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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.182 by root, Thu Apr 17 14:06:03 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 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 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
199 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 189 ob->map = 0;
190 party = 0;
201 191
202 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 193
205 players.erase (this); 194 players.erase (this);
206} 195}
207 196
208// connect the player with a specific client 197// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
210void 199void
211player::connect (client *ns) 200player::connect (client *ns)
212{ 201{
213 this->ns = ns; 202 this->ns = ns;
214 ns->pl = this; 203 ns->pl = this;
215 204
216 run_on = 0; 205 run_on = 0;
217 fire_on = 0; 206 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
219 208
220 ns->update_look = 0; 209 ns->update_look = 0;
221 ns->look_position = 0; 210 ns->look_position = 0;
222 211
223 clear_los (ob); 212 clear_los (this);
224 213
225 ns->reset_stats (); 214 ns->reset_stats ();
226 215
227 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
230
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 226
251 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
253 { 229 {
254 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
255 231
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
262 abil = tmp; 235 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
264 skin = tmp; 237 skin = tmp;
265 238
266 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
267 } 240 }
268 241
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 243
271 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
272 245
273 ob->update_stats (); 246 ob->update_stats ();
247
274 ns->floorbox_update (); 248 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
278 251
279 activate (); 252 activate ();
280 253
287} 260}
288 261
289void 262void
290player::disconnect () 263player::disconnect ()
291{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
292 if (ns) 271 if (ns)
293 { 272 {
294 if (active) 273 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 275
297 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
298 277
299 ns->reset_stats (); 278 ns->reset_stats ();
300 ns->pl = 0; 279 ns->pl = 0;
301 this->ns = 0; 280 ns = 0;
302 } 281 }
303 282
304 ob->container = 0; //TODO: client-specific 283 observe = ob;
284
305 deactivate (); 285 deactivate ();
306} 286}
307 287
308// the need for this function can be explained 288// the need for this function can be explained
309// by load_object not returning the object 289// by load_object not returning the object
310void 290void
311player::set_object (object *op) 291player::set_object (object *op)
312{ 292{
313 ob = op; 293 ob = observe = op;
314 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
315 295
296 ob->speed = 1.0f;
316 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 298
318 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321 300
322 ob->roll_stats (); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
323} 334}
324 335
325player::player () 336player::player ()
326{ 337{
327 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 339 * we deal with that below this point.
329 */ 340 */
330 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
332 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
333 344
334 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
335 346
336 gen_sp_armour = 10; 347 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 348 bowtype = bow_normal;
339 petmode = pet_normal; 349 petmode = pet_normal;
340 listening = 10; 350 listening = 10;
341 usekeys = containers; 351 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
343 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
344} 357}
345 358
346void 359void
347player::do_destroy () 360player::do_destroy ()
348{ 361{
353 if (ob) 366 if (ob)
354 { 367 {
355 ob->destroy_inv (false); 368 ob->destroy_inv (false);
356 ob->destroy (); 369 ob->destroy ();
357 } 370 }
371
372 ob = observe = 0;
358} 373}
359 374
360player::~player () 375player::~player ()
361{ 376{
362 /* Clear item stack */ 377 /* Clear item stack */
371player::create () 386player::create ()
372{ 387{
373 player *pl = new player; 388 player *pl = new player;
374 389
375 pl->set_object (arch_to_object (get_player_archetype (0))); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
376 set_first_map (pl->ob); 396 set_first_map (pl->ob);
377 397
378 return pl; 398 return pl;
379} 399}
380 400
384 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
385 */ 405 */
386archetype * 406archetype *
387get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
388{ 408{
389 archetype *start = at; 409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
390 410
391 for (;;) 411 for (;;)
392 { 412 {
393 if (at == NULL || at->next == NULL) 413 if (++i == archetypes.end ())
394 at = first_archetype; 414 i = archetypes.begin ();
395 else 415 else if (*i == at)
396 at = at->next; 416 cleanup ("not a single player archetype found");
397 417
398 if (at->clone.type == PLAYER) 418 if ((*i)->type == PLAYER)
399 return at; 419 return *i;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 } 420 }
407} 421}
408 422
409object * 423object *
410get_nearest_player (object *mon) 424get_nearest_player (object *mon)
414 unsigned lastdist; 428 unsigned lastdist;
415 rv_vector rv; 429 rv_vector rv;
416 430
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 432 {
419 /* We should not find free objects on this friendly list, but it
420 * does periodically happen. Given that, lets deal with it.
421 * While unlikely, it is possible the next object on the friendly
422 * list is also free, so encapsulate this in a while loop.
423 */
424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
426 object *tmp = ol->ob;
427
428 /* Can't do much more other than log the fact, because the object
429 * itself will have been cleared.
430 */
431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
433 ol = ol->next;
434 remove_friendly_object (tmp);
435 if (!ol)
436 return op;
437 }
438
439 /* Remove special check for player from this. First, it looks to cause
440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
441 * complicated method of state checking would be needed in any case -
442 * as it was, a clever player could type quit, and the function would
443 * skip them over while waiting for confirmation. Remove
444 * on_same_map check, as can_detect_enemy also does this
445 */
446 if (!can_detect_enemy (mon, ol->ob, &rv)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 434 continue;
448 435
449 if (lastdist > rv.distance) 436 if (lastdist > rv.distance)
450 { 437 {
526 x = mon->x; 513 x = mon->x;
527 y = mon->y; 514 y = mon->y;
528 m = mon->map; 515 m = mon->map;
529 dir = rv.direction; 516 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 517 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 518 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
519
532 /* If we can't solve it within the search distance, return now. */ 520 /* If we can't solve it within the search distance, return now. */
533 if (diff > max) 521 if (diff > max)
534 return 0; 522 return 0;
523
535 while (diff > 1 && max > 0) 524 while (diff > 1 && max > 0)
536 { 525 {
537 lastx = x; 526 lastx = x;
538 lasty = y; 527 lasty = y;
539 lastmap = m; 528 lastmap = m;
621 max--; 610 max--;
622 lastdir = dir; 611 lastdir = dir;
623 if (!firstdir) 612 if (!firstdir)
624 firstdir = dir; 613 firstdir = dir;
625 } 614 }
615
626 if (diff <= 1) 616 if (diff <= 1)
627 { 617 {
628 /* Recalculate diff (distance) because we may not have actually 618 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 619 * headed toward player for entire distance.
630 */ 620 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 621 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 622 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 623 }
624
634 if (diff > max) 625 if (diff > max)
635 return 0; 626 return 0;
636 } 627 }
628
637 /* If we reached the max, didn't find a direction in time */ 629 /* If we reached the max, didn't find a direction in time */
638 if (!max) 630 if (!max)
639 return 0; 631 return 0;
640 632
641 return firstdir; 633 return firstdir;
642} 634}
643 635
644void 636void
645give_initial_items (object *pl, treasurelist * items) 637give_initial_items (object *pl, treasurelist *items)
646{ 638{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 639 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 641
652 for (op = pl->inv; op; op = next) 642 for (object *next, *op = pl->inv; op; op = next)
653 { 643 {
654 next = op->below; 644 next = op->below;
655 645
656 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
662 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 653 * by this player due to race restrictions
664 */ 654 */
665 if (pl->type == PLAYER) 655 if (pl->type == PLAYER)
666 { 656 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658 &&
668 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 660 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 661 || op->type == SHIELD || op->type == GLOVES
662 || op->type == BRACERS || op->type == GIRDLE))
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 663 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 664 {
673 op->destroy (); 665 op->destroy ();
674 continue; 666 continue;
675 } 667 }
676 } 668 }
699 if (op->nrof > 1) 691 if (op->nrof > 1)
700 op->nrof = 1; 692 op->nrof = 1;
701 } 693 }
702 694
703 if (op->type == SPELLBOOK && op->inv) 695 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 697
708 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 700 * merged properly.
711 */ 701 */
712 if (need_identify (op)) 702 if (need_identify (op))
713 { 703 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 707 }
708
718 if (op->type == SPELL) 709 if (op->type == SPELL)
719 { 710 {
720 op->destroy (); 711 op->destroy ();
721 continue; 712 continue;
722 } 713 }
724 { 715 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 717 op->stats.exp = 0;
727 op->level = 1; 718 op->level = 1;
728 } 719 }
729 /* lock all 'normal items by default */ 720 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
733 723
734 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
735 link_player_skills (pl); 725 link_player_skills (pl);
755roll_stat (void) 745roll_stat (void)
756{ 746{
757 int a[4], i, j, k; 747 int a[4], i, j, k;
758 748
759 for (i = 0; i < 4; i++) 749 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 750 a[i] = (int) rndm (6) + 1;
761 751
762 for (i = 0, j = 0, k = 7; i < 4; i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 753 if (a[i] < k)
764 k = a[i], j = i; 754 k = a[i], j = i;
765 755
771} 761}
772 762
773void 763void
774object::roll_stats () 764object::roll_stats ()
775{ 765{
776 int statsort [7]; 766 int statsort [NUM_STATS];
777 767
778 for (;;) 768 for (;;)
779 { 769 {
780 int sum = 0; 770 int sum = 0;
781 for (int i = 7; i--; ) 771 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 772 sum += statsort [i] = roll_stat ();
783 773
784 if (sum >= 82 && sum <= 116) 774 if (sum >= 82 && sum <= 116)
785 break; 775 break;
786 } 776 }
787 777
788 // Sort the stats so that rerolling is easier... 778 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 780
781 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 783
799 stats.exp = 0; 784 stats.exp = 0;
800 stats.ac = 0; 785 stats.ac = 0;
801 786
802 stats.hp = stats.maxhp; 787 stats.hp = stats.maxhp;
814} 799}
815 800
816void 801void
817object::swap_stats (int a, int b) 802object::swap_stats (int a, int b)
818{ 803{
819 int tmp = get_attr_value (&contr->orig_stats, a); 804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 805
806 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 807 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 808
831 //TODO: the following code looks so borked and should, at the very least, 809 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 810 // be merged with the similar code in roll_stats
833 stats.ac = 0; 811 stats.ac = 0;
834 812
853static void 831static void
854start_info (object *op) 832start_info (object *op)
855{ 833{
856 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
857 835
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 836 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 838}
863 839
864/* This function takes the key that is passed, and does the 840/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 841 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 842 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 843 * separate race and class; this actually changes the RACE,
868 * not the class. 844 * not the class.
869 */ 845 */
870int 846void
871key_change_class (object *op, char key) 847player::chargen_race_done ()
872{ 848{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 849 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 850 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 851
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 852 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 853 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 854 create_treasure (tl, ob, 0, 0, 0);
885 855
886 INVOKE_PLAYER (BIRTH, op->contr); 856 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 857 INVOKE_PLAYER (LOGIN, ob->contr);
888 858
889 op->contr->ns->state = ST_PLAYING; 859 ob->contr->ns->state = ST_PLAYING;
890 860
891 if (op->msg) 861 if (ob->msg)
892 op->msg = NULL; 862 ob->msg = 0;
893 863
894 /* We create this now because some of the unique maps will need it 864 /* We create this now because some of the unique maps will need it
895 * to save here. 865 * to save here.
896 */ 866 */
867 {
868 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 869 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 870 make_path_to_file (buf);
871 }
899 872
900 start_info (op); 873 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 875 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 876 link_player_skills (ob);
904 esrv_send_inventory (op, op); 877 esrv_send_inventory (ob, ob);
905 op->update_stats (); 878 ob->update_stats ();
906 879
907 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
908 * is one for this race 881 * is one for this race
909 */ 882 */
910 if (*first_map_ext_path) 883 if (*first_map_ext_path)
911 { 884 {
912 object *tmp; 885 object *tmp;
913 char mapname[MAX_BUF]; 886 char mapname[MAX_BUF];
914 887
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 888 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 889 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 890 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 891 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 892 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 893 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 894 * if the map isn't there, then stay on the
922 * default initial map */ 895 * default initial map */
923 tmp->destroy (); 896 tmp->destroy ();
924 } 897 }
925 else 898 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 899 LOG (llevDebug, "first_map_ext_path not set\n");
900}
927 901
928 return 0; 902void
929 } 903player::chargen_race_next ()
930 904{
931 /* Following actually changes the race - this is the default command 905 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 906 * if we don't match with one of the options above.
933 */ 907 */
934 908
935 tmp_loop = 0; 909 do
936 while (!tmp_loop)
937 { 910 {
938 shstr name = op->name; 911 shstr name = ob->name;
939 int x = op->x, y = op->y; 912 int x = ob->x, y = ob->y;
940 913
941 op->remove_statbonus (); 914 ob->remove_statbonus ();
942 op->remove (); 915 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 916 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 917 ob->arch->copy_to (ob);
945 op->instantiate (); 918 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 919 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 920 ob->name = ob->name_pl = name;
948 op->x = x; 921 ob->x = x;
949 op->y = y; 922 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 923 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 924 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 925 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 926 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 927 }
928 while (!allowed_class (ob));
956 929
957 update_object (op, UP_OBJ_FACE); 930 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 931 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 932 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 933 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 934 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 935 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 936}
970 937
971void 938void
972flee_player (object *op) 939flee_player (object *op)
973{ 940{
1020 /* Cornered, get rid of scared */ 987 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 989 op->enemy = NULL;
1023} 990}
1024 991
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 992/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 993 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 994 * stop.
1029 */ 995 */
1030int 996int
1031check_pick (object *op) 997check_pick (object *op)
1032{ 998{
1033 object *tmp, *next; 999 object *tmp, *next;
1034 int stop = 0; 1000 int stop = 0;
1035 int j, k, wvratio; 1001 int wvratio;
1036 char putstring[128], tmpstr[16]; 1002 char putstring[128];
1037 1003
1038 /* if you're flying, you cna't pick up anything */ 1004 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 1005 if (op->move_type & MOVE_FLYING)
1040 return 1; 1006 return 1;
1041 1007
1042 next = op->below; 1008 next = op->below;
1043 1009
1010 int cnt = MAX_ITEM_PER_DROP;
1011#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012
1044 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 1014 * destroyed */
1046 while (next && !next->destroyed ()) 1015 while (next && !next->destroyed ())
1047 { 1016 {
1048 tmp = next; 1017 tmp = next;
1049 next = tmp->below; 1018 next = tmp->below;
1050 1019
1020 if (cnt <= 0)
1021 {
1022 op->failmsg ("Couldn't pickup all items at once.");
1023 return 0;
1024 }
1025
1051 if (op->destroyed ()) 1026 if (op->destroyed ())
1052 return 0; 1027 return 0;
1053 1028
1054 if (!can_pick (op, tmp)) 1029 if (!can_pick (op, tmp))
1055 continue; 1030 continue;
1056 1031
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 1033 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 1034 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1061 continue; 1036 continue;
1062 } 1037 }
1063 1038
1064 /* high not bit set? We're using the old autopickup model */ 1039 /* high not bit set? We're using the old autopickup model */
1065 if (!(op->contr->mode & PU_NEWMODE)) 1040 if (!(op->contr->mode & PU_NEWMODE))
1067 switch (op->contr->mode) 1042 switch (op->contr->mode)
1068 { 1043 {
1069 case 0: 1044 case 0:
1070 return 1; /* don't pick up */ 1045 return 1; /* don't pick up */
1071 case 1: 1046 case 1:
1072 pick_up (op, tmp); 1047 CHK_PICK_PICKUP;
1073 return 1; 1048 return 1;
1074 case 2: 1049 case 2:
1075 pick_up (op, tmp); 1050 CHK_PICK_PICKUP;
1076 return 0; 1051 return 0;
1077 case 3: 1052 case 3:
1078 return 0; /* stop before pickup */ 1053 return 0; /* stop before pickup */
1079 case 4: 1054 case 4:
1080 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1081 break; 1056 break;
1082 case 5: 1057 case 5:
1083 pick_up (op, tmp); 1058 CHK_PICK_PICKUP;
1084 stop = 1; 1059 stop = 1;
1085 break; 1060 break;
1086 case 6: 1061 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1088 pick_up (op, tmp); 1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064 CHK_PICK_PICKUP;
1089 break; 1065 break;
1090 1066
1091 case 7: 1067 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM) 1068 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp); 1069 CHK_PICK_PICKUP;
1094 break; 1070 break;
1095 1071
1096 default: 1072 default:
1097 /* use value density */ 1073 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp); 1076 CHK_PICK_PICKUP;
1101 } 1077 }
1102 } 1078 }
1103 else 1079 else
1104 { /* old model */ 1080 { /* old model */
1105 /* NEW pickup handling */ 1081 /* NEW pickup handling */
1109 if (tmp->name != NULL) 1085 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1087 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1088 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1090 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1091
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1092 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1093 }
1118 1094
1119 /* philosophy: 1095 /* philosophy:
1160 /* all food and drink if desired */ 1136 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */ 1137 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD) 1138 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD) 1139 if (tmp->type == FOOD)
1164 { 1140 {
1165 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1166 continue; 1142 continue;
1167 } 1143 }
1168 1144
1169 if (op->contr->mode & PU_DRINK) 1145 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 { 1147 {
1172 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1173 continue; 1149 continue;
1174 } 1150 }
1175 1151
1176 if (op->contr->mode & PU_POTION) 1152 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION) 1153 if (tmp->type == POTION)
1178 { 1154 {
1179 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1180 continue; 1156 continue;
1181 } 1157 }
1182 1158
1183 /* spellbooks, skillscrolls and normal books/scrolls */ 1159 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK) 1160 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK) 1161 if (tmp->type == SPELLBOOK)
1186 { 1162 {
1187 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1188 continue; 1164 continue;
1189 } 1165 }
1190 1166
1191 if (op->contr->mode & PU_SKILLSCROLL) 1167 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL) 1168 if (tmp->type == SKILLSCROLL)
1193 { 1169 {
1194 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1195 continue; 1171 continue;
1196 } 1172 }
1197 1173
1198 if (op->contr->mode & PU_READABLES) 1174 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL) 1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1200 { 1176 {
1201 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1202 continue; 1178 continue;
1203 } 1179 }
1204 1180
1205 /* wands/staves/rods/horns */ 1181 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE) 1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 { 1184 {
1209 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1210 continue; 1186 continue;
1211 } 1187 }
1212 1188
1213 /* pick up all magical items */ 1189 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1190 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 { 1192 {
1217 pick_up (op, tmp); 1193 CHK_PICK_PICKUP;
1218 continue; 1194 continue;
1219 } 1195 }
1220 1196
1221 if (op->contr->mode & PU_VALUABLES) 1197 if (op->contr->mode & PU_VALUABLES)
1222 { 1198 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1199 if (tmp->type == MONEY || tmp->type == GEM)
1224 { 1200 {
1225 pick_up (op, tmp); 1201 CHK_PICK_PICKUP;
1226 continue; 1202 continue;
1227 } 1203 }
1228 } 1204 }
1229 1205
1230 /* rings & amulets - talismans seems to be typed AMULET */ 1206 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS) 1207 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET) 1208 if (tmp->type == RING || tmp->type == AMULET)
1233 { 1209 {
1234 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1235 continue; 1211 continue;
1236 } 1212 }
1237 1213
1238 /* we don't forget dragon food */ 1214 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH) 1215 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH) 1216 if (tmp->type == FLESH)
1241 { 1217 {
1242 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1243 continue; 1219 continue;
1244 } 1220 }
1245 1221
1246 /* bows and arrows. Bows are good for selling! */ 1222 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW) 1223 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW) 1224 if (tmp->type == BOW)
1249 { 1225 {
1250 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1251 continue; 1227 continue;
1252 } 1228 }
1253 1229
1254 if (op->contr->mode & PU_ARROW) 1230 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW) 1231 if (tmp->type == ARROW)
1256 { 1232 {
1257 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1258 continue; 1234 continue;
1259 } 1235 }
1260 1236
1261 /* all kinds of armor etc. */ 1237 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR) 1238 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR) 1239 if (tmp->type == ARMOUR)
1264 { 1240 {
1265 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1266 continue; 1242 continue;
1267 } 1243 }
1268 1244
1269 if (op->contr->mode & PU_HELMET) 1245 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET) 1246 if (tmp->type == HELMET)
1271 { 1247 {
1272 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1273 continue; 1249 continue;
1274 } 1250 }
1275 1251
1276 if (op->contr->mode & PU_SHIELD) 1252 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD) 1253 if (tmp->type == SHIELD)
1278 { 1254 {
1279 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1280 continue; 1256 continue;
1281 } 1257 }
1282 1258
1283 if (op->contr->mode & PU_BOOTS) 1259 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS) 1260 if (tmp->type == BOOTS)
1285 { 1261 {
1286 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1287 continue; 1263 continue;
1288 } 1264 }
1289 1265
1290 if (op->contr->mode & PU_GLOVES) 1266 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES) 1267 if (tmp->type == GLOVES)
1292 { 1268 {
1293 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1294 continue; 1270 continue;
1295 } 1271 }
1296 1272
1297 if (op->contr->mode & PU_CLOAK) 1273 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK) 1274 if (tmp->type == CLOAK)
1299 { 1275 {
1300 pick_up (op, tmp); 1276 CHK_PICK_PICKUP;
1301 continue; 1277 continue;
1302 } 1278 }
1303 1279
1304 /* hoping to catch throwing daggers here */ 1280 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON) 1281 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 { 1283 {
1308 pick_up (op, tmp); 1284 CHK_PICK_PICKUP;
1309 continue; 1285 continue;
1310 } 1286 }
1311 1287
1312 /* careful: chairs and tables are weapons! */ 1288 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1289 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1290 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1291 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1292 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1295 {
1320 pick_up (op, tmp); 1296 CHK_PICK_PICKUP;
1321 continue; 1297 continue;
1322 } 1298 }
1323 } 1299 }
1324 1300
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1301 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1302 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1304 {
1329 pick_up (op, tmp); 1305 CHK_PICK_PICKUP;
1330 continue; 1306 continue;
1331 } 1307 }
1332 } 1308 }
1333 } 1309 }
1334 1310
1335 /* misc stuff that's useful */ 1311 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY) 1312 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 { 1314 {
1339 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1340 continue; 1316 continue;
1341 } 1317 }
1342 1318
1343 /* any of the last 4 bits set means we use the ratio for value 1319 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */ 1320 * pickups */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits 1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */ 1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5; 1327 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 { 1329 {
1354 pick_up (op, tmp); 1330 CHK_PICK_PICKUP;
1355#if 0 1331#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL) 1333 if (tmp->name != NULL)
1358 { 1334 {
1359 fprintf (stderr, "%s", tmp->name); 1335 fprintf (stderr, "%s", tmp->name);
1360 } 1336 }
1361 else 1337 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1338 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1339 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1340 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1341#endif
1366 continue; 1342 continue;
1367 } 1343 }
1378 * found object is returned. 1354 * found object is returned.
1379 */ 1355 */
1380object * 1356object *
1381find_arrow (object *op, const char *type) 1357find_arrow (object *op, const char *type)
1382{ 1358{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1359 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 return splay (tmp);
1362
1363 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1364 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1365 if (object *arrow = find_arrow (tmp, type))
1366 {
1367 splay (tmp);
1389 return op; 1368 return arrow;
1369 }
1370
1390 return tmp; 1371 return 0;
1391} 1372}
1392 1373
1393/* 1374/*
1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1375 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1395 * against the target. A full test is not performed, simply a basic test 1376 * against the target. A full test is not performed, simply a basic test
1396 * of resistances. The archer is making a quick guess at what he sees down 1377 * of resistances. The archer is making a quick guess at what he sees down
1397 * the hall. Failing that it does it's best to pick the highest plus arrow. 1378 * the hall. Failing that it does it's best to pick the highest plus arrow.
1398 */ 1379 */
1399
1400object * 1380object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1381find_better_arrow (object *op, object *target, const char *type, int *better)
1402{ 1382{
1403 object *tmp = NULL, *arrow, *ntmp; 1383 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1384 int attacknum, attacktype, betterby = 0, i;
1437 else 1417 else
1438 { 1418 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1419 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1420 {
1441 attacktype = 1 << attacknum; 1421 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1422 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1423 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1424 {
1445 tmp = arrow; 1425 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1426 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1427 }
1448 } 1428 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1429 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1430 {
1451 tmp = arrow; 1431 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1450 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1451 * op = the shooter
1472 * type = bow->race 1452 * type = bow->race
1473 * dir = fire direction 1453 * dir = fire direction
1474 */ 1454 */
1475
1476object * 1455object *
1477pick_arrow_target (object *op, const char *type, int dir) 1456pick_arrow_target (object *op, const char *type, int dir)
1478{ 1457{
1479 object *tmp = NULL; 1458 object *tmp = NULL;
1480 maptile *m; 1459 maptile *m;
1545 */ 1524 */
1546int 1525int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1526fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1527{
1549 object *left, *bow; 1528 object *left, *bow;
1550 int bowspeed, mflags; 1529 int mflags;
1551 maptile *m; 1530 maptile *m;
1552 1531
1553 if (!dir) 1532 if (!dir)
1554 { 1533 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1535 return 0;
1557 } 1536 }
1558 1537
1559 if (op->type == PLAYER) 1538 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1539 bow = op->current_weapon;
1561 else 1540 else
1562 { 1541 {
1563 for (bow = op->inv; bow; bow = bow->below) 1542 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1543 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1544 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1549 if (!bow)
1571 { 1550 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1551 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1552 return 0;
1574 } 1553 }
1554
1555 // optimisation: move object to top so we will find it quickly again
1556 if (bow->below)
1557 {
1558 bow->remove ();
1559 op->insert (bow);
1560 }
1561
1575 } 1562 }
1576 1563
1577 if (!bow->race || !bow->skill) 1564 if (!bow->race || !bow->skill)
1578 { 1565 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1567 return 0;
1581 } 1568 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1569
1592 if (arrow == NULL) 1570 if (arrow == NULL)
1593 { 1571 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1572 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1573 {
1596 if (op->type == PLAYER) 1574 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1576 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1577 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1578 CLEAR_FLAG (op, FLAG_READY_BOW);
1579
1601 return 0; 1580 return 0;
1602 } 1581 }
1603 } 1582 }
1604 1583
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1584 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1608
1630 arrow->set_owner (op); 1609 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1610 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1611 arrow->direction = dir;
1633 1612
1613 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1614 arrow->stats.hp = arrow->stats.dam;
1615 arrow->stats.grace = arrow->attacktype;
1616
1617 if (arrow->slaying)
1618 arrow->spellarg = strdup (arrow->slaying);
1619
1620#if 0
1621 if (player *pl = op->contr)
1622 {
1623 float speed = pl->weapon_sp;
1624
1625 /* penalize ROF for bestarrow */
1626 if (pl->bowtype == bow_bestarrow)
1627 speed *= .9f;
1628 else
1629 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1630
1631 op->speed_left += speed - op->speed;
1632 }
1633#endif
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 /* update the speed */
1638 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1639 + bow->stats.dam / 7.f;
1640
1641 arrow->set_speed (max (arrow->speed, 2.f));
1642 arrow->speed_left = 0;
1643
1644 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1645
1634 if (op->type == PLAYER) 1646 if (op->type == PLAYER)
1635 { 1647 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1648 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1649 wc -= dex_bonus[op->stats.Dex];
1650
1651 if (!arrow->slaying)
1652 arrow->slaying = op->slaying;
1653
1654 arrow->attacktype |= op->attacktype;
1667 } 1655 }
1668 else 1656 else
1669 { 1657 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1658 arrow->level = op->level;
1672 } 1659 arrow->stats.wc -= bow->magic;
1673 1660
1674 if (arrow->attacktype == AT_PHYSICAL) 1661 if (!arrow->slaying)
1662 arrow->slaying = bow->slaying;
1663
1675 arrow->attacktype |= bow->attacktype; 1664 arrow->attacktype |= bow->attacktype;
1665 }
1676 1666
1677 if (bow->slaying) 1667 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1668 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1669
1670 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1671 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1672 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1673
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1674 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1675 m->insert (arrow, sx, sy, op);
1685 1676
1686 if (!arrow->destroyed ()) 1677 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1678 move_arrow (arrow);
1688 1679
1709{ 1700{
1710 int ret = 0, wcmod = 0; 1701 int ret = 0, wcmod = 0;
1711 1702
1712 if (op->contr->bowtype == bow_bestarrow) 1703 if (op->contr->bowtype == bow_bestarrow)
1713 { 1704 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1705 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1706 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1707 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1708 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1709 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1710 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1720 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1721 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1723 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1724 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1725 }
1736 else 1726 else
1737 { 1727 {
1738 /* Simple case */ 1728 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1730 }
1731
1741 return ret; 1732 return ret;
1742} 1733}
1743
1744 1734
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1735/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1736 * Broken apart from 'fire' to keep it more readable.
1747 */ 1737 */
1748void 1738void
1749fire_misc_object (object *op, int dir) 1739fire_misc_object (object *op, int dir)
1750{ 1740{
1751 object *item; 1741 object *item = op->contr->ranged_ob;
1752 1742
1753 if (!op->contr->ranges[range_misc]) 1743 if (!item)
1754 { 1744 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1745 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1746 return;
1757 } 1747 }
1758 1748
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1749 if (!item->inv)
1761 { 1750 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1751 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1752 return;
1764 } 1753 }
1754
1755 if (!op->change_weapon (item))
1756 return;
1757
1765 if (item->type == WAND) 1758 if (item->type == WAND)
1766 { 1759 {
1767 if (item->stats.food <= 0) 1760 if (item->stats.food <= 0)
1768 { 1761 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1762 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1764
1771 return; 1765 return;
1772 } 1766 }
1773 } 1767 }
1774 else if (item->type == ROD || item->type == HORN) 1768 else if (item->type == ROD || item->type == HORN)
1775 { 1769 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1771 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 op->contr->play_sound (sound_find ("wand_poof"));
1773
1779 if (item->type == ROD) 1774 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1776 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1778
1783 return; 1779 return;
1784 } 1780 }
1785 } 1781 }
1786 1782
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1783 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1790 object *tmp;
1795 1791
1796 if (item->arch) 1792 if (item->arch)
1797 { 1793 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1795 item->face = item->arch->face;
1800 item->set_speed (0); 1796 item->set_speed (0);
1801 } 1797 }
1802 1798
1803 if ((tmp = item->in_player ())) 1799 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1805 }
1810} 1806}
1811 1807
1812/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1813 */ 1809 */
1814void 1810bool
1815fire (object *op, int dir) 1811fire (object *op, int dir)
1816{ 1812{
1817 int spellcost = 0; 1813 int spellcost = 0;
1818 1814
1819 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1816 if (action_makes_visible (op))
1821 make_visible (op); 1817 make_visible (op);
1822 1818
1823 switch (op->contr->shoottype) 1819 player *pl = op->contr;
1820
1821 if (pl->golem)
1822 {
1823 control_golem (op->contr->golem, dir);
1824 return false;
1824 { 1825 }
1825 case range_none:
1826 return;
1827 1826
1828 case range_bow: 1827 object *ob = pl->ranged_ob;
1828
1829 if (!ob)
1830 return false;
1831
1832 if (!op->change_weapon (ob))
1833 return false;
1834
1835 if (op->speed_left > 0.f)
1836 --op->speed_left;
1837 else
1838 return false;
1839
1840 switch (ob->type)
1841 {
1842 case BOW:
1829 player_fire_bow (op, dir); 1843 player_fire_bow (op, dir);
1830 return; 1844 break;
1831 1845
1832 case range_magic: /* Casting spells */ 1846 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1847 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1848 break;
1835 1849
1836 case range_misc: 1850 case BUILDER:
1851 apply_map_builder (op, dir);
1852 break;
1853
1854 case SKILL:
1855 do_skill (op, op, ob, dir, 0);
1856 break;
1857
1858 default:
1837 fire_misc_object (op, dir); 1859 fire_misc_object (op, dir);
1838 return; 1860 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1861 }
1867}
1868 1862
1869 1863 return true;
1864}
1870 1865
1871/* find_key 1866/* find_key
1872 * We try to find a key for the door as passed. If we find a key 1867 * We try to find a key for the door as passed. If we find a key
1873 * and successfully use it, we return the key, otherwise NULL 1868 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1869 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1871 * pl is the player,
1877 * inv is the objects inventory to searched 1872 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1873 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1874 * This function can be called recursively to search containers.
1880 */ 1875 */
1881
1882object * 1876object *
1883find_key (object *pl, object *container, object *door) 1877find_key (object *pl, object *container, object *door)
1884{ 1878{
1885 object *tmp, *key; 1879 object *tmp, *key;
1886 1880
1887 /* Should not happen, but sanity checking is never bad */ 1881 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1882 if (!container->inv)
1889 return NULL; 1883 return 0;
1890 1884
1891 /* First, lets try to find a key in the top level inventory */ 1885 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1886 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1887 {
1894 if (door->type == DOOR && tmp->type == KEY) 1888 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1889 break;
1896 /* For sanity, we should really check door type, but other stuff 1890 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1891 * (like containers) can be locked with special keys
1898 */ 1892 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1893 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1894 break;
1901 } 1895 }
1896
1902 /* No key found - lets search inventories now */ 1897 /* No key found - lets search inventories now */
1903 /* If we find and use a key in an inventory, return at that time. 1898 /* If we find and use a key in an inventory, return at that time.
1904 * otherwise, if we search all the inventories and still don't find 1899 * otherwise, if we search all the inventories and still don't find
1905 * a key, return 1900 * a key, return
1906 */ 1901 */
1907 if (!tmp) 1902 if (!tmp)
1908 { 1903 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1905 {
1911 /* No reason to search empty containers */ 1906 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1907 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1908 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1909 if ((key = find_key (pl, tmp, door)))
1915 return key; 1910 return key;
1916 } 1911 }
1917 } 1912 }
1913
1918 if (!tmp) 1914 if (!tmp)
1919 return NULL; 1915 return NULL;
1920 } 1916 }
1917
1921 /* We get down here if we have found a key. Now if its in a container, 1918 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1919 * see if we actually want to use it
1923 */ 1920 */
1924 if (pl != container) 1921 if (pl != container)
1925 { 1922 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1945 return NULL;
1949 } 1946 }
1950 } 1947 }
1948
1951 return tmp; 1949 return tmp;
1952} 1950}
1953 1951
1954/* moved door processing out of move_player_attack. 1952/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1953 * returns 1 if player has opened the door with a key
1957 * 0 otherwise 1955 * 0 otherwise
1958 */ 1956 */
1959static int 1957static int
1960player_attack_door (object *op, object *door) 1958player_attack_door (object *op, object *door)
1961{ 1959{
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1960 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1961 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1962 * otherwise, we fall through to the rest of the code.
1965 */ 1963 */
1966 object *key = find_key (op, op, door); 1964 object *key = find_key (op, op, door);
1967 1965
1968 /* IF we found a key, do some extra work */ 1966 /* If we found a key, do some extra work */
1969 if (key) 1967 if (key)
1970 { 1968 {
1971 object *container = key->env; 1969 object *container = key->env;
1972 1970
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1971 if (action_makes_visible (op))
1975 make_visible (op); 1972 make_visible (op);
1973
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1974 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1975 spring_trap (door->inv, op);
1976
1978 if (door->type == DOOR) 1977 if (door->type == DOOR)
1979 {
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1978 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1979 else if (door->type == LOCKED_DOOR)
1983 { 1980 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1981 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1983 }
1984
1987 /* Do this after we print the message */ 1985 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1986 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1987 /* Need to update the weight the container the key was in */
1990 if (container != op) 1988 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container); 1989 esrv_update_item (UPD_WEIGHT, op, container);
1990
1992 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
1993 } 1992 }
1994 else if (door->type == LOCKED_DOOR) 1993 else if (door->type == LOCKED_DOOR)
1995 { 1994 {
1996 /* Might as well return now - no other way to open this */ 1995 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 1997 return 1;
1999 } 1998 }
1999
2000 return 0; 2000 return 0;
2001} 2001}
2002 2002
2003/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2008 */ 2008 */
2009void 2009bool
2010move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2011{ 2011{
2012 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 2012 int on_battleground;
2015 maptile *m;
2016 2013
2017 nx = freearr_x[dir] + op->x; 2014 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 2015 sint16 ny = freearr_y[dir] + op->y;
2019 2016
2020 on_battleground = op_on_battleground (op, 0, 0); 2017 on_battleground = op_on_battleground (op, 0, 0);
2018
2019 if (out_of_map (op->map, nx, ny))
2020 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2021 2027
2022 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2023 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2024 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2025 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2026 * move to some space, it then means that if we are braced, we should 2032 * move to some space, it then means that if we are braced, we should
2027 * do nothing at all. As it is, if we are braced, we go through 2033 * do nothing at all. As it is, if we are braced, we go through
2028 * quite a bit of processing. However, it probably is less than what 2034 * quite a bit of processing. However, it probably is less than what
2029 * move_ob uses. 2035 * move_ob uses.
2030 */ 2036 */
2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2032 {
2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2034 {
2035 m = op->map->xy_find (nx, ny); 2037 maptile *m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2040 m = op->map;
2041 2038
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return;
2044
2045 mon = 0;
2046 /* Go through all the objects, and find ones of interest. Only stop if 2039 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack. 2040 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters 2041 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space 2042 * on the space
2050 */ 2043 */
2051 while (tmp) 2044 object *mon;
2052 { 2045 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2053 if (tmp == op) 2046 {
2054 { 2047 if ((mon->flag [FLAG_ALIVE]
2055 tmp = tmp->above; 2048 || mon->type == LOCKED_DOOR
2056 continue; 2049 || mon->flag [FLAG_CAN_ROLL])
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp; 2050 && mon != op)
2062 break; 2051 break;
2063 } 2052 }
2064 2053
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */ 2054 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */ 2055 return false; /* into a wall */
2073 2056
2074 if (mon->head)
2075 mon = mon->head; 2057 mon = mon->head_ ();
2076 2058
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f)
2078 if (player_attack_door (op, mon)) 2061 if (player_attack_door (op, mon))
2062 {
2063 --op->contr->weapon_sp_left;
2079 return; 2064 return true;
2065 }
2080 2066
2081 /* The following deals with possibly attacking peaceful 2067 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2068 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2069 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2070 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2071 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2072 * and thus will not push them.
2087 */ 2073 */
2088 2074
2089 /* If the creature is a pet, push it even if the player is not 2075 /* 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 2076 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2077 * player owns it and it is either friendly or unagressive.
2092 */ 2078 */
2093 if ((op->type == PLAYER) 2079 if (op->type == PLAYER
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr 2080 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2081 && same_party (mon->owner->contr->party, op->contr->party))
2098#else
2099 && mon->owner == op 2082 || mon->owner == op)
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 { 2084 {
2103 /* If we're braced, we don't want to switch places with it */ 2085 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced) 2086 if (op->contr->braced)
2105 return; 2087 return false;
2106 2088
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2089 if (op->speed_left > 0.f)
2090 {
2091 --op->speed_left;
2092
2093 op->play_sound (sound_find ("push_player"));
2108 (void) push_ob (mon, dir, op); 2094 push_ob (mon, dir, op);
2095
2109 if (op->contr->tmp_invis || op->hide) 2096 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op); 2097 make_visible (op);
2111 2098
2112 return; 2099 return true;
2113 } 2100 }
2101 else
2102 return false;
2103 }
2114 2104
2115 /* in certain circumstances, you shouldn't attack friendly 2105 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 2106 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't 2107 * someone, but put it inside this loop so that you won't
2118 * attack them either. 2108 * attack them either.
2119 */ 2109 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 2110 if ((mon->type == PLAYER || mon->enemy != op)
2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 2112 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 2113 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 2114 && !on_battleground))
2115 {
2116 if (op->speed_left > 0.f)
2131 { 2117 {
2118 --op->speed_left;
2119
2132 if (!op->contr->braced) 2120 if (!op->contr->braced)
2133 { 2121 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2123 push_ob (mon, dir, op);
2136 } 2124 }
2137 else 2125 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2126 op->statusmsg ("You withhold your attack");
2139 2127
2140 if (op->contr->tmp_invis || op->hide) 2128 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op); 2129 make_visible (op);
2142 }
2143 2130
2131 return true;
2132 }
2133 }
2144 /* If the object is a boulder or other rollable object, then 2134 /* If the object is a boulder or other rollable object, then
2145 * roll it if not braced. You can't roll it if you are braced. 2135 * roll it if not braced. You can't roll it if you are braced.
2146 */ 2136 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138 {
2139 if (op->speed_left > 0.f)
2148 { 2140 {
2141 --op->speed_left;
2142
2149 recursive_roll (mon, dir, op); 2143 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 2144 if (action_makes_visible (op))
2151 make_visible (op); 2145 make_visible (op);
2152 }
2153 2146
2147 return true;
2148 }
2149 }
2154 /* Any generic living creature. Including things like doors. 2150 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points 2151 * Way it works is like this: First, it must have some hit points
2156 * and be living. Then, it must be one of the following: 2152 * and be living. Then, it must be one of the following:
2157 * 1) Not a player, 2) A player, but of a different party. Note 2153 * 1) Not a player, 2) A player, but of a different party. Note
2158 * that party_number -1 is no party, so attacks can still happen. 2154 * that party_number -1 is no party, so attacks can still happen.
2159 */ 2155 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 { 2158 {
2163 2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 { 2160 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2161 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2162
2176 skill_attack (mon, op, 0, 0, 0); 2163 skill_attack (mon, op, 0, 0, 0);
2177
2178 /* If attacking another player, that player gets automatic
2179 * hitback, and doesn't loose luck either.
2180 * Disable hitback on the battleground or if the target is
2181 * the wiz.
2182 */
2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2184 {
2185 short luck = mon->stats.luck;
2186
2187 mon->contr->has_hit = 1;
2188 skill_attack (op, mon, 0, 0, 0);
2189 mon->stats.luck = luck;
2190 }
2191 2164
2192 if (action_makes_visible (op)) 2165 if (action_makes_visible (op))
2193 make_visible (op); 2166 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2167
2198int 2168 return true;
2169 }
2170 }
2171
2172 return false;
2173}
2174
2175bool
2199move_player (object *op, int dir) 2176move_player (object *op, int dir)
2200{ 2177{
2201 int pick; 2178 int pick;
2202 2179
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2204 return 0; 2181 return 0;
2205 2182
2206 /* Sanity check: make sure dir is valid */ 2183 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9)) 2184 if ((dir < 0) || (dir >= 9))
2208 { 2185 {
2210 return 0; 2187 return 0;
2211 } 2188 }
2212 2189
2213 /* peterm: added following line */ 2190 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2191 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2192 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2193
2217 op->facing = dir; 2194 op->facing = dir;
2218 2195
2219 if (op->hide) 2196 if (op->hide)
2220 do_hidden_move (op); 2197 do_hidden_move (op);
2221 2198
2199 bool retval;
2200
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2202 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2203 else if (op->contr->fire_on)
2225 fire (op, dir); 2204 retval = fire (op, dir);
2226 else 2205 else
2227 { 2206 {
2228 move_player_attack (op, dir); 2207 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2208 pick = check_pick (op);
2230 } 2209 }
2231 2210
2232 /* Add special check for newcs players and fire on - this way, the 2211 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing. 2212 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2219 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2220 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2221 * for players.
2243 */ 2222 */
2244 animate_object (op, op->facing); 2223 animate_object (op, op->facing);
2245 return 0; 2224
2225 return retval;
2246} 2226}
2247 2227
2248/* This is similar to handle_player, below, but is only used by the 2228/* This is similar to handle_player, below, but is only used by the
2249 * new client/server stuff. 2229 * new client/server stuff.
2250 * This is sort of special, in that the new client/server actually uses 2230 * This is sort of special, in that the new client/server actually uses
2251 * the new speed values for commands. 2231 * the new speed values for commands.
2252 * 2232 *
2253 * Returns true if there are more actions we can do. 2233 * Returns true if there are more actions we can do. Should not do
2234 * many actions in a row, as that would be too unfair to other
2235 * players.
2254 */ 2236 */
2255int 2237bool
2256handle_newcs_player (object *op) 2238handle_newcs_player (object *op)
2257{ 2239{
2258 if (op->contr->hidden)
2259 {
2260 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly.
2264 */
2265 if (pticks & 2)
2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2271 if (!op->invisible)
2272 {
2273 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 }
2276 }
2277
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2240 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2241 {
2280 flee_player (op); 2242 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2243 {
2284 op->speed_left--; 2244 --op->speed_left;
2245 flee_player (op);
2246
2285 return 0; 2247 return true;
2286 } 2248 }
2249 else
2250 return false;
2287 } 2251 }
2288
2289 /* I've been seeing crashes where the golem has been destroyed, but
2290 * the player object still points to the defunct golem. The code that
2291 * destroys the golem looks correct, and it doesn't always happen, so
2292 * put this in a a workaround to clean up the golem pointer.
2293 */
2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295 op->contr->ranges[range_golem] = 0;
2296 2252
2297 /* call this here - we also will call this in do_ericserver, but 2253 /* call this here - we also will call this in do_ericserver, but
2298 * the players time has been increased when doericserver has been 2254 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2255 * called, so we recheck it here.
2300 */ 2256 */
2301 if (op->contr->ns->handle_command ()) 2257 if (op->contr->ns->handle_command ())
2302 return 1; 2258 return true;
2303 2259
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2260 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2308 /* All move commands take 1 tick, at least for now */
2309 op->speed_left--;
2310
2311 /* Instead of all the stuff below, let move_player take care
2312 * of it. Also, some of the skill stuff is only put in
2313 * there, as well as the confusion stuff.
2314 */
2315 move_player (op, op->direction); 2261 return move_player (op, op->direction);
2316 2262
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2263 return false;
2322} 2264}
2323 2265
2324int 2266int
2325save_life (object *op) 2267save_life (object *op)
2326{ 2268{
2328 return 0; 2270 return 0;
2329 2271
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 { 2274 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2275 op->play_sound (sound_find ("ob_evaporate"));
2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335 2277
2336 if (op->contr) 2278 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count); 2279 esrv_del_item (op->contr, tmp->count);
2338 2280
2358/* This goes throws the inventory and removes unpaid objects, and puts them 2300/* This goes throws the inventory and removes unpaid objects, and puts them
2359 * back in the map (location and map determined by values of env). This 2301 * back in the map (location and map determined by values of env). This
2360 * function will descend into containers. op is the object to start the search 2302 * function will descend into containers. op is the object to start the search
2361 * from. 2303 * from.
2362 */ 2304 */
2363void 2305static void
2364remove_unpaid_objects (object *op, object *env) 2306drop_unpaid_items (object *op, object *env)
2365{ 2307{
2366 object *next;
2367
2368 while (op) 2308 while (op)
2369 { 2309 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2310 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371 2311
2372 if (QUERY_FLAG (op, FLAG_UNPAID)) 2312 if (QUERY_FLAG (op, FLAG_UNPAID))
2375 esrv_del_item (env->contr, op->count); 2315 esrv_del_item (env->contr, op->count);
2376 2316
2377 op->insert_at (env); 2317 op->insert_at (env);
2378 } 2318 }
2379 else if (op->inv) 2319 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env); 2320 drop_unpaid_items (op->inv, env);
2381 2321
2382 op = next; 2322 op = next;
2383 } 2323 }
2324}
2325
2326void
2327object::drop_unpaid_items ()
2328{
2329 if (!flag [FLAG_REMOVED])
2330 ::drop_unpaid_items (inv, this);
2384} 2331}
2385 2332
2386/* 2333/*
2387 * Returns pointer a static string containing gravestone text 2334 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what 2335 * Moved from apply.c to player.c - player.c is what
2438 int rate_grace = 2000; 2385 int rate_grace = 2000;
2439 const int max_hp = 1; 2386 const int max_hp = 1;
2440 const int max_sp = 1; 2387 const int max_sp = 1;
2441 const int max_grace = 1; 2388 const int max_grace = 1;
2442 2389
2443 if (op->contr->outputs_sync) 2390 if (op->contr->hidden)
2391 {
2392 op->invisible = 1000;
2393 /* the socket code flashes the player visible/invisible
2394 * depending on the value of invisible, so we need to
2395 * alternate it here for it to work correctly.
2396 */
2397 if (pticks & 2)
2398 op->invisible--;
2444 { 2399 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2400 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2401 {
2447 flush_output_element (op, &op->contr->outputs[i]); 2402 if (!op->invisible--)
2403 {
2404 make_visible (op);
2405 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2406 }
2448 } 2407 }
2449 2408
2450 if (op->contr->ns->state == ST_PLAYING) 2409 if (op->contr->ns->state == ST_PLAYING)
2451 { 2410 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2411 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2430 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2431 else
2473 { 2432 {
2474 gen_grace = op->stats.maxgrace; 2433 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2434 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 }
2477
2478 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 } 2435 }
2519 2436
2520 /* Regenerate Grace */ 2437 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2438 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0) 2439 if (--op->last_grace < 0)
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2460 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 } 2461 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2462 /* wearing stuff doesn't detract from grace generation. */
2546 } 2463 }
2547 2464
2465 if (op->stats.food > 0)
2466 {
2548 /* Regenerate Hit Points */ 2467 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2468 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2469 {
2553 op->stats.hp++; 2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2471
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2472 if (op->stats.sp < op->stats.maxsp)
2556 { 2473 {
2474 op->stats.sp++;
2475
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2557 op->stats.food--; 2479 op->stats.food--;
2480
2558 if (op->contr->digestion < 0) 2481 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2482 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food; 2484 op->stats.food = last_food;
2485 }
2562 } 2486 }
2563 }
2564 2487
2565 if (max_hp > 1) 2488 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2489 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503
2571 op->last_heal = 0; 2504 op->last_sp = 0;
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 } 2508 }
2573 else 2509 else
2510 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2574 { 2517 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2518 op->stats.hp++;
2519
2520 /* dms do not consume food */
2521 if (!QUERY_FLAG (op, FLAG_WIZ))
2522 {
2523 op->stats.food--;
2524
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2576 } 2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 } 2543 }
2578 else 2544 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 } 2546 }
2582 } 2547 }
2583 2548
2584 /* Digestion */ 2549 /* Digestion */
2585 if (--op->last_eat < 0) 2550 if (--op->last_eat < 0)
2586 { 2551 {
2587#ifdef COZY_SERVER 2552 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2553 penalty = max (0, -op->contr->digestion);
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2554
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2555 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2556
2599 /* dms do not consume food */ 2557 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2558 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2559 op->stats.food--;
2602 } 2560 }
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2630 manual_apply (op, flesh, 0); 2588 manual_apply (op, flesh, 0);
2631 } 2589 }
2632 } 2590 }
2633 2591
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2592 if (op->stats.food < 0)
2635 op->stats.food++, op->stats.hp--; 2593 {
2594 op->stats.hp += op->stats.food;
2595 op->stats.food = 0;
2596 }
2636 2597
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2598 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op); 2599 kill_player (op);
2639 } 2600 }
2640} 2601}
2645 * file. 2606 * file.
2646 */ 2607 */
2647void 2608void
2648kill_player (object *op) 2609kill_player (object *op)
2649{ 2610{
2611 int x, y;
2650 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2651 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again; 2614 int will_kill_again;
2662 archetype *at; 2615 archetype *at;
2663 object *tmp; 2616 object *tmp;
2664 2617
2665 if (save_life (op)) 2618 if (save_life (op))
2666 return; 2619 return;
2667
2668 2620
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused. 2622 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2623 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2624 */
2688 { 2640 {
2689 tmp->destroy (); 2641 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2642 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 } 2643 }
2692 2644
2693 cure_disease (op, 0); /* remove any disease */ 2645 cure_disease (op, 0, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp; 2646 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0) 2647 if (op->stats.food <= 0)
2696 op->stats.food = 999; 2648 op->stats.food = 999;
2697 2649
2698 /* create a bodypart-trophy to make the winner happy */ 2650 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2651 if (object *tmp = arch_to_object (archetype::find ("finger")))
2700 { 2652 {
2701 sprintf (buf, "%s's finger", &op->name); 2653 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2654 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n" 2655 tmp->msg = format (
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2656 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2657 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2706 tmp->msg = buf; 2658 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2659 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2660 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2661 tmp->insert_at (op, tmp);
2710 } 2662 }
2711 2663
2712 /* teleport defeated player to new destination */ 2664 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2665 transfer_ob (op, x, y, 0, NULL);
2718 INVOKE_PLAYER (DEATH, op->contr); 2670 INVOKE_PLAYER (DEATH, op->contr);
2719 2671
2720 command_kill_pets (op, 0); 2672 command_kill_pets (op, 0);
2721 2673
2722 if (op->stats.food < 0) 2674 if (op->stats.food < 0)
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation"); 2675 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729 2676
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2677 op->contr->play_sound (sound_find ("player_dies"));
2731 2678
2732 /* save the map location for corpse, gravestone */ 2679 /* save the map location for corpse, gravestone */
2733 x = op->x; 2680 x = op->x;
2734 y = op->y; 2681 y = op->y;
2735 map = op->map; 2682 map = op->map;
2898 { 2845 {
2899 tmp->destroy (); 2846 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 } 2848 }
2902 2849
2903 cure_disease (op, 0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2904 2851
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2853 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100) 2854 if (op->stats.food < 100)
2908 op->stats.food = 900; 2855 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2859
2913 /* 2860 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * the player has any unpaid items. If so, remove them and put them back 2861 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2862 * and put them back in the map.
2917 */ 2863 */
2918 2864 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2865
2922 /****************************************/ 2866 /****************************************/
2923 /* */ 2867 /* */
2924 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
2945 object *force; 2889 object *force;
2946 int at; 2890 int at;
2947 2891
2948 force = get_archetype (FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2894 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2895 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2897 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2899 force->resist[at] = 100;
2956 2900
2965void 2909void
2966loot_object (object *op) 2910loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2911{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2912 object *tmp, *tmp2, *next;
2969 2913
2970 if (op->container) 2914 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2915
2973 for (tmp = op->inv; tmp; tmp = next) 2916 for (tmp = op->inv; tmp; tmp = next)
2974 { 2917 {
2975 next = tmp->below; 2918 next = tmp->below;
2976 2919
2977 if (tmp->invisible) 2920 if (tmp->invisible)
2978 continue; 2921 continue;
2979 2922
2980 tmp->remove (); 2923 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2924 tmp->x = op->x, tmp->y = op->y;
2925
2982 if (tmp->type == CONTAINER) 2926 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2927 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2928
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2930 {
2988 if (tmp->nrof > 1) 2931 if (tmp->nrof > 1)
2989 { 2932 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy (); 2934 tmp2->destroy ();
3002/* 2945/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2948 * was changed.
3006 */ 2949 */
3007
3008void 2950void
3009fix_weight (void) 2951fix_weight (void)
3010{ 2952{
3011 for_all_players (pl) 2953 for_all_players (pl)
3012 { 2954 {
3067void 3009void
3068make_visible (object *op) 3010make_visible (object *op)
3069{ 3011{
3070 op->hide = 0; 3012 op->hide = 0;
3071 op->invisible = 0; 3013 op->invisible = 0;
3014
3072 if (op->type == PLAYER) 3015 if (op->type == PLAYER)
3073 { 3016 {
3074 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 3018 op->contr->invis_race = 0;
3076 } 3019 }
3020
3077 update_object (op, UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3078} 3022}
3079 3023
3080int 3024int
3081is_true_undead (object *op) 3025is_true_undead (object *op)
3082{ 3026{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 3028 return 1;
3087 3029
3088 return 0; 3030 return 0;
3089} 3031}
3090 3032
3091/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 3035 * indicate greater hideability.
3094 */ 3036 */
3095
3096int 3037int
3097hideability (object *ob) 3038hideability (object *ob)
3098{ 3039{
3099 int i, level = 0, mflag; 3040 int i, level = 0, mflag;
3100 sint16 x, y; 3041 sint16 x, y;
3110 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3111 if (has_carried_lights (ob)) 3052 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness)); 3053 level = -(10 + (2 * ob->map->darkness));
3113 3054
3114 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3115 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 { 3059 {
3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118 if (mflag & P_OUT_OF_MAP) 3061 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue; 3062 continue;
3121 } 3063
3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123 level += 2; 3065 level += 2;
3124 else /* open terrain! */ 3066 else /* open terrain! */
3125 level -= 1; 3067 level -= 1;
3126 } 3068 }
3134/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 3080 */
3139
3140void 3081void
3141do_hidden_move (object *op) 3082do_hidden_move (object *op)
3142{ 3083{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3144 object *skop; 3085 object *skop;
3226 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3227 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3228 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3234 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3235 * -b.t. 3176 * -b.t.
3236 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3237 */ 3178 */
3238
3239int 3179int
3240player_can_view (object *pl, object *op) 3180player_can_view (object *pl, object *op)
3241{ 3181{
3242 rv_vector rv; 3182 rv_vector rv;
3243 int dx, dy; 3183 int dx, dy;
3255 3195
3256 get_rangevector (pl, op, &rv, 0x1); 3196 get_rangevector (pl, op, &rv, 0x1);
3257 3197
3258 /* starting with the 'head' part, lets loop 3198 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 3199 * through the object and find if it has any
3260 * part that is in the los array but isnt on 3200 * part that is in the los array but isn't on
3261 * a blocked los square. 3201 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3202 * we use the archetype to figure out offsets.
3263 */ 3203 */
3264 while (op) 3204 while (op)
3265 { 3205 {
3266 dx = rv.distance_x + op->arch->clone.x; 3206 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3207 dy = rv.distance_y + op->arch->y;
3268 3208
3269 /* only the viewable area the player sees is updated by LOS 3209 /* only the viewable area the player sees is updated by LOS
3270 * code, so we need to restrict ourselves to that range of values 3210 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values. 3211 * for any meaningful values.
3272 */ 3212 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1; 3216 return 1;
3217
3277 op = op->more; 3218 op = op->more;
3278 } 3219 }
3220
3279 return 0; 3221 return 0;
3280} 3222}
3281 3223
3282/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3283 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3286 * return 0. 3228 * return 0.
3287 */ 3229 */
3288int 3230int
3289action_makes_visible (object *op) 3231action_makes_visible (object *op)
3290{ 3232{
3291
3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 { 3234 {
3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3295 return 0; 3236 return 0;
3296 3237
3302 { 3243 {
3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3304 return 1; 3245 return 1;
3305 } 3246 }
3306 } 3247 }
3248
3307 return 0; 3249 return 0;
3308} 3250}
3309 3251
3310/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3316 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3317 */ 3259 */
3318int 3260int
3319op_on_battleground (object *op, int *x, int *y) 3261op_on_battleground (object *op, int *x, int *y)
3320{ 3262{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3270 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 { 3272 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3335 { 3277 {
3336 /*before we assign the exit, check if this is a teambattle */ 3278 /* before we assign the exit, check if this is a teambattle */
3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 { 3280 {
3339 object *invtmp;
3340
3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3342 { 3282 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3344 { 3284 {
3345 if (x != NULL && y != NULL) 3285 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3347 return 1; 3288 return 1;
3348 } 3289 }
3349 } 3290 }
3350 } 3291 }
3292
3351 if (x != NULL && y != NULL) 3293 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3353 return 1; 3296 return 1;
3354 } 3297 }
3355 } 3298 }
3356 } 3299 }
3300
3357 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3358 return 0; 3302 return 0;
3359} 3303}
3360 3304
3361/* 3305/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3322 int i = 0, j = 0;
3379 3323
3380 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3333
3390 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3391 return; 3335 return;
3392 3336
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3342 return;
3399 } 3343 }
3400 3344
3401 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3346 item = tr->item;
3403 3347
3404 if (item->type == SPELL) 3348 if (item->type == SPELL)
3405 { 3349 {
3406 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3407 return; 3351 return;
3466 { 3410 {
3467 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3412 object *skin;
3469 3413
3470 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3416 ;
3474 3417
3475 if (!skin) 3418 if (!skin)
3476 return; 3419 return;
3477 3420
3525 * not readied. 3468 * not readied.
3526 */ 3469 */
3527void 3470void
3528player_unready_range_ob (player *pl, object *ob) 3471player_unready_range_ob (player *pl, object *ob)
3529{ 3472{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3475
3476 if (pl->combat_ob == ob)
3477 pl->combat_ob = 0;
3478
3531 if (pl->ranges[i] == ob) 3479 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3480 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

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