item->inv)
1650 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1651 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1652 return;
1800 } 1653 }
1801 if (item->type == WAND) { 1654
1802 if(item->stats.food<=0) { 1655 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; 1656 return;
1806 } 1657
1658 if (item->type == WAND)
1659 {
1660 if (item->stats.food <= 0)
1661 {
1662 op->contr->play_sound (sound_find ("wand_poof"));
1663 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1664
1665 return;
1666 }
1667 }
1668 else if (item->type == ROD || item->type == HORN)
1669 {
1670 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1671
1672 // using the maximum of the rods charge allows at least one spell cast
1673 // for a rod or horn, this fixes some broken rods.
1674 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1675 {
1676 op->contr->play_sound (sound_find ("wand_poof"));
1677
1678 if (item->type == ROD)
1679 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1680 else
1681 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1682
1683 return;
1684 }
1685 }
1686
1687 if (cast_spell (op, item, dir, item->inv, NULL))
1688 {
1689 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690
1691 if (item->type == WAND)
1692 {
1693 if (!(--item->stats.food))
1694 {
1695 object *tmp;
1696
1697 if (item->arch)
1698 {
1699 CLEAR_FLAG (item, FLAG_ANIMATE);
1700 item->face = item->arch->face;
1701 item->set_speed (0);
1702 }
1703
1704 if (object *pl = item->visible_to ())
1705 esrv_update_item (UPD_ANIM, pl, item);
1706 }
1707 }
1807 } else if (item->type == ROD || item->type==HORN) { 1708 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); 1709 drain_rod_charge (item);
1837 }
1838 } 1710 }
1839} 1711}
1840 1712
1841/* Received a fire command for the player - go and do it. 1713/* Received a fire command for the player - go and do it.
1842 */ 1714 */
1715bool
1843void fire(object *op,int dir) { 1716fire (object *op, int dir)
1717{
1844 int spellcost=0; 1718 int spellcost = 0;
1845 1719
1720 player *pl = op->contr;
1721
1722 if (pl->golem)
1723 {
1724 control_golem (op->contr->golem, dir);
1725 return false;
1726 }
1727
1728 object *ob = pl->ranged_ob;
1729
1730 if (!ob)
1731 return false;
1732
1733 if (op->speed_left > 0.f)
1734 --op->speed_left;
1735 else
1736 return false;
1737
1738 if (!op->change_weapon (ob))
1739 return false;
1740
1846 /* check for loss of invisiblity/hide */ 1741 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1742 if (action_makes_visible (op))
1743 make_visible (op);
1848 1744
1849 switch(op->contr->shoottype) { 1745 switch (ob->type)
1850 case range_none: 1746 {
1851 return; 1747 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1748 player_fire_bow (op, dir);
1855 return; 1749 break;
1856 1750
1857 case range_magic: /* Casting spells */ 1751 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1752 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1753 break;
1860 1754
1861 case range_misc: 1755 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 ); 1756 apply_map_builder (op, dir);
1886 return; 1757 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1758
1759 case SKILL:
1760 do_skill (op, op, ob, dir, 0);
1761 break;
1893 1762
1763 default:
1764 fire_misc_object (op, dir);
1765 break;
1766 }
1767
1768 return true;
1769}
1894 1770
1895/* find_key 1771/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1772 * 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 1773 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1776 * pl is the player,
1901 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1904 */ 1780 */
1905 1781object *
1906object * find_key(object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1907{ 1783{
1908 object *tmp,*key; 1784 object *tmp, *key;
1909 1785
1910 /* Should not happen, but sanity checking is never bad */ 1786 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1787 if (!container->inv)
1788 return 0;
1912 1789
1913 /* First, lets try to find a key in the top level inventory */ 1790 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1791 for (tmp = container->inv; tmp; tmp = tmp->below)
1792 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1793 if (door->type == DOOR && tmp->type == KEY)
1794 break;
1916 /* For sanity, we should really check door type, but other stuff 1795 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1796 * (like containers) can be locked with special keys
1918 */ 1797 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1798 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1799 break;
1921 } 1800 }
1801
1922 /* No key found - lets search inventories now */ 1802 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1803 /* 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 1804 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1805 * a key, return
1926 */ 1806 */
1927 if (!tmp) { 1807 if (!tmp)
1808 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1809 for (tmp = container->inv; tmp; tmp = tmp->below)
1810 {
1929 /* No reason to search empty containers */ 1811 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1812 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1813 {
1814 if ((key = find_key (pl, tmp, door)))
1815 return key;
1816 }
1817 }
1818
1819 if (!tmp)
1820 return NULL;
1932 } 1821 }
1933 } 1822
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1823 /* 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 1824 * see if we actually want to use it
1938 */ 1825 */
1939 if (pl!=container) { 1826 if (pl != container)
1827 {
1940 /* Only let players use keys in containers */ 1828 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1829 if (!pl->contr)
1830 return NULL;
1942 /* cases where this fails: 1831 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1832 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1833 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1834 * If the container is not active, return now since only active
1946 * containers can be used. 1835 * containers can be used.
1947 * If we only search keyrings and the container does not have 1836 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1837 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1838 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1839 * inv must have been an container and must have been active.
1951 * 1840 *
1952 * Change the color so that the message doesn't disappear with 1841 * Change the color so that the message doesn't disappear with
1953 * all the others. 1842 * all the others.
1954 */ 1843 */
1955 if (pl->contr->usekeys == key_inventory || 1844 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1845 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1846 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 (!container->race || strcmp(container->race, "keys"))) 1847 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1848 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1849 "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; 1850 return NULL;
1964 } 1851 }
1965 } 1852 }
1853
1966 return tmp; 1854 return tmp;
1967} 1855}
1968 1856
1969/* moved door processing out of move_player_attack. 1857/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1858 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1859 * such that the caller should not do anything more,
1972 * 0 otherwise 1860 * 0 otherwise
1973 */ 1861 */
1862static int
1974static int player_attack_door(object *op, object *door) 1863player_attack_door (object *op, object *door)
1975{ 1864{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1865 /* 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 - 1866 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1867 * otherwise, we fall through to the rest of the code.
1980 */ 1868 */
1981 object *key=find_key(op, op, door); 1869 object *key = find_key (op, op, door);
1982 1870
1983 /* IF we found a key, do some extra work */ 1871 /* If we found a key, do some extra work */
1984 if (key) { 1872 if (key)
1873 {
1985 object *container=key->env; 1874 object *container = key->env;
1986 1875
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1876 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1877 make_visible (op);
1878
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1879 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1880 spring_trap (door->inv, op);
1881
1990 if (door->type == DOOR) { 1882 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1883 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1884 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1885 {
1995 "You open the door with the %s", query_short_name(key)); 1886 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1887 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1888 }
1889
1998 /* Do this after we print the message */ 1890 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1891 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1892
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1893 return 1; /* Nothing more to do below */
1894 }
2004 } else if (door->type==LOCKED_DOOR) { 1895 else if (door->type == LOCKED_DOOR)
1896 {
2005 /* Might as well return now - no other way to open this */ 1897 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1898 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1899 return 1;
2008 } 1900 }
1901
2009 return 0; 1902 return 0;
2010} 1903}
2011 1904
2012/* This function is just part of a breakup from move_player. 1905/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1906 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1907 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1908 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1909 * going to try and move (not fire weapons).
2017 */ 1910 */
2018 1911bool
2019void move_player_attack(object *op, int dir) 1912move_player_attack (object *op, int dir)
2020{ 1913{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1914 int on_battleground;
2024 mapstruct *m;
2025 1915
2026 nx=freearr_x[dir]+op->x; 1916 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1917 sint16 ny = freearr_y[dir] + op->y;
2028 1918
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1919 on_battleground = op_on_battleground (op, 0, 0);
2030 1920
1921 if (out_of_map (op->map, nx, ny))
1922 return false;
1923
1924 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1925 {
1926 --op->speed_left;
1927 return true;
1928 }
1929
2031 /* If braced, or can't move to the square, and it is not out of the 1930 /* 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 1931 * 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 1932 * 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 1933 * 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 1934 * 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 1935 * 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 1936 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1937 * move_ob uses.
2039 */ 1938 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1939 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 1940
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1941 /* 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. 1942 * 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 1943 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1944 * on the space
2057 */ 1945 */
2058 while (tmp!=NULL) { 1946 object *mon;
2059 if (tmp == op) { 1947 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 1948 {
2061 continue; 1949 if ((mon->flag [FLAG_ALIVE]
1950 || mon->type == LOCKED_DOOR
1951 || mon->flag [FLAG_CAN_ROLL])
1952 && mon != op)
1953 break;
2062 } 1954 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1955
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 */ 1956 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 1957 return false; /* into a wall */
2074 1958
2075 if(mon->head != NULL)
2076 mon = mon->head; 1959 mon = mon->head_ ();
2077 1960
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1961 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1962 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 1963 if (player_attack_door (op, mon))
1964 {
1965 --op->contr->weapon_sp_left;
1966 return true;
1967 }
2080 1968
2081 /* The following deals with possibly attacking peaceful 1969 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 1970 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 1971 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 1972 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 1973 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 1974 * and thus will not push them.
2087 */ 1975 */
2088 1976
2089 /* If the creature is a pet, push it even if the player is not 1977 /* 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 1978 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 1979 * player owns it and it is either friendly or unagressive.
2092 */ 1980 */
2093 if ((op->type==PLAYER) 1981 if (op->type == PLAYER
2094#if COZY_SERVER 1982 && ((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)) 1983 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 1984 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1985 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 1986 {
2106 /* If we're braced, we don't want to switch places with it */ 1987 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 1988 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1989 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 1990
1991 if (op->speed_left > 0.f)
1992 {
1993 --op->speed_left;
1994
1995 op->play_sound (sound_find ("push_player"));
1996 push_ob (mon, dir, op);
1997
1998 if (action_makes_visible (op))
1999 make_visible (op);
2000
2001 return true;
2002 }
2003 else
2004 return false;
2005 }
2006
2114 /* in certain circumstances, you shouldn't attack friendly 2007 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2008 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2009 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2010 * attack them either.
2118 */ 2011 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2012 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2013 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2014 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2015 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2016 && !on_battleground))
2017 {
2018 if (op->speed_left > 0.f)
2019 {
2020 --op->speed_left;
2021
2022 if (!op->contr->braced)
2128 )) { 2023 {
2129 if (!op->contr->braced) { 2024 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2025 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2026 }
2132 } else { 2027 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2028 op->statusmsg ("You withhold your attack");
2029
2030 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2031 make_visible (op);
2032
2033 return true;
2034 }
2134 } 2035 }
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 2036 /* 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. 2037 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2038 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2039 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2040 {
2041 if (op->speed_left > 0.f)
2042 {
2043 --op->speed_left;
2044
2142 recursive_roll(mon,dir,op); 2045 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2046 if (action_makes_visible (op))
2144 } 2047 make_visible (op);
2145 2048
2049 return true;
2050 }
2051 }
2146 /* Any generic living creature. Including things like doors. 2052 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2053 * 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: 2054 * 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 2055 * 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. 2056 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2057 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2058 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2059 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2060 {
2061 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2062 {
2063 --op->contr->weapon_sp_left;
2156 2064
2157 /* If the player hasn't hit something this tick, and does 2065 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 2066
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2067 if (action_makes_visible (op))
2068 make_visible (op);
2069
2070 return true;
2071 }
2166 } 2072 }
2167 2073
2168 skill_attack(mon, op, 0, NULL, NULL); 2074 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} 2075}
2186 2076
2077bool
2187int move_player(object *op,int dir) { 2078move_player (object *op, int dir)
2079{
2188 int pick; 2080 int pick;
2189 2081
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2082 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; 2083 return 0;
2084
2085 /* Sanity check: make sure dir is valid */
2086 if ((dir < 0) || (dir >= 9))
2087 {
2088 LOG (llevError, "move_player: invalid direction %d\n", dir);
2089 return 0;
2090 }
2091
2092 /* peterm: added following line */
2093 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2094 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2095
2096 op->facing = dir;
2097
2098 if (op->flag [FLAG_HIDDEN])
2099 do_hidden_move (op);
2100
2101 bool retval;
2102
2103 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2104 retval = RESULT_INT (0);
2105 else if (op->contr->fire_on)
2106 retval = fire (op, dir);
2107 else
2108 {
2109 retval = move_player_attack (op, dir);
2110 pick = check_pick (op);
2111 }
2112
2113 /* Add special check for newcs players and fire on - this way, the
2114 * server can handle repeat firing.
2115 */
2116 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2117 op->direction = dir;
2118 else
2119 op->direction = 0;
2120
2121 /* Update how the player looks. Use the facing, so direction may
2122 * get reset to zero. This allows for full animation capabilities
2123 * for players.
2124 */
2125 animate_object (op, op->facing);
2126
2127 return retval;
2229} 2128}
2230 2129
2231/* This is similar to handle_player, below, but is only used by the 2130/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2131 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2132 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2133 * the new speed values for commands.
2235 * 2134 *
2236 * Returns true if there are more actions we can do. 2135 * Returns true if there are more actions we can do. Should not do
2136 * many actions in a row, as that would be too unfair to other
2137 * players.
2237 */ 2138 */
2139bool
2238int handle_newcs_player(object *op) 2140handle_newcs_player (object *op)
2239{ 2141{
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)) { 2142 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 } 2143 {
2144 if (op->speed_left > 0.f)
2145 {
2146 --op->speed_left;
2147 flee_player (op);
2264 2148
2265 /* I've been seeing crashes where the golem has been destroyed, but 2149 return true;
2266 * the player object still points to the defunct golem. The code that 2150 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2151 else
2268 * put this in a a workaround to clean up the golem pointer. 2152 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 } 2153 }
2276 2154
2277 /* call this here - we also will call this in do_ericserver, but 2155 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2156 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2157 * called, so we recheck it here.
2280 */ 2158 */
2281 HandleClient(&op->contr->socket, op->contr); 2159 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2160 return true;
2283 2161
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2162 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); 2163 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2164
2294 else return 0; 2165 return false;
2295 } 2166}
2167
2168int
2169save_life (object *op)
2170{
2171 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2172 return 0;
2297}
2298 2173
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) 2174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2175 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2176 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2177 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2178 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2179
2311 if (op->contr) 2180 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2181 CLEAR_FLAG (op, FLAG_LIFESAVE);
2182
2316 if(op->stats.hp<0) 2183 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2184 op->stats.hp = op->stats.maxhp;
2185
2318 if(op->stats.food<0) 2186 if (op->stats.food < 0)
2319 op->stats.food = 999; 2187 op->stats.food = 999;
2320 fix_player(op); 2188
2189 op->update_stats ();
2321 return 1; 2190 return 1;
2322 } 2191 }
2192
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2193 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2194 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2195 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2196 return 0;
2327} 2197}
2328 2198
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2199/* 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 2200 * 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 2201 * function will descend into containers. op is the object to start the search
2332 * from. 2202 * from.
2333 */ 2203 */
2204static void
2334void remove_unpaid_objects(object *op, object *env) 2205drop_unpaid_items (object *op, object *env)
2335{ 2206{
2336 object *next;
2337
2338 while (op) { 2207 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2208 {
2340 * we remove object 'op' 2209 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2210
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2211 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2212 op->insert_at (env);
2344 op->x = env->x; 2213 else if (op->inv)
2345 op->y = env->y; 2214 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 2215
2216 op = next;
2217 }
2218}
2219
2220void
2221object::drop_unpaid_items ()
2222{
2223 if (!flag [FLAG_REMOVED])
2224 ::drop_unpaid_items (inv, this);
2225}
2355 2226
2356/* 2227/*
2357 * Returns pointer a static string containing gravestone text 2228 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2229 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2230 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2231 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2232 * but there isn't one in the server directory.
2362 */ 2233 */
2234const char *
2363char *gravestone_text (object *op) 2235gravestone_text (object *op)
2364{ 2236{
2237 static dynbuf_text buf;
2238
2239 buf << "---- R.I.P. ----\n\n"
2240 << op->name;
2241
2242 if (op->type == PLAYER)
2243 buf << " the " << op->contr->title;
2244
2245 buf << "\n\n";
2246
2247 buf << "who was level ";
2248 buf << (sint32)op->level << "\n\n" // OO breakdown
2249 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2250
2251 if (op->type == PLAYER)
2252 buf << "by " << op->contr->killer_name () << ".\n\n";
2253
2254 {
2365 static char buf2[MAX_BUF]; 2255 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2256 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)); 2257 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2258 buf << buf2;
2389 strcat (buf2, buf); 2259 }
2260
2390 return buf2; 2261 return buf;
2391} 2262}
2392 2263
2393 2264void
2394
2395void do_some_living(object *op) { 2265do_some_living (object *op)
2266{
2396 int last_food=op->stats.food; 2267 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2268 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2269 int over_hp, over_sp, over_grace;
2399 int i; 2270 int i;
2400 int rate_hp = 1200; 2271 int rate_hp = 1200;
2401 int rate_sp = 2500; 2272 int rate_sp = 2500;
2402 int rate_grace = 2000; 2273 int rate_grace = 2000;
2403 const int max_hp = 1; 2274 const int max_hp = 1;
2404 const int max_sp = 1; 2275 const int max_sp = 1;
2405 const int max_grace = 1; 2276 const int max_grace = 1;
2406 2277
2407 if (op->contr->outputs_sync) { 2278 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2279 {
2409 if (op->contr->outputs[i].buf!=NULL && 2280 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2281 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2282 * depending on the value of invisible, so we need to
2283 * alternate it here for it to work correctly.
2284 */
2285 if (pticks & 2)
2286 op->invisible--;
2412 } 2287 }
2288 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2289 {
2290 if (!op->invisible--)
2291 {
2292 make_visible (op);
2293 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2294 }
2295 }
2413 2296
2414 if(op->contr->state==ST_PLAYING) { 2297 if (op->contr->ns->state == ST_PLAYING)
2415 2298 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2299 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2300 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) 2301 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2302 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2303 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2304 {
2305 gen_hp = op->stats.maxhp;
2306 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2307 }
2308
2309 if (op->contr->gen_sp >= 0)
2310 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2311 else
2312 {
2313 gen_sp = op->stats.maxsp;
2314 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2315 }
2316
2317 if (op->contr->gen_grace >= 0)
2318 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2319 else
2320 {
2321 gen_grace = op->stats.maxgrace;
2322 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2323 }
2324
2325 /* Regenerate Grace */
2326 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2327 if (--op->last_grace < 0)
2328 {
2329 if (op->stats.grace < op->stats.maxgrace / 2)
2330 op->stats.grace++; /* no penalty in food for regaining grace */
2331
2332 if (max_grace > 1)
2333 {
2334 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2335 if (over_grace > 0)
2336 {
2337 op->stats.sp += over_grace
2338 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2339 op->last_grace = 0;
2340 }
2341 else
2342 {
2343 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2344 }
2345 }
2346 else
2347 {
2348 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2349 }
2350 /* wearing stuff doesn't detract from grace generation. */
2351 }
2352
2353 if (op->stats.food > 0)
2354 {
2355 /* Regenerate Spell Points */
2356 if (!op->contr->golem && --op->last_sp < 0)
2357 {
2358 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2359
2360 if (op->stats.sp < op->stats.maxsp)
2361 {
2362 op->stats.sp++;
2363
2364 /* dms do not consume food */
2365 if (!QUERY_FLAG (op, FLAG_WIZ))
2366 {
2367 op->stats.food--;
2368
2369 if (op->contr->digestion < 0)
2370 op->stats.food += op->contr->digestion;
2371 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2372 op->stats.food = last_food;
2373 }
2374 }
2375
2376 if (max_sp > 1)
2377 {
2378 over_sp = (gen_sp + 10) / rate_sp;
2379 if (over_sp > 0)
2380 {
2381 if (op->stats.sp < op->stats.maxsp)
2382 {
2383 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2384
2385 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2386 op->stats.sp--;
2387
2388 if (op->stats.sp > op->stats.maxsp)
2389 op->stats.sp = op->stats.maxsp;
2390 }
2391
2392 op->last_sp = 0;
2393 }
2394 else
2395 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2396 }
2397 else
2398 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2399 }
2400
2401 /* Regenerate Hit Points */
2402 if (--op->last_heal < 0)
2403 {
2404 if (op->stats.hp < op->stats.maxhp)
2405 {
2406 op->stats.hp++;
2407
2408 /* dms do not consume food */
2409 if (!QUERY_FLAG (op, FLAG_WIZ))
2410 {
2411 op->stats.food--;
2412
2413 if (op->contr->digestion < 0)
2414 op->stats.food += op->contr->digestion;
2415 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2416 op->stats.food = last_food;
2417 }
2418 }
2419
2420 if (max_hp > 1)
2421 {
2422 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2423
2424 if (over_hp > 0)
2425 {
2426 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2427 op->last_heal = 0;
2428 }
2429 else
2430 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2431 }
2432 else
2433 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2434 }
2435 }
2436
2437 /* Digestion */
2438 if (--op->last_eat < 0)
2439 {
2440 int bonus = max (0, op->contr->digestion),
2441 penalty = max (0, -op->contr->digestion);
2442
2443 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2444
2534 /* dms do not consume food */ 2445 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2446 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2447 op->stats.food--;
2537 } 2448 }
2538 2449
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2450 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2451 {
2452 object *flesh = 0;
2541 2453
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2454 for_inv_removable (op, tmp)
2455 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2456 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2457 continue;
2458
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2459 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."); 2460 {
2546 manual_apply(op,tmp,0); 2461 op->statusmsg ("You blindly grab for a bite of food. "
2462 "H<To prevent you from starving, you ate some random item from your backpack.>");
2463 manual_apply (op, tmp, 0);
2464
2547 if(op->stats.food>=0||op->stats.hp<0) 2465 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2466 break;
2549 } 2467 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2468 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2469 flesh = tmp;
2552 } /* end of for loop */ 2470 }
2471
2553 /* If player is still starving, it means they don't have any food, so 2472 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2473 * eat flesh instead.
2555 */ 2474 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2475 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."); 2476 {
2477 op->statusmsg ("You blindly grab for a bite of food. "
2478 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2479 manual_apply (op, flesh, 0);
2559 } 2480 }
2560 } /* end if player is starving */
2561 2481
2562 while(op->stats.food<0&&op->stats.hp>0) 2482 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2483 if (op->stats.food < 0)
2564 2484 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2485 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2486 }
2487
2488 if (op->stats.food < 0)
2489 {
2490 op->stats.hp += op->stats.food;
2491 op->stats.food = 0;
2492
2493 if (op->stats.hp < 0)
2494 {
2495 op->contr->killer = archetype::get ("killer_starvation");
2496 op->contr->killer->destroy ();
2497 }
2498 }
2499
2500 /* killer should be set here already */
2501 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2502 kill_player (op);
2503 }
2504}
2570 2505
2571/* If the player should die (lack of hp, food, etc), we call this. 2506/* 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 2507 * 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 2508 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2509 * file.
2575 */ 2510 */
2511void
2576void kill_player(object *op) 2512kill_player (object *op)
2577{ 2513{
2578 char buf[MAX_BUF];
2579 int x,y,i; 2514 int x, y;
2580 mapstruct *map; /* this is for resurrection */ 2515 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; 2516 int will_kill_again;
2587 archetype *at; 2517 archetype *at;
2588 object *tmp; 2518 object *tmp;
2589 2519
2590 if(save_life(op)) 2520 if (save_life (op))
2591 return; 2521 return;
2592 2522
2523 dynbuf_text deathtab;
2593 2524
2525 /* restore player */
2526 at = archetype::find ("poisoning");
2527 if (object *tmp = present_arch_in_ob (at, op))
2528 {
2529 tmp->destroy ();
2530 deathtab << "Your body feels cleansed...\r";
2531 }
2532
2533 at = archetype::find ("confusion");
2534 if (object *tmp = present_arch_in_ob (at, op))
2535 {
2536 tmp->destroy ();
2537 deathtab << "Your mind feels clearer...\r";
2538 }
2539
2540 cure_disease (op, 0, 0); /* remove any disease */
2541
2542 max_it (op->stats.hp , op->stats.maxhp);
2543 max_it (op->stats.sp , op->stats.maxsp);
2544 max_it (op->stats.grace, op->stats.maxgrace);
2545
2546 if (op->stats.food <= 0)
2547 op->stats.food = 999;
2548
2549 // remove all spell effects that are active
2550 // to avoid long-term effects such as word-of-recall
2551 for (object *item = op->inv; item; )
2552 {
2553 object *next = item->below;
2554
2555 if (item->type == SPELL_EFFECT && item->active)
2556 item->destroy ();
2557
2558 item = next;
2559 }
2560
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2561 /* 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. 2562 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2563 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2564 */
2598 if (op_on_battleground(op, &x, &y)) { 2565 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2566 {
2600 "You have been defeated in combat!"); 2567 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
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 2568
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 */ 2569 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2570 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2571 {
2572 tmp->name = format ("%s's finger" , &op->name);
2573 tmp->name_pl = format ("%s's fingers", &op->name);
2574 tmp->msg = format (
2575 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2576 &op->name, op->contr->title,
2577 (int)op->level,
2578 op->contr->killer_name ()
2579 );
2580 tmp->value = 0, tmp->type = 0;
2581 tmp->materialname = "organics";
2582 tmp->insert_at (op, tmp);
2628 { 2583 }
2629 sprintf(buf,"%s's finger",op->name); 2584
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*/ 2585 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2586 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2587 op->contr->braced = 0;
2645 return;
2646 }
2647 2588
2589 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2590 return;
2591 }
2592
2593 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2594 deathtab << "T<YOU HAVE DIED>\n\n";
2595
2648 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
2649 2597
2650 command_kill_pets (op, 0); 2598 command_kill_pets (op, 0);
2651 2599
2652 if(op->stats.food<0) { 2600 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 2601
2673 /* save the map location for corpse, gravestone*/ 2602 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2603 x = op->x;
2604 y = op->y;
2605 map = op->map;
2675 2606
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2607 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2608 * 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. 2609 * See the config.h file for a little more in depth detail about this.
2681 */ 2610 */
2682 2611
2683 /* Basically two ways to go - remove a stat permanently, or just 2612 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2613 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2614 * of death.
2686 */ 2615 */
2687#ifndef COZY_SERVER 2616#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2617 if (settings.balanced_stat_loss)
2618 {
2689 /* If stat loss is permanent, lose one stat only. */ 2619 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2620 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2621 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2622 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2623 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2624 little bit harder. */
2695 /* GD */ 2625 /* GD */
2696 if (settings.stat_loss_on_death) 2626 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2627 num_stats_lose = 1;
2698 else 2628 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2629 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2630 }
2631 else
2701 num_stats_lose = 1; 2632 num_stats_lose = 1;
2702 } 2633
2703 lost_a_stat = 0; 2634 lost_a_stat = 0;
2704 2635
2705 for (z=0; z<num_stats_lose; z++) { 2636 for (z = 0; z < num_stats_lose; z++)
2706 i = RANDOM() % NUM_STATS; 2637 {
2638 i = rndm (NUM_STATS);
2707 2639
2708 if (settings.stat_loss_on_death) { 2640 if (settings.stat_loss_on_death)
2641 {
2709 /* Pick a random stat and take a point off it. Tell the player 2642 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2643 * what he lost.
2711 */ 2644 */
2712 change_attr_value(&(op->stats), i,-1); 2645 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2646 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2647 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2648 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2649 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2650 lost_a_stat = 1;
2718 } else { 2651 }
2652 else
2653 {
2719 /* deplete a stat */ 2654 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2655 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2656 object *dep;
2657
2658 dep = present_arch_in_ob (deparch, op);
2659 if (!dep)
2722 2660 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2661 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2662 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 2663 }
2756 if (lose_this_stat) { 2664 lose_this_stat = 1;
2665 if (settings.balanced_stat_loss)
2666 {
2667 /* GD */
2668 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2669 this_stat = get_attr_value (&(dep->stats), i);
2670 if (this_stat < 0)
2671 {
2672 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2673 int keep_chance = this_stat * this_stat;
2674
2675 /* Yes, I am paranoid. Sue me. */
2676 if (keep_chance < 1)
2677 keep_chance = 1;
2678
2679 /* There is a maximum depletion total per level. */
2680 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2681 {
2682 lose_this_stat = 0;
2683 /* Take loss chance vs keep chance to see if we
2684 retain the stat. */
2685 }
2686 else
2687 {
2688 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2689 lose_this_stat = 0;
2690 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2691 this_stat, keep_chance, loss_chance,
2692 lose_this_stat?"LOSE":"KEEP"); */
2693 }
2694 }
2695 }
2696
2697 if (lose_this_stat)
2698 {
2699 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2700 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2701 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2702 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2703 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2704 * difference.
2763 */ 2705 */
2764 if (this_stat>=-50) { 2706 if (this_stat >= -50)
2707 {
2765 change_attr_value(&(dep->stats), i, -1); 2708 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2709 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2710 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2711 op->update_stats ();
2769 lost_a_stat = 1; 2712 lost_a_stat = 1;
2770 } 2713 }
2771 } 2714 }
2715 }
2772 } 2716 }
2773 } 2717
2774 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2719 if (!lost_a_stat)
2776 { 2720 {
2777 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2722 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2723 shstr_tmp god = determine_god (op);
2780 if (god && (strcmp(god, "none"))) 2724
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2725 if (god != shstr_none)
2782 "moment you feel the holy presence of %s protecting" 2726 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2783 " you.", god); 2727 else
2784 else 2728 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2729 }
2730#else
2731 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2788#endif 2732#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 2733
2792 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2735 * exp loss on the stone.
2794 */ 2736 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2799 FREE_AND_COPY(tmp->name_pl, buf); 2741 &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; 2742 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2744
2809 /**************************************/ 2745 /**************************************/
2810 /* */ 2746 /* */
2811 /* Subtract the experience points, */ 2747 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */ 2748 /* */
2815 /**************************************/ 2749 /**************************************/
2816 2750
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)); */ 2751 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2752 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 2753
2843 /* 2754 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2755 * 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 2756 * and put them back in the map.
2846 * in the map. 2757 */
2847 */ 2758 op->drop_unpaid_items ();
2848 2759
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 /****************************************/ 2760 /****************************************/
2858 /* */ 2761 /* */
2859 /* Move player to his current respawn- */ 2762 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2763 /* position (usually last savebed) */
2861 /* */ 2764 /* */
2862 /****************************************/ 2765 /****************************************/
2863 2766
2864 enter_player_savebed(op); 2767 enter_player_savebed (op);
2865 2768
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2769 op->contr->braced = 0;
2870 save_player(op,1);
2871 2770
2872 /* it is possible that the player has blown something up 2771 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2772 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2773 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2774 * on the space that might harm the player.
2876 */ 2775 */
2877 will_kill_again=0; 2776 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2778 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2779 will_kill_again |= tmp->attacktype;
2881 } 2780
2882 if (will_kill_again) { 2781 if (will_kill_again)
2782 {
2883 object *force; 2783 object *force;
2884 int at; 2784 int at;
2885 2785
2886 force=get_archetype(FORCE_NAME); 2786 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2787 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2788 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2789 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2790 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2791 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2792 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2793 force->resist[at] = 100;
2894 } 2794
2895 insert_ob_in_ob(force, op); 2795 insert_ob_in_ob (force, op);
2896 fix_player(op); 2796 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905
2906 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 } 2797 }
2955 }
2956 play_again(op);
2957 2798
2958 /* peterm: added to create a corpse at deathsite. */ 2799 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
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} 2800}
2972 2801
2973 2802void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2803loot_object (object *op)
2804{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2805 object *tmp, *tmp2, *next;
2976 2806
2977 if (op->container) { /* close open sack first */ 2807 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2808
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2809 for (tmp = op->inv; tmp; tmp = next)
2810 {
2982 next=tmp->below; 2811 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2812
2984 remove_ob(tmp); 2813 if (tmp->invisible)
2814 continue;
2815
2816 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2817 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2818
2987 loot_object(tmp); 2819 if (tmp->type == CONTAINER)
2988 } 2820 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2821
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2822 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2823 {
2991 if(tmp->nrof>1) { 2824 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2825 {
2993 free_object(tmp2); 2826 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2827 insert_ob_in_map (tmp, op->map, NULL, 0);
2828 }
2829 else
2830 tmp->destroy ();
2831 }
2995 } else 2832 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2834 }
3000} 2835}
3001 2836
3002/* 2837/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2838 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2839 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2840 * was changed.
3006 */ 2841 */
3007 2842void
3008void fix_weight(void) { 2843fix_weight (void)
3009 player *pl; 2844{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2845 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2846 {
3012 if(old == sum) 2847 sint32 old = pl->ob->carrying;
3013 continue; 2848
3014 fix_player(pl->ob); 2849 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2850
3016 pl->ob->name, old, sum); 2851 if (old != pl->ob->carrying)
2852 {
2853 pl->ob->update_stats ();
2854 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2855 }
3017 } 2856 }
3018} 2857}
3019 2858
2859void
3020void fix_luck(void) { 2860fix_luck (void)
3021 player *pl; 2861{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2862 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2863 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2864 pl->ob->change_luck (0);
3025} 2865}
3026
3027 2866
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2867/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2868 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2869 * just treat this as any other spell casting object.
3031 */ 2870 */
3032
3033void 2871void
3034cast_dust (object * op, object * throw_ob, int dir) 2872cast_dust (object *op, object *throw_ob, int dir)
3035{ 2873{
3036 object *skop, *spob; 2874 object *skop, *spob;
3037 2875
3038 skop = find_skill_by_name (op, throw_ob->skill); 2876 skop = find_skill_by_name (op, throw_ob->skill);
3039 2877
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2878 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2879 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2880 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2881 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2882 return;
3046 } 2883 }
3047 2884
3048 spob = throw_ob->inv; 2885 spob = throw_ob->inv;
3049 2886
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2887 // 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 2888 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2889 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2890 if (!spob)
3054 { 2891 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2892 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; 2893 return;
3058 } 2894 }
3059 2895
3060 if (op->type == PLAYER) 2896 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2897 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2898
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2899 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2900
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2901 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 2902}
3069 2903
2904void
3070void make_visible (object *op) { 2905make_visible (object *op)
3071 op->hide = 0; 2906{
2907 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2908 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 2909
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) 2910 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 2911 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2912 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2913 op->contr->invis_race = 0;
2914 }
2915
2916 update_object (op, UP_OBJ_CHANGE);
2917}
2918
2919int
2920is_true_undead (object *op)
2921{
2922 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2923 return 1;
2924
3089 return 0; 2925 return 0;
3090} 2926}
3091 2927
3092/* look at the surrounding terrain to determine 2928/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2929 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2930 * indicate greater hideability.
3095 */ 2931 */
3096 2932int
3097int hideability(object *ob) { 2933hideability (object *ob)
2934{
3098 int i,level=0, mflag; 2935 int i, level = 0, mflag;
3099 sint16 x,y; 2936 sint16 x, y;
3100 2937
3101 if(!ob||!ob->map) return 0; 2938 if (!ob || !ob->map)
2939 return 0;
3102 2940
3103 /* so, on normal lighted maps, its hard to hide */ 2941 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 2942 level = ob->map->darklevel () - 2;
3105 2943
3106 /* this also picks up whether the object is glowing. 2944 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 2945 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 2946 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2947 if (ob->has_carried_lights ())
2948 level = -(10 + (2 * ob->map->darklevel ()));
3110 2949
3111 /* scan through all nearby squares for terrain to hide in */ 2950 /* 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]) { 2951 for (i = 0, x = ob->x, y = ob->y;
2952 i <= SIZEOFFREE1;
2953 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2954 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2955 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 2956 if (mflag & P_OUT_OF_MAP)
2957 continue;
2958
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2959 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 2960 level += 2;
3117 else /* open terrain! */ 2961 else /* open terrain! */
3118 level -= 1; 2962 level -= 1;
3119 } 2963 }
3120 2964
3121#if 0 2965#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2966 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 2967#endif
3124 return level; 2968 return level;
3125} 2969}
3126 2970
3127/* For Hidden creatures - a chance of becoming 'unhidden' 2971/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 2972 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 2973 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 2974 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 2975 */
3132 2976void
3133void do_hidden_move (object *op) { 2977do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2978{
3135 object *skop; 2979 int hide = 0;
3136 2980
3137 if(!op || !op->map) return; 2981 if (!op || !op->map)
2982 return;
3138 2983
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2984 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2985 int num = random_roll (0, 19, op, PREFER_LOW);
3140 2986
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 2987 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 2988 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 2989 if (!skop || num >= skop->level)
2990 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2991 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 2992 make_visible (op);
3146 return; 2993 return;
3147 } else num += 20;
3148 } 2994 }
2995 else
2996 num += 20;
2997
3149 num += op->map->difficulty; 2998 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 2999 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3000 num -= hide;
3001
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3002 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3003 {
3153 make_visible(op); 3004 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3005
3155 "You moved out of hiding! You are visible!"); 3006 if (op->type == PLAYER)
3007 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3008 }
3157 else if (op->type == PLAYER && skop) { 3009 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3010 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3011}
3161 3012
3162/* determine if who is standing near a hostile creature. */ 3013/* determine if who is standing near a hostile creature. */
3163 3014
3015int
3164int stand_near_hostile( object *who ) { 3016stand_near_hostile (object *who)
3017{
3165 object *tmp=NULL; 3018 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3019 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3020 maptile *m;
3168 sint16 x,y; 3021 sint16 x, y;
3169 3022
3170 if(!who) return 0; 3023 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; 3024 return 0;
3025
3026 if (who->type == PLAYER)
3027 player = 1;
3028
3029 else
3030 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3031
3032 /* search adjacent squares */
3033 for (i = 1; i < 9; i++)
3034 {
3035 x = who->x + freearr_x[i];
3036 y = who->y + freearr_y[i];
3037 m = who->map;
3038 mflags = get_map_flags (m, &m, x, y, &x, &y);
3039 /* space must be blocked if there is a monster. If not
3040 * blocked, don't need to check this space.
3041 */
3042 if (mflags & P_OUT_OF_MAP)
3043 continue;
3044 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3045 continue;
3046
3047 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3048 {
3049 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3050 return 1;
3051 else if (tmp->type == PLAYER)
3052 {
3053 /*don't let a hidden DM prevent you from hiding */
3054 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3055 return 1;
3056 }
3057 }
3058 }
3059 return 0;
3200} 3060}
3201 3061
3202/* check the player los field for viewability of the 3062/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3063 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3064 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 3065 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 3066 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 3067 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 3068 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 3069 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 3070 * 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. 3071 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3072 * -b.t.
3213 * This function is now map tiling safe. 3073 * This function is now map tiling safe.
3214 */ 3074 */
3215 3075int
3216int player_can_view (object *pl,object *op) { 3076player_can_view (object *pl, object *op)
3077{
3217 rv_vector rv; 3078 rv_vector rv;
3218 int dx,dy; 3079 int dx, dy;
3219 3080
3220 if(pl->type!=PLAYER) { 3081 if (pl->type != PLAYER)
3082 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3083 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; 3084 return -1;
3247 op = op->more;
3248 } 3085 }
3086
3087 if (!pl || !op)
3249 return 0; 3088 return 0;
3089
3090 op = op->head_ ();
3091
3092 get_rangevector (pl, op, &rv, 0x1);
3093
3094 /* starting with the 'head' part, lets loop
3095 * through the object and find if it has any
3096 * part that is in the los array but isn't on
3097 * a blocked los square.
3098 * we use the archetype to figure out offsets.
3099 */
3100 while (op)
3101 {
3102 dx = rv.distance_x + op->arch->x;
3103 dy = rv.distance_y + op->arch->y;
3104
3105 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3106 return 1;
3107
3108 op = op->more;
3109 }
3110
3111 return 0;
3250} 3112}
3251 3113
3252/* routine for both players and monsters. We call this when 3114/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3115 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3116 * place or invisiblity spell. Artefact invisiblity causes
3255 * effected by this. If we arent invisible to begin with, we 3117 * "noise" instead. If we arent invisible to begin with, we
3256 * return 0. 3118 * return 0.
3257 */ 3119 */
3120int
3258int action_makes_visible (object *op) { 3121action_makes_visible (object *op)
3259 3122{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3123 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3124 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3125 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3126 {
3127 // artefact invisibility is permanent, but we still make noise
3128 // this is important for game-balance.
3129 if (op->contr)
3130 op->make_noise ();
3131
3262 return 0; 3132 return 0;
3133 }
3263 3134
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3135 if (op->contr && op->contr->tmp_invis == 0)
3136 return 0;
3265 3137
3266 /* If monsters, they should become visible */ 3138 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3139 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3140 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3141 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3269 return 1; 3142 return 1;
3270 } 3143 }
3271 } 3144 }
3145
3272 return 0; 3146 return 0;
3273} 3147}
3274 3148
3275/* op_on_battleground - checks if the given object op (usually 3149/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3150 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3151 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3152 * -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 3153 * 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 3154 * 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 3155 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3156 */
3157int
3283int op_on_battleground (object *op, int *x, int *y) { 3158op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3159{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3160 /* 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), 3161 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3162 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3163 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3164 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3165 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3166 for (object *tmp = op->below; tmp; tmp = tmp->below)
3167 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3169 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3170 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3171 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3172 && tmp->name == shstr_battleground
3173 && EXIT_X (tmp) && EXIT_Y (tmp))
3174 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3175 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3176 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3177 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3178 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3179 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3180 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3181 {
3182 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3183 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3184
3185 return 1;
3186 }
3187 }
3188 }
3189
3190 if (x && y)
3191 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3192
3305 return 1; 3193 return 1;
3306 } 3194 }
3307 } 3195 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3196 }
3313 } 3197
3314 }
3315 /* If we got here, did not find a battleground */ 3198 /* If we got here, did not find a battleground */
3316 return 0; 3199 return 0;
3317} 3200}
3318 3201
3319/* 3202/*
3323 * attributes: 3206 * attributes:
3324 * object *who the dragon player 3207 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3208 * int atnr the attack-number of the ability focus
3326 * int level ability level 3209 * int level ability level
3327 */ 3210 */
3211void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3212dragon_ability_gain (object *who, int atnr, int level)
3213{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3214 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3215 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3216 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3217 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3218 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3219 int i = 0, j = 0;
3335 3220
3336 /* get the appropriate treasurelist */ 3221 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3222 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3223 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3224 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3225 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3226 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3227 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3228 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3229 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3230
3346 if (trlist == NULL || who->type != PLAYER) 3231 if (trlist == NULL || who->type != PLAYER)
3347 return; 3232 return;
3348 3233
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3234 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3235
3351 3236 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3237 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3238 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3239 return;
3355 } 3240 }
3356 3241
3357 /* everything seems okay - now bring on the gift: */ 3242 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3243 item = tr->item;
3359 3244
3360 if (item->type == SPELL) { 3245 if (item->type == SPELL)
3246 {
3361 if (check_spell_known (who, item->name)) 3247 if (check_spell_known (who, item->name))
3362 return; 3248 return;
3363 3249
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3250 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); 3251 do_learn_spell (who, item, 0);
3366 return; 3252 return;
3367 } 3253 }
3368 3254
3369 /* grant direct spell */ 3255 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3256 if (item->type == SPELLBOOK)
3257 {
3371 if (!item->inv) { 3258 if (!item->inv)
3259 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3260 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3261 return;
3375 } 3262 }
3376 if (check_spell_known (who, item->inv->name)) 3263 if (check_spell_known (who, item->inv->name))
3377 return; 3264 return;
3378 if (item->invisible) { 3265 if (item->invisible)
3266 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3267 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); 3268 do_learn_spell (who, item->inv, 0);
3381 return; 3269 return;
3382 } 3270 }
3383 } 3271 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3272 else if (item->type == SKILL_TOOL && item->invisible)
3273 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3274 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3275 {
3386 3276
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3277 /* 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 3278 * 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, 3279 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3280 * but not all of them, he gets nothing.
3391 */ 3281 */
3392 if (!(skop->attacktype & item->attacktype)) { 3282 if (!(skop->attacktype & item->attacktype))
3283 {
3393 /* Give new attacktype */ 3284 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3285 skop->attacktype |= item->attacktype;
3395 3286
3396 /* always add physical if there's none */ 3287 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3288 skop->attacktype |= AT_PHYSICAL;
3398 3289
3399 if (item->msg != NULL) 3290 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3291 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3292
3402 /* Give player new face */ 3293 /* Give player new face */
3403 if (item->animation_id) { 3294 if (item->animation_id)
3295 {
3404 who->face = skop->face; 3296 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3297 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3298 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3299 who->last_anim = 0;
3408 who->state = 0; 3300 who->state = 0;
3409 animate_object(who, who->direction); 3301 animate_object (who, who->direction);
3410 } 3302 }
3303 }
3304 }
3411 } 3305 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3306 else if (item->type == FORCE)
3307 {
3415 /* forces in the treasurelist can alter the player's stats */ 3308 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3309 object *skin;
3310
3417 /* first get the dragon skin force */ 3311 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3312 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3313 ;
3420 if (skin == NULL) return; 3314
3421 3315 if (!skin)
3316 return;
3317
3422 /* adding new spellpath attunements */ 3318 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3319 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3320 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3321 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3322
3426 /* print message */ 3323 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3324 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3325 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3326 {
3430 if (j) 3327 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3328 {
3432 else 3329 if (j)
3433 j = 1; 3330 strcat (buf, " and ");
3331 else
3332 j = 1;
3434 strcat(buf, spellpathnames[i]); 3333 strcat (buf, spellpathnames[i]);
3435 } 3334 }
3436 } 3335 }
3437 strcat(buf,"."); 3336 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3337 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3338 }
3440 3339
3441 /* evtl. adding flags: */ 3340 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3341 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3342 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3343 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3344 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3345 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3346 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3347
3449 /* print message if there is one */ 3348 /* print message if there is one */
3450 if (item->msg != NULL) 3349 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3350 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3351 }
3352 else
3452 } 3353 {
3453 else {
3454 /* generate misc. treasure */ 3354 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3355 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3356 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); 3357 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3358 }
3461} 3359}
3462 3360
3463/** 3361/**
3464 * Unready an object for a player. This function does nothing if the object was 3362 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3363 * not readied.
3466 */ 3364 */
3365void
3467void player_unready_range_ob(player *pl, object *ob) { 3366player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3367{
3368 if (pl->ob->current_weapon == ob)
3369 pl->ob->current_weapon = 0;
3469 3370
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3371 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3372 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3373
3473 if (pl->shoottype == i) { 3374 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3375 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3376}
3377
3378sint8
3379player::darkness_at (maptile *map, int x, int y) const
3380{
3381 if (!ns)
3382 return LOS_BLOCKED;
3383
3384 int dx, dy;
3385 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3386 return LOS_BLOCKED;
3387
3388 x += dx - ns->current_x;
3389 y += dy - ns->current_y;
3390
3391 return blocked_los (x, y);
3392}
3393
3394void
3395player::infobox (const char *title, const char *msg, int color)
3396{
3397 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3398}
3399
3400void
3401player::statusmsg (const char *msg, int color)
3402{
3403 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3404}
3405
3406void
3407player::failmsg (const char *msg, int color)
3408{
3409 play_sound (sound_find ("generic_failure"));
3410 statusmsg (msg, color);
3411}
3412

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