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Comparing deliantra/server/server/player.C (file contents):
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC vs.
Revision 1.273 by root, Sun Apr 18 05:54:18 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
240 } 125 }
241 126
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 128
244 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
245 130
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
253 {
254 case SKILL:
255 ob->flag [FLAG_APPLIED] = false;
256 break;
257
258 case WAND:
259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
268 }
269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats (); 131 ob->update_stats ();
272 132
273 ns->floorbox_update (); 133 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
276 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
277 activate (); 143 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282 144
283 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
285} 147}
286 148
303 ns->reset_stats (); 165 ns->reset_stats ();
304 ns->pl = 0; 166 ns->pl = 0;
305 ns = 0; 167 ns = 0;
306 } 168 }
307 169
308 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
309 173
310 deactivate (); 174 deactivate ();
311} 175}
176
177//-GPL
312 178
313// the need for this function can be explained 179// the need for this function can be explained
314// by load_object not returning the object 180// by load_object not returning the object
315void 181void
316player::set_object (object *op) 182player::set_object (object *op)
317{ 183{
318 ob = observe = op; 184 ob = observe = viewpoint = op;
319 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
320 186
321 ob->speed = 1.0f; 187 ob->speed = 1.0f;
322 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
323 189
324 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
325} 191}
326 192
327void 193void
328player::set_observe (object *op) 194player::set_observe (object *op)
329{ 195{
330 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
331 do_los = 1; 197 do_los = 1;
332} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
333 208
334player::player () 209player::player ()
335{ 210{
336 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point. 212 * we deal with that below this point.
343 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
344 219
345 gen_sp_armour = 10; 220 gen_sp_armour = 10;
346 bowtype = bow_normal; 221 bowtype = bow_normal;
347 petmode = pet_normal; 222 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers; 223 usekeys = containers;
350 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
351 do_los = 1; 225 do_los = 1;
352 226
353 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
360 disconnect (); 234 disconnect ();
361 235
362 attachable::do_destroy (); 236 attachable::do_destroy ();
363 237
364 if (ob) 238 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy (); 239 ob->destroy ();
368 }
369 240
370 ob = observe = 0; 241 ob = observe = viewpoint = 0;
371} 242}
372 243
373player::~player () 244player::~player ()
374{ 245{
375 /* Clear item stack */ 246 /* Clear item stack */
376 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
377} 276}
378 277
379/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
380 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
381 * mode. 280 * mode.
383player * 282player *
384player::create () 283player::create ()
385{ 284{
386 player *pl = new player; 285 player *pl = new player;
387 286
388 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
389 288
390 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
393 292
394 set_first_map (pl->ob); 293 set_first_map (pl->ob);
395 294
396 return pl; 295 return pl;
397}
398
399/*
400 * get_player_archetype() return next player archetype from archetype
401 * list. Not very efficient routine, but used only creating new players.
402 * Note: there MUST be at least one player archetype!
403 */
404archetype *
405get_player_archetype (archetype *at)
406{
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
409 for (;;)
410 {
411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419} 296}
420 297
421object * 298object *
422get_nearest_player (object *mon) 299get_nearest_player (object *mon)
423{ 300{
497 */ 374 */
498int 375int
499path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
500{ 377{
501 rv_vector rv; 378 rv_vector rv;
502 sint16 x, y;
503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
504 maptile *m, *lastmap;
505 380
506 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
507 382
508 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
509 return 0; 384 return 0;
510 385
511 x = mon->x; 386 mapxy pos (mon);
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction; 387 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517 390
518 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
519 if (diff > max) 392 if (diff > max)
520 return 0; 393 return 0;
521 394
522 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
523 { 396 {
524 lastx = x; 397 mapxy lastpos = pos;
525 lasty = y; 398 pos.move (dir);
526 lastmap = m;
527 x = lastx + freearr_x[dir];
528 y = lasty + freearr_y[dir];
529 399
530 mflags = get_map_flags (m, &m, x, y, &x, &y); 400 MoveType blocked;
531 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); 401 bool blocksview;
402
403 if (pos.normalise ())
404 {
405 mapspace &ms = *pos;
406
407 blocksview = ms.flags () & P_BLOCKSVIEW;
408 blocked = ms.move_block;
409 }
410 else
411 {
412 blocksview = true;
413 blocked = MOVE_ALL;
414 }
532 415
533 /* Space is blocked - try changing direction a little */ 416 /* Space is blocked - try changing direction a little */
534 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 417 if ((blocksview || OB_TYPE_MOVE_BLOCK (mon, blocked))
535 && (m == mon->map && blocked_link (mon, m, x, y)))) 418 && (blocked_link (mon, pos.m, pos.x, pos.y)))
536 { 419 {
537 /* recalculate direction from last good location. Possible 420 /* recalculate direction from last good location. Possible
538 * we were not traversing ideal location before. 421 * we were not traversing ideal location before.
539 */ 422 */
540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 423 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
541 if (rv.direction != dir) 424 if (rv.direction != dir)
542 { 425 {
543 /* OK - says direction should be different - lets reset the 426 /* OK - says direction should be different - lets reset the
544 * the values so it will try again. 427 * the values so it will try again.
545 */ 428 */
546 x = lastx;
547 y = lasty;
548 m = lastmap; 429 pos = lastpos;
549 dir = firstdir = rv.direction; 430 dir = firstdir = rv.direction;
550 } 431 }
551 else 432 else
552 { 433 {
553 /* direct path is blocked - try taking a side step to 434 /* direct path is blocked - try taking a side step to
560 */ 441 */
561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 442 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 { 443 {
563 if (i == 0) 444 if (i == 0)
564 continue; /* already did this, so skip it */ 445 continue; /* already did this, so skip it */
446
565 /* Use lastdir here - otherwise, 447 /* Use lastdir here - otherwise,
566 * since the direction that the creature should move in 448 * since the direction that the creature should move in
567 * may change, you could get infinite loops. 449 * may change, you could get infinite loops.
568 * ie, player is northwest, but monster can only 450 * ie, player is northwest, but monster can only
569 * move west, so it does that. It goes some distance, 451 * move west, so it does that. It goes some distance,
571 * can't do that, but now finds it can move east, and 453 * can't do that, but now finds it can move east, and
572 * gets back to its original point. lastdir contains 454 * gets back to its original point. lastdir contains
573 * the last direction the creature has successfully 455 * the last direction the creature has successfully
574 * moved. 456 * moved.
575 */ 457 */
576
577 x = lastx + freearr_x[absdir (lastdir + i)];
578 y = lasty + freearr_y[absdir (lastdir + i)];
579 m = lastmap; 458 pos = lastpos;
580 mflags = get_map_flags (m, &m, x, y, &x, &y); 459 pos.move (absdir (lastdir + i));
581 if (mflags & P_OUT_OF_MAP) 460
461 if (!pos.normalise ())
582 continue; 462 continue;
583 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 463
584 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 464 mapspace &ms = *pos;
465
466 if (ms.flags () & P_BLOCKSVIEW)
585 continue; 467 continue;
586 if (mflags & P_BLOCKSVIEW) 468
469 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
587 continue; 470 continue;
588 471
589 if (m == mon->map && blocked_link (mon, m, x, y)) 472 if (blocked_link (mon, pos.m, pos.x, pos.y))
590 break; 473 break;
591 } 474 }
475
592 /* go through entire loop without finding a valid 476 /* go through entire loop without finding a valid
593 * sidestep to take - thus, no valid path. 477 * sidestep to take - thus, no valid path.
594 */ 478 */
595 if (i == (DETOUR_AMOUNT + 1)) 479 if (i == DETOUR_AMOUNT + 1)
596 return 0; 480 return 0;
481
597 diff--; 482 diff--;
598 lastdir = dir; 483 lastdir = dir;
599 max--; 484 max--;
600 if (!firstdir) 485 if (!firstdir)
601 firstdir = dir + i; 486 firstdir = dir + i;
605 { 490 {
606 /* we moved towards creature, so diff is less */ 491 /* we moved towards creature, so diff is less */
607 diff--; 492 diff--;
608 max--; 493 max--;
609 lastdir = dir; 494 lastdir = dir;
495
610 if (!firstdir) 496 if (!firstdir)
611 firstdir = dir; 497 firstdir = dir;
612 } 498 }
613 499
614 if (diff <= 1) 500 if (diff <= 1)
615 { 501 {
616 /* Recalculate diff (distance) because we may not have actually 502 /* Recalculate diff (distance) because we may not have actually
617 * headed toward player for entire distance. 503 * headed toward player for entire distance.
618 */ 504 */
619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 505 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 506 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
621 } 507 }
622 508
623 if (diff > max) 509 if (diff > max)
624 return 0; 510 return 0;
630 516
631 return firstdir; 517 return firstdir;
632} 518}
633 519
634void 520void
635give_initial_items (object *pl, treasurelist * items) 521give_initial_items (object *pl, treasurelist *items)
636{ 522{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL) 523 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 524 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641 525
642 for (op = pl->inv; op; op = next) 526 for (object *next, *op = pl->inv; op; op = next)
643 { 527 {
644 next = op->below; 528 next = op->below;
645 529
646 /* Forces get applied per default, unless they have the 530 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way 531 * flag "neutral" set. Sorry but I can't think of a better way
648 */ 532 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 533 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
650 SET_FLAG (op, FLAG_APPLIED); 534 op->set_flag (FLAG_APPLIED);
651 535
652 /* we never give weapons/armour if these cannot be used 536 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions 537 * by this player due to race restrictions
654 */ 538 */
655 if (pl->type == PLAYER) 539 if (pl->type == PLAYER)
656 { 540 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 541 if ((!pl->flag [FLAG_USE_ARMOUR]
542 &&
658 (op->type == ARMOUR || op->type == BOOTS || 543 (op->type == ARMOUR || op->type == BOOTS
659 op->type == CLOAK || op->type == HELMET || 544 || op->type == CLOAK || op->type == HELMET
660 op->type == SHIELD || op->type == GLOVES || 545 || op->type == SHIELD || op->type == GLOVES
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 546 || op->type == BRACERS || op->type == GIRDLE))
547 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
662 { 548 {
663 op->destroy (); 549 op->destroy ();
664 continue; 550 continue;
665 } 551 }
666 } 552 }
667 553
668 /* This really needs to be better - we should really give 554 /* Here we remove duplicated skills (as duplicated spell objects have
669 * a substitute spellbook. The problem is that we don't really 555 * _very_ confusing effects for players), which could for instance be
670 * have a good idea what to replace it with (need something like 556 * generated by bad treasurelists. - elmex
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */ 557 */
674 if (op->type == SPELLBOOK || op->type == SKILL) 558 if (op->type == SKILL)
675 { 559 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below) 560 for (object *tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name) 561 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 { 562 {
684 op->destroy (); 563 op->destroy ();
564 LOG (llevError,
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 565 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
686 continue; 566 break;
687 } 567 }
688 568
689 if (op->nrof > 1) 569 if (op->nrof > 1)
690 op->nrof = 1; 570 op->nrof = 1;
691 } 571 }
692 572
693 if (op->type == SPELLBOOK && op->inv) 573 if (op->type == SPELLBOOK && op->inv)
694 { 574 op->inv->clr_flag (FLAG_STARTEQUIP);
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697 575
698 /* Give starting characters identified, uncursed, and undamned 576 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be 577 * items. Just don't identify gold or silver, or it won't be
700 * merged properly. 578 * merged properly.
701 */ 579 */
702 if (need_identify (op)) 580 if (op->need_identify ())
703 {
704 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED);
707 } 581 {
582 op->set_flag (FLAG_IDENTIFIED);
583 op->clr_flag (FLAG_CURSED);
584 op->clr_flag (FLAG_DAMNED);
585 }
586
708 if (op->type == SPELL) 587 if (op->type == SPELL)
709 { 588 {
710 op->destroy (); 589 op->destroy ();
711 continue; 590 continue;
712 } 591 }
713 else if (op->type == SKILL) 592 else if (op->type == SKILL)
714 { 593 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL); 594 op->set_flag (FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0; 595 op->stats.exp = 0;
717 op->level = 1; 596 op->level = 1;
718 } 597 }
719 /* lock all 'normal items by default */ 598 else /* lock all 'normal items by default */
720 else 599 op->set_flag (FLAG_INV_LOCKED);
721 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */ 600 } /* for loop of objects in player inv */
723 601
724 /* Need to set up the skill pointers */ 602 /* Need to set up the skill pointers */
725 link_player_skills (pl); 603 pl->contr->link_skills ();
726} 604}
727 605
728void 606void
729get_party_password (object *op, partylist *party) 607get_party_password (object *op, partylist *party)
730{ 608{
740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 618 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
741} 619}
742 620
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 621/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744static int 622static int
745roll_stat (void) 623roll_stat ()
746{ 624{
747 int a[4], i, j, k; 625 int a[4], i, j, k;
748 626
749 for (i = 0; i < 4; i++) 627 for (i = 0; i < 4; i++)
750 a[i] = (int) rndm (6) + 1; 628 a[i] = (int) rndm (6) + 1;
831static void 709static void
832start_info (object *op) 710start_info (object *op)
833{ 711{
834 char buf[MAX_BUF]; 712 char buf[MAX_BUF];
835 713
836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 714 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf); 715 new_draw_info (NDI_UNIQUE, 0, op, buf);
838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
840} 716}
841 717
842/* This function takes the key that is passed, and does the 718/* This function takes the key that is passed, and does the
843 * appropriate action with it (change race, or other things). 719 * appropriate action with it (change race, or other things).
844 * The function name is for historical reasons - now we have 720 * The function name is for historical reasons - now we have
847 */ 723 */
848void 724void
849player::chargen_race_done () 725player::chargen_race_done ()
850{ 726{
851 /* this must before then initial items are given */ 727 /* this must before then initial items are given */
852 esrv_new_player (ob->contr, ob->weight + ob->carrying); 728 esrv_new_player (ob->contr);
853 729
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 730 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
855 if (tl) 731 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 732 create_treasure (tl, ob, 0, 0, 0);
857 733
858 INVOKE_PLAYER (BIRTH, ob->contr); 734 INVOKE_PLAYER (BIRTH, ob->contr);
859 INVOKE_PLAYER (LOGIN, ob->contr); 735 INVOKE_PLAYER (LOGIN, ob->contr);
861 ob->contr->ns->state = ST_PLAYING; 737 ob->contr->ns->state = ST_PLAYING;
862 738
863 if (ob->msg) 739 if (ob->msg)
864 ob->msg = 0; 740 ob->msg = 0;
865 741
866 /* We create this now because some of the unique maps will need it
867 * to save here.
868 */
869 {
870 char buf[MAX_BUF];
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
872 make_path_to_file (buf);
873 }
874
875 start_info (ob); 742 start_info (ob);
876 CLEAR_FLAG (ob, FLAG_WIZ); 743 ob->clr_flag (FLAG_WIZ);
877 give_initial_items (ob, ob->randomitems); 744 give_initial_items (ob, ob->randomitems);
878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob); 745 esrv_send_inventory (ob, ob);
880 ob->update_stats (); 746 ob->update_stats ();
881 747
882 /* This moves the player to a different start map, if there 748 /* This moves the player to a different start map, if there
883 * is one for this race 749 * is one for this race
884 */ 750 */
885 if (*first_map_ext_path) 751 if (*first_map_ext_path)
886 { 752 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
887 object *tmp;
888 char mapname[MAX_BUF];
889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else 753 else
901 LOG (llevDebug, "first_map_ext_path not set\n"); 754 LOG (llevDebug, "first_map_ext_path not set\n");
902} 755}
903 756
904void 757void
935 ob->stats.hp = ob->stats.maxhp; 788 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp; 789 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0; 790 ob->stats.grace = 0;
938} 791}
939 792
940void 793static void
941flee_player (object *op) 794flee_player (object *op)
942{ 795{
943 int dir, diff; 796 int dir, diff;
944 rv_vector rv; 797 rv_vector rv;
945 798
946 if (op->stats.hp < 0) 799 if (op->stats.hp < 0)
947 { 800 {
948 LOG (llevDebug, "Fleeing player is dead.\n"); 801 LOG (llevDebug, "Fleeing player is dead.\n");
949 CLEAR_FLAG (op, FLAG_SCARED); 802 op->clr_flag (FLAG_SCARED);
950 return; 803 return;
951 } 804 }
952 805
953 if (op->enemy == NULL) 806 if (!op->enemy)
954 { 807 {
955 LOG (llevDebug, "Fleeing player had no enemy.\n"); 808 LOG (llevDebug, "Fleeing player had no enemy.\n");
956 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
957 return; 810 return;
958 } 811 }
959 812
960 /* Seen some crashes here. Since we don't store an 813 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
961 * op->enemy_count, it is possible that something destroys the
962 * actual enemy, and the object is recycled.
963 */
964 if (op->enemy->map == NULL)
965 { 814 {
966 CLEAR_FLAG (op, FLAG_SCARED);
967 op->enemy = NULL; 815 op->enemy = NULL;
968 return; 816 op->clr_flag (FLAG_SCARED);
969 }
970
971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 {
973 op->enemy = NULL;
974 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 817 return;
976 } 818 }
977 819
978 get_rangevector (op, op->enemy, &rv, 0); 820 get_rangevector (op, op->enemy, &rv, 0);
979 821
980 dir = absdir (4 + rv.direction); 822 dir = absdir (4 + rv.direction);
981 for (diff = 0; diff < 3; diff++) 823 for (diff = 0; diff < 3; diff++)
982 { 824 {
983 int m = 1 - (RANDOM () & 2); 825 int m = 1 - rndm (2) * 2;
984 826
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 827 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
986 return; 828 return;
987 } 829 }
988 830
989 /* Cornered, get rid of scared */ 831 /* Cornered, get rid of scared */
990 CLEAR_FLAG (op, FLAG_SCARED); 832 op->clr_flag (FLAG_SCARED);
991 op->enemy = NULL; 833 op->enemy = NULL;
992} 834}
993 835
994/* check_pick sees if there is stuff to be picked up/picks up stuff. 836/* check_pick sees if there is stuff to be picked up/picks up stuff.
995 * It returns 1 if the player should keep on moving, 0 if he should 837 * It returns 1 if the player should keep on moving, 0 if he should
999check_pick (object *op) 841check_pick (object *op)
1000{ 842{
1001 object *tmp, *next; 843 object *tmp, *next;
1002 int stop = 0; 844 int stop = 0;
1003 int wvratio; 845 int wvratio;
1004 char putstring[128];
1005 846
1006 /* if you're flying, you cna't pick up anything */ 847 /* if you're flying, you can't pick up anything */
1007 if (op->move_type & MOVE_FLYING) 848 if (op->move_type & MOVE_FLYING)
1008 return 1; 849 return 1;
1009 850
1010 next = op->below; 851 next = op->below;
852
853 int cnt = MAX_ITEM_PER_ACTION;
854#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011 855
1012 /* loop while there are items on the floor that are not marked as 856 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 857 * destroyed */
1014 while (next && !next->destroyed ()) 858 while (next && !next->destroyed ())
1015 { 859 {
1016 tmp = next; 860 tmp = next;
1017 next = tmp->below; 861 next = tmp->below;
1018 862
863 if (cnt <= 0)
864 {
865 op->failmsg ("Couldn't pickup all items at once.");
866 return 0;
867 }
868
1019 if (op->destroyed ()) 869 if (op->destroyed ())
1020 return 0; 870 return 0;
1021 871
1022 if (!can_pick (op, tmp)) 872 if (!can_pick (op, tmp))
1023 continue; 873 continue;
1024 874
1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 875 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1026 { 876 {
1027 if (item_matched_string (op, tmp, op->contr->search_str)) 877 if (item_matched_string (op, tmp, op->contr->search_str))
1028 pick_up (op, tmp); 878 CHK_PICK_PICKUP;
879
1029 continue; 880 continue;
1030 } 881 }
1031 882
1032 /* high not bit set? We're using the old autopickup model */ 883 /* pickup handling */
884 if (op->contr->mode & PU_DEBUG)
885 {
886 /* some debugging code to figure out item information */
887 const char *str = tmp->name
888 ? format ("item name: %s item type: %d weight/value: %d",
889 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
890 : format ("item name: %s item type: %d weight/value: %d",
891 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
892
893 new_draw_info (NDI_UNIQUE, 0, op, str);
894 }
895
896 if (op->contr->mode & PU_INHIBIT)
897 return 1;
898
899 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
900 return 1;
901
902 /* philosophy:
903 * It's easy to grab an item type from a pile, as long as it's
904 * generic. This takes no game-time. For more detailed pickups
905 * and selections, select-items should be used. This is a
906 * grab-as-you-run type mode that's really useful for arrows for
907 * example.
908 * The drawback: right now it has no frontend, so you need to
909 * stick the bits you want into a calculator in hex mode and then
910 * convert to decimal and then 'pickup <#>
911 */
912
913 /* the first two modes are exclusive: if NOTHING we return, if
914 * STOP then we stop. All the rest are applied sequentially,
915 * meaning if any test passes, the item gets picked up. */
916
917 /* if mode is set to pick nothing up, return */
918 if (op->contr->mode == PU_NOTHING)
919 return 1;
920
921 /* if mode is set to stop when encountering objects, return */
922 /* take STOP before INHIBIT since it doesn't actually pick
923 * anything up */
924 if (op->contr->mode & PU_STOP)
925 return 0;
926
927 /* useful for going into stores and not losing your settings... */
928 /* and for battles wher you don't want to get loaded down while
929 * fighting */
930 if (op->contr->mode & PU_INHIBIT)
931 return 1;
932
933 /* prevent us from turning into auto-thieves :) */
934 if (tmp->flag [FLAG_UNPAID])
935 continue;
936
937 /* ignore known cursed objects */
938 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
939 continue;
940
941 /* all food and drink if desired */
942 /* question: don't pick up known-poisonous stuff? */
1033 if (!(op->contr->mode & PU_NEWMODE)) 943 if (op->contr->mode & PU_FOOD)
944 if (tmp->type == FOOD)
1034 { 945 {
1035 switch (op->contr->mode) 946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 if (op->contr->mode & PU_DRINK)
951 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_POTION)
958 if (tmp->type == POTION)
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 /* spellbooks, skillscrolls and normal books/scrolls */
965 if (op->contr->mode & PU_SPELLBOOK)
966 if (tmp->type == SPELLBOOK)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 if (op->contr->mode & PU_SKILLSCROLL)
973 if (tmp->type == SKILLSCROLL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_READABLES)
980 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 /* wands/staves/rods/horns */
987 if (op->contr->mode & PU_MAGIC_DEVICE)
988 if (tmp->type == WAND
989 || tmp->type == ROD
990 || tmp->type == HORN
991 || tmp->type == POWER_CRYSTAL)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 /* pick up all magical items */
998 if (op->contr->mode & PU_MAGICAL)
999 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1000 && !tmp->flag [FLAG_KNOWN_CURSED])
1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1005
1006 if (op->contr->mode & PU_VALUABLES)
1007 {
1008 if (tmp->type == MONEY || tmp->type == GEM)
1036 { 1009 {
1037 case 0: 1010 CHK_PICK_PICKUP;
1038 return 1; /* don't pick up */ 1011 continue;
1039 case 1:
1040 pick_up (op, tmp);
1041 return 1;
1042 case 2:
1043 pick_up (op, tmp);
1044 return 0;
1045 case 3:
1046 return 0; /* stop before pickup */
1047 case 4:
1048 pick_up (op, tmp);
1049 break;
1050 case 5:
1051 pick_up (op, tmp);
1052 stop = 1;
1053 break;
1054 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1056 pick_up (op, tmp);
1057 break;
1058
1059 case 7:
1060 if (tmp->type == MONEY || tmp->type == GEM)
1061 pick_up (op, tmp);
1062 break;
1063
1064 default:
1065 /* use value density */
1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1068 pick_up (op, tmp);
1069 } 1012 }
1070 } 1013 }
1071 else 1014
1072 { /* old model */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1073 /* NEW pickup handling */
1074 if (op->contr->mode & PU_DEBUG) 1016 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING
1018 || tmp->type == AMULET
1019 || tmp->type == GIRDLE
1020 || tmp->type == SKILL_TOOL)
1075 { 1021 {
1076 /* some debugging code to figure out item information */ 1022 CHK_PICK_PICKUP;
1077 if (tmp->name != NULL)
1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1080 else
1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 }
1086
1087 /* philosophy:
1088 * It's easy to grab an item type from a pile, as long as it's
1089 * generic. This takes no game-time. For more detailed pickups
1090 * and selections, select-items should be used. This is a
1091 * grab-as-you-run type mode that's really useful for arrows for
1092 * example.
1093 * The drawback: right now it has no frontend, so you need to
1094 * stick the bits you want into a calculator in hex mode and then
1095 * convert to decimal and then 'pickup <#>
1096 */
1097
1098 /* the first two modes are exclusive: if NOTHING we return, if
1099 * STOP then we stop. All the rest are applied sequentially,
1100 * meaning if any test passes, the item gets picked up. */
1101
1102 /* if mode is set to pick nothing up, return */
1103
1104 if (op->contr->mode & PU_NOTHING)
1105 return 1;
1106
1107 /* if mode is set to stop when encountering objects, return */
1108 /* take STOP before INHIBIT since it doesn't actually pick
1109 * anything up */
1110
1111 if (op->contr->mode & PU_STOP)
1112 return 0;
1113
1114 /* useful for going into stores and not losing your settings... */
1115 /* and for battles wher you don't want to get loaded down while
1116 * fighting */
1117 if (op->contr->mode & PU_INHIBIT)
1118 return 1;
1119
1120 /* prevent us from turning into auto-thieves :) */
1121 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122 continue; 1023 continue;
1024 }
1123 1025
1124 /* ignore known cursed objects */ 1026 /* we don't forget dragon food */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1027 if (op->contr->mode & PU_FLESH)
1028 if (tmp->type == FLESH)
1029 {
1030 CHK_PICK_PICKUP;
1126 continue; 1031 continue;
1032 }
1127 1033
1128 /* all food and drink if desired */ 1034 /* bows and arrows. Bows are good for selling! */
1129 /* question: don't pick up known-poisonous stuff? */ 1035 if (op->contr->mode & PU_BOW)
1036 if (tmp->type == BOW)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 if (op->contr->mode & PU_ARROW)
1043 if (tmp->type == ARROW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 /* all kinds of armor etc. */
1050 if (op->contr->mode & PU_ARMOUR)
1051 if (tmp->type == ARMOUR)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1057 if (op->contr->mode & PU_HELMET)
1058 if (tmp->type == HELMET)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_SHIELD)
1065 if (tmp->type == SHIELD)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1130 if (op->contr->mode & PU_FOOD) 1071 if (op->contr->mode & PU_BOOTS)
1131 if (tmp->type == FOOD) 1072 if (tmp->type == BOOTS)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 if (op->contr->mode & PU_GLOVES)
1079 if (tmp->type == GLOVES || tmp->type == BRACERS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_CLOAK)
1086 if (tmp->type == CLOAK)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 /* hoping to catch throwing daggers here */
1093 if (op->contr->mode & PU_MISSILEWEAPON)
1094 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1095 {
1096 CHK_PICK_PICKUP;
1097 continue;
1098 }
1099
1100 /* careful: chairs and tables are weapons! */
1101 if (op->contr->mode & PU_ALLWEAPON)
1102 {
1103 if (tmp->type == WEAPON)
1104 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1132 { 1105 {
1133 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1134 continue; 1107 continue;
1135 } 1108 }
1109 }
1136 1110
1111 /* misc stuff that's useful */
1137 if (op->contr->mode & PU_DRINK) 1112 if (op->contr->mode & PU_KEY)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1113 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1139 { 1114 {
1140 pick_up (op, tmp); 1115 CHK_PICK_PICKUP;
1141 continue; 1116 continue;
1142 } 1117 }
1143 1118
1119 /* any of the last 4 bits set means we use the ratio for value
1120 * pickups */
1144 if (op->contr->mode & PU_POTION) 1121 if (op->contr->mode & PU_RATIO)
1145 if (tmp->type == POTION) 1122 {
1123 /* use value density to decide what else to grab */
1124 /* >=7 was >= op->contr->mode */
1125 /* >=7 is the old standard setting. Now we take the last 4 bits
1146 { 1126 */
1147 pick_up (op, tmp);
1148 continue;
1149 }
1150
1151 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL) 1127 wvratio = op->contr->mode & PU_RATIO;
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1128 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 { 1129 {
1191 if (tmp->type == MONEY || tmp->type == GEM) 1130#if 0
1131 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1132 if (tmp->name != NULL)
1192 { 1133 {
1193 pick_up (op, tmp); 1134 fprintf (stderr, "%s", tmp->name);
1194 continue;
1195 } 1135 }
1196 }
1197
1198 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON)
1282 {
1283 if (tmp->type == WEAPON && tmp->name != NULL)
1284 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291 }
1292
1293 if (tmp->type == WEAPON && tmp->name == NULL)
1294 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300 }
1301 }
1302
1303 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */
1313 if (op->contr->mode & PU_RATIO)
1314 {
1315 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 {
1322 pick_up (op, tmp);
1323#if 0
1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1325 if (tmp->name != NULL)
1326 {
1327 fprintf (stderr, "%s", tmp->name);
1328 }
1329 else 1136 else
1330 fprintf (stderr, "%s", tmp->arch->archname); 1137 fprintf (stderr, "%s", tmp->arch->archname);
1331 fprintf (stderr, ",%d] = ", tmp->type); 1138 fprintf (stderr, ",%d] = ", tmp->type);
1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1139 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1333#endif 1140#endif
1141 CHK_PICK_PICKUP;
1334 continue; 1142 continue;
1335 }
1336 } 1143 }
1337 } /* the new pickup model */ 1144 } /* the new pickup model */
1338 } 1145 }
1339 1146
1340 return !stop; 1147 return !stop;
1148}
1149
1150/* routine for both players and monsters. We call this when
1151 * there is a possibility for our action distrubing our hiding
1152 * place or invisiblity spell. Artefact invisiblity causes
1153 * "noise" instead. If we arent invisible to begin with, we
1154 * return 0.
1155 */
1156static int
1157action_makes_visible (object *op)
1158{
1159 if (op->invisible && op->flag [FLAG_ALIVE])
1160 {
1161 if (op->flag [FLAG_MAKE_INVIS])
1162 {
1163 // artefact invisibility is permanent, but we still make noise
1164 // this is important for game-balance.
1165 if (op->contr)
1166 op->make_noise ();
1167
1168 return 0;
1169 }
1170
1171 if (op->contr && op->contr->tmp_invis == 0)
1172 return 0;
1173
1174 /* If monsters, they should become visible */
1175 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1176 {
1177 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1178 return 1;
1179 }
1180 }
1181
1182 return 0;
1341} 1183}
1342 1184
1343/* 1185/*
1344 * Find an arrow in the inventory and after that 1186 * Find an arrow in the inventory and after that
1345 * in the right type container (quiver). Pointer to the 1187 * in the right type container (quiver). Pointer to the
1346 * found object is returned. 1188 * found object is returned.
1347 */ 1189 */
1348object * 1190static object *
1349find_arrow (object *op, const char *type) 1191find_arrow (object *op, const char *type)
1350{ 1192{
1351 object *tmp = 0;
1352
1353 for (op = op->inv; op; op = op->below) 1193 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1355 tmp = find_arrow (op, type);
1356 else if (op->type == ARROW && op->race == type) 1194 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1195 return splay (tmp);
1196
1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1199 if (object *arrow = find_arrow (tmp, type))
1200 {
1201 splay (tmp);
1357 return op; 1202 return arrow;
1203 }
1358 1204
1359 return tmp; 1205 return 0;
1360} 1206}
1361 1207
1362/* 1208/*
1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1209 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1364 * against the target. A full test is not performed, simply a basic test 1210 * against the target. A full test is not performed, simply a basic test
1365 * of resistances. The archer is making a quick guess at what he sees down 1211 * of resistances. The archer is making a quick guess at what he sees down
1366 * the hall. Failing that it does it's best to pick the highest plus arrow. 1212 * the hall. Failing that it does it's best to pick the highest plus arrow.
1367 */ 1213 */
1368object * 1214static object *
1369find_better_arrow (object *op, object *target, const char *type, int *better) 1215find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1370{ 1216{
1371 object *tmp = NULL, *arrow, *ntmp; 1217 object *tmp = NULL, *arrow, *ntmp;
1372 int attacknum, attacktype, betterby = 0, i; 1218 int attacknum, attacktype, betterby = 0, i;
1373 1219
1374 if (!type) 1220 if (!type)
1375 return NULL; 1221 return NULL;
1376 1222
1377 for (arrow = op->inv; arrow; arrow = arrow->below) 1223 for (arrow = op->inv; arrow; arrow = arrow->below)
1378 { 1224 {
1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1225 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1380 { 1226 {
1381 i = 0; 1227 i = 0;
1382 ntmp = find_better_arrow (arrow, target, type, &i); 1228 ntmp = find_better_arrow (arrow, target, type, &i);
1229
1383 if (i > betterby) 1230 if (i > betterby)
1384 { 1231 {
1385 tmp = ntmp; 1232 tmp = ntmp;
1386 betterby = i; 1233 betterby = i;
1387 } 1234 }
1388 } 1235 }
1389 else if (arrow->type == ARROW && arrow->race == type) 1236 else if (arrow->type == ARROW && arrow->race == type)
1390 { 1237 {
1391 /* allways prefer assasination/slaying */ 1238 /* allways prefer assasination/slaying */
1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1239 if (target->race && arrow->slaying.contains (target->race))
1393 { 1240 {
1394 if (arrow->attacktype & AT_DEATH) 1241 if (arrow->attacktype & AT_DEATH)
1395 { 1242 {
1396 *better = 100; 1243 *better = 100;
1397 return arrow; 1244 return arrow;
1412 { 1259 {
1413 tmp = arrow; 1260 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1261 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 } 1262 }
1416 } 1263 }
1264
1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1265 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418 { 1266 {
1419 tmp = arrow; 1267 tmp = arrow;
1420 betterby = 2 + arrow->magic + arrow->stats.dam; 1268 betterby = 2 + arrow->magic + arrow->stats.dam;
1421 } 1269 }
1270
1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1271 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423 { 1272 {
1424 tmp = arrow; 1273 tmp = arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam; 1274 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 } 1275 }
1427 } 1276 }
1428 } 1277 }
1429 } 1278 }
1279
1430 if (tmp == NULL && arrow == NULL) 1280 if (tmp == NULL && arrow == NULL)
1431 return find_arrow (op, type); 1281 return find_arrow (op, type);
1432 1282
1433 *better = betterby; 1283 *better = betterby;
1434 return tmp; 1284 return tmp;
1438 * find_better_arrow to find a decent arrow to use. 1288 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1289 * op = the shooter
1440 * type = bow->race 1290 * type = bow->race
1441 * dir = fire direction 1291 * dir = fire direction
1442 */ 1292 */
1443object * 1293static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1294pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1295{
1446 object *tmp = NULL; 1296 object *tmp = NULL;
1447 maptile *m; 1297 maptile *m;
1448 int i, mflags, found, number; 1298 int i, mflags, found, number;
1449 sint16 x, y; 1299 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1314 for (i = 0, found = 0; i < 20; i++)
1465 { 1315 {
1466 x += freearr_x[dir]; 1316 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1317 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1318 mflags = get_map_flags (m, &m, x, y, &x, &y);
1319
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1320 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1321 {
1471 tmp = NULL; 1322 tmp = 0;
1472 break; 1323 break;
1473 } 1324 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1325 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 { 1326 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1327 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1328 * perhaps a bad assumption.
1478 */ 1329 */
1479 tmp = NULL; 1330 tmp = 0;
1480 break; 1331 break;
1481 } 1332 }
1333
1482 if (mflags & P_IS_ALIVE) 1334 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1335 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1336 if (tmp->flag [FLAG_ALIVE])
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1337 break;
1492 }
1493 } 1338 }
1494 if (tmp == NULL) 1339
1340 if (!tmp)
1495 return find_arrow (op, type); 1341 return find_arrow (op, type);
1496 1342
1497 if (tmp->head) 1343 if (tmp->head)
1498 tmp = tmp->head; 1344 tmp = tmp->head;
1499 1345
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1385 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1386 return 0;
1541 } 1387 }
1542 1388
1543 // optimisation: move object to top so we will find it quickly again 1389 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below) 1390 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1391 }
1551 1392
1552 if (!bow->race || !bow->skill) 1393 if (!bow->race || !bow->skill)
1553 { 1394 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1561 { 1402 {
1562 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1405 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1565 else 1406 else
1566 CLEAR_FLAG (op, FLAG_READY_BOW); 1407 op->clr_flag (FLAG_READY_BOW);
1567 1408
1568 return 0; 1409 return 0;
1569 } 1410 }
1570 } 1411 }
1571 1412
1580 } 1421 }
1581 1422
1582 /* this should not happen, but sometimes does */ 1423 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1424 if (arrow->nrof == 0)
1584 { 1425 {
1426 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1427 arrow->destroy ();
1586 return 0; 1428 return 0;
1587 } 1429 }
1588 1430
1589 left = arrow; /* these are arrows left to the player */ 1431 left = arrow; /* these are arrows left to the player */
1590 arrow = get_split_ob (arrow, 1); 1432 arrow = arrow->split ();
1591 if (!arrow) 1433 if (!arrow)
1592 { 1434 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1594 return 0; 1436 return 0;
1595 } 1437 }
1599 arrow->direction = dir; 1441 arrow->direction = dir;
1600 1442
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1443 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam; 1444 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1445 arrow->stats.grace = arrow->attacktype;
1604 1446 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1447
1608#if 0 1448#if 0
1609 if (player *pl = op->contr) 1449 if (player *pl = op->contr)
1610 { 1450 {
1611 float speed = pl->weapon_sp; 1451 float speed = pl->weapon_sp;
1662 op->play_sound (sound_find ("fire_arrow")); 1502 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1503 m->insert (arrow, sx, sy, op);
1664 1504
1665 if (!arrow->destroyed ()) 1505 if (!arrow->destroyed ())
1666 move_arrow (arrow); 1506 move_arrow (arrow);
1667
1668 if (op->type == PLAYER)
1669 {
1670 if (left->destroyed ())
1671 esrv_del_item (op->contr, left->count);
1672 else
1673 esrv_send_item (op, left);
1674 }
1675 1507
1676 return 1; 1508 return 1;
1677} 1509}
1678 1510
1679/* Special fire code for players - this takes into 1511/* Special fire code for players - this takes into
1681 * but monsters can't. Putting that code here 1513 * but monsters can't. Putting that code here
1682 * makes the fire_bow code much cleaner. 1514 * makes the fire_bow code much cleaner.
1683 * this function should only be called if 'op' is a player, 1515 * this function should only be called if 'op' is a player,
1684 * hence the function name. 1516 * hence the function name.
1685 */ 1517 */
1686int 1518static int
1687player_fire_bow (object *op, int dir) 1519player_fire_bow (object *op, int dir)
1688{ 1520{
1689 int ret = 0, wcmod = 0; 1521 int ret;
1690 1522
1691 if (op->contr->bowtype == bow_bestarrow) 1523 if (op->contr->bowtype == bow_bestarrow)
1692 { 1524 {
1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1694 } 1526 }
1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1527 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 { 1528 {
1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1529 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1698 wcmod = -1;
1699
1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1701 } 1531 }
1702 else if (op->contr->bowtype == bow_threewide) 1532 else if (op->contr->bowtype == bow_threewide)
1703 { 1533 {
1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1535 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1536 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 } 1537 }
1708 else if (op->contr->bowtype == bow_spreadshot) 1538 else if (op->contr->bowtype == bow_spreadshot)
1709 { 1539 {
1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1541 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1542 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1713 } 1543 }
1714 else 1544 else
1715 { 1545 {
1721} 1551}
1722 1552
1723/* Fires a misc (wand/rod/horn) object in 'dir'. 1553/* Fires a misc (wand/rod/horn) object in 'dir'.
1724 * Broken apart from 'fire' to keep it more readable. 1554 * Broken apart from 'fire' to keep it more readable.
1725 */ 1555 */
1726void 1556static void
1727fire_misc_object (object *op, int dir) 1557fire_misc_object (object *op, int dir)
1728{ 1558{
1729 object *item = op->contr->ranged_ob; 1559 object *item = op->contr->ranged_ob;
1730 1560
1731 if (!item) 1561 if (!item)
1738 { 1568 {
1739 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1569 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1740 return; 1570 return;
1741 } 1571 }
1742 1572
1743 if (!op->change_weapon (item)) 1573 if (!op->apply (item))
1744 return; 1574 return;
1745 1575
1746 if (item->type == WAND) 1576 if (item->type == WAND)
1747 { 1577 {
1748 if (item->stats.food <= 0) 1578 if (item->stats.food <= 0)
1753 return; 1583 return;
1754 } 1584 }
1755 } 1585 }
1756 else if (item->type == ROD || item->type == HORN) 1586 else if (item->type == ROD || item->type == HORN)
1757 { 1587 {
1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1588 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1589
1590 // using the maximum of the rods charge allows at least one spell cast
1591 // for a rod or horn, this fixes some broken rods.
1592 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1759 { 1593 {
1760 op->contr->play_sound (sound_find ("wand_poof")); 1594 op->contr->play_sound (sound_find ("wand_poof"));
1761 1595
1762 if (item->type == ROD) 1596 if (item->type == ROD)
1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1768 } 1602 }
1769 } 1603 }
1770 1604
1771 if (cast_spell (op, item, dir, item->inv, NULL)) 1605 if (cast_spell (op, item, dir, item->inv, NULL))
1772 { 1606 {
1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1607 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1608
1774 if (item->type == WAND) 1609 if (item->type == WAND)
1775 { 1610 {
1776 if (!(--item->stats.food)) 1611 if (!(--item->stats.food))
1777 { 1612 {
1778 object *tmp; 1613 object *tmp;
1779 1614
1780 if (item->arch) 1615 if (item->arch)
1781 { 1616 {
1782 CLEAR_FLAG (item, FLAG_ANIMATE); 1617 item->clr_flag (FLAG_ANIMATE);
1783 item->face = item->arch->face; 1618 item->face = item->arch->face;
1784 item->set_speed (0); 1619 item->set_speed (0);
1785 } 1620 }
1786 1621
1787 if ((tmp = item->in_player ())) 1622 if (object *pl = item->visible_to ())
1788 esrv_update_item (UPD_ANIM, tmp, item); 1623 esrv_update_item (UPD_ANIM, pl, item);
1789 } 1624 }
1790 } 1625 }
1791 else if (item->type == ROD || item->type == HORN) 1626 else if (item->type == ROD || item->type == HORN)
1792 drain_rod_charge (item); 1627 drain_rod_charge (item);
1793 } 1628 }
1794} 1629}
1795 1630
1796/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1797 */ 1632 */
1798bool 1633bool
1799fire (object *op, int dir) 1634fire (object *who, int dir)
1800{ 1635{
1801 int spellcost = 0; 1636 int spellcost = 0;
1802 1637
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1806
1807 player *pl = op->contr; 1638 player *pl = who->contr;
1808 1639
1809 if (pl->golem) 1640 if (pl->golem)
1810 { 1641 {
1811 control_golem (op->contr->golem, dir); 1642 control_golem (who->contr->golem, dir);
1812 return false; 1643 return false;
1813 } 1644 }
1814 1645
1815 object *ob = pl->ranged_ob; 1646 object *ob = pl->ranged_ob;
1816 1647
1817 if (!ob) 1648 if (!ob)
1818 return false; 1649 return false;
1819 1650
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f) 1651 if (who->speed_left > 0.f)
1824 --op->speed_left; 1652 --who->speed_left;
1825 else 1653 else
1826 return false; 1654 return false;
1827 1655
1656 if (!who->apply (ob))
1657 return false;
1658
1659 /* check for loss of invisiblity/hide */
1660 if (action_makes_visible (who))
1661 make_visible (who);
1662
1828 switch (ob->type) 1663 switch (ob->type)
1829 { 1664 {
1830 case BOW: 1665 case BOW:
1831 player_fire_bow (op, dir); 1666 player_fire_bow (who, dir);
1832 break; 1667 break;
1833 1668
1834 case SPELL: 1669 case SPELL:
1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1836 break; 1671 break;
1837 1672
1838 case BUILDER: 1673 case BUILDER:
1839 apply_map_builder (op, dir); 1674 apply_map_builder (who, dir);
1840 break; 1675 break;
1841 1676
1842 case SKILL: 1677 case SKILL:
1843 do_skill (op, op, ob, dir, 0); 1678 do_skill (who, who, ob, dir, 0);
1844 break; 1679 break;
1845 1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1846 default: 1685 default:
1847 fire_misc_object (op, dir); 1686 fire_misc_object (who, dir);
1848 break; 1687 break;
1849 } 1688 }
1850 1689
1851 return true; 1690 return true;
1852} 1691}
1853 1692
1854/* find_key 1693static object *
1855 * We try to find a key for the door as passed. If we find a key
1856 * and successfully use it, we return the key, otherwise NULL
1857 * This function merges both normal and locked door, since the logic
1858 * for both is the same - just the specific key is different.
1859 * pl is the player,
1860 * inv is the objects inventory to searched
1861 * door is the door we are trying to match against.
1862 * This function can be called recursively to search containers.
1863 */
1864object *
1865find_key (object *pl, object *container, object *door) 1694find_key_ (object *pl, object *container, object *door)
1866{ 1695{
1867 object *tmp, *key; 1696 object *tmp, *key;
1868 1697
1869 /* Should not happen, but sanity checking is never bad */ 1698 /* Should not happen, but sanity checking is never bad */
1870 if (!container->inv) 1699 if (!container->inv)
1873 /* First, lets try to find a key in the top level inventory */ 1702 /* First, lets try to find a key in the top level inventory */
1874 for (tmp = container->inv; tmp; tmp = tmp->below) 1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 { 1704 {
1876 if (door->type == DOOR && tmp->type == KEY) 1705 if (door->type == DOOR && tmp->type == KEY)
1877 break; 1706 break;
1707
1878 /* For sanity, we should really check door type, but other stuff 1708 /* For sanity, we should really check door type, but other stuff
1879 * (like containers) can be locked with special keys 1709 * (like containers) can be locked with special keys
1880 */ 1710 */
1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1882 break; 1712 break;
1888 * a key, return 1718 * a key, return
1889 */ 1719 */
1890 if (!tmp) 1720 if (!tmp)
1891 { 1721 {
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1894 /* No reason to search empty containers */ 1723 /* No reason to search empty containers */
1895 if (tmp->type == CONTAINER && tmp->inv) 1724 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1897 if ((key = find_key (pl, tmp, door))) 1725 if ((key = find_key_ (pl, tmp, door)))
1898 return key; 1726 return key;
1899 }
1900 }
1901 1727
1902 if (!tmp) 1728 if (!tmp)
1903 return NULL; 1729 return 0;
1904 } 1730 }
1905 1731
1906 /* We get down here if we have found a key. Now if its in a container, 1732 /* We get down here if we have found a key. Now if its in a container,
1907 * see if we actually want to use it 1733 * see if we actually want to use it
1908 */ 1734 */
1909 if (pl != container) 1735 if (pl != container)
1910 { 1736 {
1911 /* Only let players use keys in containers */ 1737 /* Only let players use keys in containers */
1912 if (!pl->contr) 1738 if (!pl->contr)
1913 return NULL; 1739 return 0;
1740
1914 /* cases where this fails: 1741 /* cases where this fails:
1915 * If we only search the player inventory, return now since we 1742 * If we only search the player inventory, return now since we
1916 * are not in the players inventory. 1743 * are not in the players inventory.
1917 * If the container is not active, return now since only active 1744 * If the container is not active, return now since only active
1918 * containers can be used. 1745 * containers can be used.
1922 * inv must have been an container and must have been active. 1749 * inv must have been an container and must have been active.
1923 * 1750 *
1924 * Change the color so that the message doesn't disappear with 1751 * Change the color so that the message doesn't disappear with
1925 * all the others. 1752 * all the others.
1926 */ 1753 */
1927 if (pl->contr->usekeys == key_inventory || 1754 if (pl->contr->usekeys == key_inventory
1928 !QUERY_FLAG (container, FLAG_APPLIED) || 1755 || !container->flag [FLAG_APPLIED]
1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1930 { 1757 {
1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1933 return NULL; 1760 return NULL;
1934 } 1761 }
1935 } 1762 }
1936 1763
1937 return tmp; 1764 return tmp;
1765}
1766
1767/* find_key
1768 * We try to find a key for the door as passed. If we find a key
1769 * and successfully use it, we return the key, otherwise NULL
1770 * This function merges both normal and locked door, since the logic
1771 * for both is the same - just the specific key is different.
1772 * pl is the player,
1773 * inv is the objects inventory to searched
1774 * door is the door we are trying to match against.
1775 * This function can be called recursively to search containers.
1776 */
1777object *
1778find_key (object *pl, object *container, object *door)
1779{
1780 if (door->slaying && is_match_expr (door->slaying))
1781 {
1782 // for match expressions, we try to find the key by applying the match
1783 // to the op itself, which is supposed to find the "key", instead
1784 // of searching through containers ourselves.
1785
1786 return match_one (door->slaying, container, door, pl, pl);
1787 }
1788 else
1789 return find_key_ (pl, container, door);
1938} 1790}
1939 1791
1940/* moved door processing out of move_player_attack. 1792/* moved door processing out of move_player_attack.
1941 * returns 1 if player has opened the door with a key 1793 * returns 1 if player has opened the door with a key
1942 * such that the caller should not do anything more, 1794 * such that the caller should not do anything more,
1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1821 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1970 remove_door2 (door); /* remove door without violence ;-) */ 1822 remove_door2 (door); /* remove door without violence ;-) */
1971 } 1823 }
1972 1824
1973 /* Do this after we print the message */ 1825 /* Do this after we print the message */
1974 decrease_ob (key); /* Use up one of the keys */ 1826 key->decrease (); /* Use up one of the keys */
1975 /* Need to update the weight the container the key was in */
1976 if (container != op)
1977 esrv_update_item (UPD_WEIGHT, op, container);
1978 1827
1979 return 1; /* Nothing more to do below */ 1828 return 1; /* Nothing more to do below */
1980 } 1829 }
1981 else if (door->type == LOCKED_DOOR) 1830 else if (door->type == LOCKED_DOOR)
1982 { 1831 {
1995 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
1996 */ 1845 */
1997bool 1846bool
1998move_player_attack (object *op, int dir) 1847move_player_attack (object *op, int dir)
1999{ 1848{
2000 int on_battleground; 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1850 {
1851 --op->speed_left;
1852 return true;
1853 }
2001 1854
2002 sint16 nx = freearr_x[dir] + op->x; 1855 sint16 nx = freearr_x[dir] + op->x;
2003 sint16 ny = freearr_y[dir] + op->y; 1856 sint16 ny = freearr_y[dir] + op->y;
2004 1857
2005 on_battleground = op_on_battleground (op, 0, 0);
2006
2007 if (out_of_map (op->map, nx, ny)) 1858 if (out_of_map (op->map, nx, ny))
2008 return false; 1859 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015 1860
2016 /* If braced, or can't move to the square, and it is not out of the 1861 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1862 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1863 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1864 * player. This is a pretty nasty hack, because if we could
2066 */ 1911 */
2067 if (op->type == PLAYER 1912 if (op->type == PLAYER
2068 && ((mon->owner && mon->owner->contr 1913 && ((mon->owner && mon->owner->contr
2069 && same_party (mon->owner->contr->party, op->contr->party)) 1914 && same_party (mon->owner->contr->party, op->contr->party))
2070 || mon->owner == op) 1915 || mon->owner == op)
2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1916 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2072 { 1917 {
2073 /* If we're braced, we don't want to switch places with it */ 1918 /* If we're braced, we don't want to switch places with it */
2074 if (op->contr->braced) 1919 if (op->contr->braced)
2075 return false; 1920 return false;
2076 1921
2079 --op->speed_left; 1924 --op->speed_left;
2080 1925
2081 op->play_sound (sound_find ("push_player")); 1926 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2083 1928
2084 if (op->contr->tmp_invis || op->hide) 1929 if (action_makes_visible (op))
2085 make_visible (op); 1930 make_visible (op);
2086 1931
2087 return true; 1932 return true;
2088 } 1933 }
2089 else 1934 else
2090 return false; 1935 return false;
2091 } 1936 }
1937
1938 bool on_battleground = op_on_battleground (op, 0, 0);
2092 1939
2093 /* in certain circumstances, you shouldn't attack friendly 1940 /* in certain circumstances, you shouldn't attack friendly
2094 * creatures. Note that if you are braced, you can't push 1941 * creatures. Note that if you are braced, you can't push
2095 * someone, but put it inside this loop so that you won't 1942 * someone, but put it inside this loop so that you won't
2096 * attack them either. 1943 * attack them either.
2097 */ 1944 */
2098 if ((mon->type == PLAYER || mon->enemy != op) 1945 if ((mon->type == PLAYER || mon->enemy != op)
2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1946 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2100 && ((op->contr->peaceful 1947 && ((op->contr->peaceful
2101 || (mon->type == PLAYER && mon->contr->peaceful)) 1948 || (mon->type == PLAYER && mon->contr->peaceful))
2102 && !on_battleground)) 1949 && !on_battleground))
2103 { 1950 {
2104 if (op->speed_left > 0.f) 1951 if (op->speed_left > 0.f)
2111 push_ob (mon, dir, op); 1958 push_ob (mon, dir, op);
2112 } 1959 }
2113 else 1960 else
2114 op->statusmsg ("You withhold your attack"); 1961 op->statusmsg ("You withhold your attack");
2115 1962
2116 if (op->contr->tmp_invis || op->hide) 1963 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2117 make_visible (op); 1964 make_visible (op);
2118 1965
2119 return true; 1966 return true;
2120 } 1967 }
2121 } 1968 }
2122 /* If the object is a boulder or other rollable object, then 1969 /* If the object is a boulder or other rollable object, then
2123 * roll it if not braced. You can't roll it if you are braced. 1970 * roll it if not braced. You can't roll it if you are braced.
2124 */ 1971 */
2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1972 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2126 { 1973 {
2127 if (op->speed_left > 0.f) 1974 if (op->speed_left > 0.f)
2128 { 1975 {
2129 --op->speed_left; 1976 --op->speed_left;
2130 1977
2139 * Way it works is like this: First, it must have some hit points 1986 * Way it works is like this: First, it must have some hit points
2140 * and be living. Then, it must be one of the following: 1987 * and be living. Then, it must be one of the following:
2141 * 1) Not a player, 2) A player, but of a different party. Note 1988 * 1) Not a player, 2) A player, but of a different party. Note
2142 * that party_number -1 is no party, so attacks can still happen. 1989 * that party_number -1 is no party, so attacks can still happen.
2143 */ 1990 */
2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1991 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1992 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2146 { 1993 {
2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1994 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2148 { 1995 {
2149 --op->contr->weapon_sp_left; 1996 --op->contr->weapon_sp_left;
2161} 2008}
2162 2009
2163bool 2010bool
2164move_player (object *op, int dir) 2011move_player (object *op, int dir)
2165{ 2012{
2166 int pick;
2167
2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2013 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2169 return 0; 2014 return 0;
2170 2015
2171 /* Sanity check: make sure dir is valid */ 2016 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9)) 2017 if (dir < 0 || dir > 8)
2173 { 2018 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir); 2019 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0; 2020 return 0;
2176 } 2021 }
2177 2022
2178 /* peterm: added following line */ 2023 /* peterm: added following line */
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2024 if (op->flag [FLAG_CONFUSED] && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2025 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181 2026
2182 op->facing = dir; 2027 op->facing = dir;
2183 2028
2184 if (op->hide) 2029 if (op->flag [FLAG_HIDDEN])
2185 do_hidden_move (op); 2030 do_hidden_move (op);
2186 2031
2187 bool retval; 2032 bool retval;
2033 int pick = 0;
2188 2034
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2035 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0); 2036 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on) 2037 else if (op->contr->fire_on)
2192 retval = fire (op, dir); 2038 retval = fire (op, dir);
2223 * players. 2069 * players.
2224 */ 2070 */
2225bool 2071bool
2226handle_newcs_player (object *op) 2072handle_newcs_player (object *op)
2227{ 2073{
2228 if (QUERY_FLAG (op, FLAG_SCARED)) 2074 if (op->flag [FLAG_SCARED])
2229 { 2075 {
2230 if (op->speed_left > 0.f) 2076 if (op->speed_left > 0.f)
2231 { 2077 {
2232 --op->speed_left; 2078 --op->speed_left;
2233 flee_player (op); 2079 flee_player (op);
2249 return move_player (op, op->direction); 2095 return move_player (op, op->direction);
2250 2096
2251 return false; 2097 return false;
2252} 2098}
2253 2099
2254int 2100static int
2255save_life (object *op) 2101save_life (object *op)
2256{ 2102{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2103 if (!op->flag [FLAG_LIFESAVE])
2258 return 0; 2104 return 0;
2259 2105
2260 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2107 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2262 { 2108 {
2263 op->play_sound (sound_find ("ob_evaporate")); 2109 op->play_sound (sound_find ("ob_evaporate"));
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2110 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2265 2111
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy (); 2112 tmp->destroy ();
2270 CLEAR_FLAG (op, FLAG_LIFESAVE); 2113 op->clr_flag (FLAG_LIFESAVE);
2271 2114
2272 if (op->stats.hp < 0) 2115 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp; 2116 op->stats.hp = op->stats.maxhp;
2274 2117
2275 if (op->stats.food < 0) 2118 if (op->stats.food < 0)
2276 op->stats.food = 999; 2119 op->stats.food = MAX_FOOD;
2277 2120
2278 op->update_stats (); 2121 op->update_stats ();
2279 return 1; 2122 return 1;
2280 } 2123 }
2281 2124
2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2125 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2283 CLEAR_FLAG (op, FLAG_LIFESAVE); 2126 op->clr_flag (FLAG_LIFESAVE);
2284 enter_player_savebed (op); /* bring him home. */ 2127 enter_player_savebed (op); /* bring him home. */
2285 return 0; 2128 return 0;
2286} 2129}
2287 2130
2288/* This goes throws the inventory and removes unpaid objects, and puts them 2131/* This goes throws the inventory and removes unpaid objects, and puts them
2289 * back in the map (location and map determined by values of env). This 2132 * back in the map (location and map determined by values of env). This
2290 * function will descend into containers. op is the object to start the search 2133 * function will descend into containers. op is the object to start the search
2291 * from. 2134 * from.
2292 */ 2135 */
2293static void 2136static void
2294drop_unpaid_items (object *op, object *env) 2137drop_unpaid_items (object *op, object *env)
2295{ 2138{
2296 while (op) 2139 while (op)
2297 { 2140 {
2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2141 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2299 2142
2300 if (QUERY_FLAG (op, FLAG_UNPAID)) 2143 if (op->flag [FLAG_UNPAID])
2301 {
2302 if (env->type == PLAYER)
2303 esrv_del_item (env->contr, op->count);
2304
2305 op->insert_at (env); 2144 op->insert_at (env);
2306 }
2307 else if (op->inv) 2145 else if (op->inv)
2308 drop_unpaid_items (op->inv, env); 2146 drop_unpaid_items (op->inv, env);
2309 2147
2310 op = next; 2148 op = next;
2311 } 2149 }
2314void 2152void
2315object::drop_unpaid_items () 2153object::drop_unpaid_items ()
2316{ 2154{
2317 if (!flag [FLAG_REMOVED]) 2155 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this); 2156 ::drop_unpaid_items (inv, this);
2319}
2320
2321/*
2322 * Returns pointer a static string containing gravestone text
2323 * Moved from apply.c to player.c - player.c is what
2324 * actually uses this function. player.c may not be quite the
2325 * best, a misc file for object actions is probably better,
2326 * but there isn't one in the server directory.
2327 */
2328char *
2329gravestone_text (object *op)
2330{
2331 static char buf2[MAX_BUF];
2332 char buf[MAX_BUF];
2333 time_t now = time (NULL);
2334
2335 strcpy (buf2, " R.I.P.\n\n");
2336 if (op->type == PLAYER)
2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2338 else
2339 sprintf (buf, "%s\n", &op->name);
2340
2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2342 strcat (buf2, buf);
2343 if (op->type == PLAYER)
2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2345 else
2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 {
2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2354 strcat (buf2, buf);
2355 }
2356
2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360
2361 return buf2;
2362} 2157}
2363 2158
2364void 2159void
2365do_some_living (object *op) 2160do_some_living (object *op)
2366{ 2161{
2383 * alternate it here for it to work correctly. 2178 * alternate it here for it to work correctly.
2384 */ 2179 */
2385 if (pticks & 2) 2180 if (pticks & 2)
2386 op->invisible--; 2181 op->invisible--;
2387 } 2182 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2183 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2389 { 2184 {
2390 if (!op->invisible--) 2185 if (!op->invisible--)
2391 { 2186 {
2392 make_visible (op); 2187 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2188 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2460 if (op->stats.sp < op->stats.maxsp) 2255 if (op->stats.sp < op->stats.maxsp)
2461 { 2256 {
2462 op->stats.sp++; 2257 op->stats.sp++;
2463 2258
2464 /* dms do not consume food */ 2259 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ)) 2260 if (!op->flag [FLAG_WIZ])
2466 { 2261 {
2467 op->stats.food--; 2262 op->stats.food--;
2468 2263
2469 if (op->contr->digestion < 0) 2264 if (op->contr->digestion < 0)
2470 op->stats.food += op->contr->digestion; 2265 op->stats.food += op->contr->digestion;
2504 if (op->stats.hp < op->stats.maxhp) 2299 if (op->stats.hp < op->stats.maxhp)
2505 { 2300 {
2506 op->stats.hp++; 2301 op->stats.hp++;
2507 2302
2508 /* dms do not consume food */ 2303 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ)) 2304 if (!op->flag [FLAG_WIZ])
2510 { 2305 {
2511 op->stats.food--; 2306 op->stats.food--;
2512 2307
2513 if (op->contr->digestion < 0) 2308 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion; 2309 op->stats.food += op->contr->digestion;
2521 { 2316 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2317 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523 2318
2524 if (over_hp > 0) 2319 if (over_hp > 0)
2525 { 2320 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2321 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0; 2322 op->last_heal = 0;
2528 } 2323 }
2529 else 2324 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2325 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 } 2326 }
2541 penalty = max (0, -op->contr->digestion); 2336 penalty = max (0, -op->contr->digestion);
2542 2337
2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2338 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2544 2339
2545 /* dms do not consume food */ 2340 /* dms do not consume food */
2546 if (!QUERY_FLAG (op, FLAG_WIZ)) 2341 if (!op->flag [FLAG_WIZ])
2547 op->stats.food--; 2342 op->stats.food--;
2548 } 2343 }
2549 2344
2550 if (op->stats.food < 0 && op->stats.hp >= 0) 2345 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 { 2346 {
2552 object *tmp, *flesh = 0; 2347 object *flesh = 0;
2553 2348
2554 for (tmp = op->inv; tmp; tmp = tmp->below) 2349 for_inv_removable (op, tmp)
2555 { 2350 {
2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2351 if (tmp->flag [FLAG_UNPAID])
2352 continue;
2353
2354 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 { 2355 {
2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2356 op->statusmsg ("You blindly grab for a bite of food. "
2559 { 2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2358 op->apply (tmp);
2561 manual_apply (op, tmp, 0); 2359
2562 if (op->stats.food >= 0 || op->stats.hp < 0) 2360 if (op->stats.food >= 0 || op->stats.hp < 0)
2563 break; 2361 break;
2564 } 2362 }
2565 else if (tmp->type == FLESH) 2363 else if (tmp->type == FLESH)
2566 flesh = tmp; 2364 flesh = tmp;
2567 } /* End if paid for object */ 2365 }
2568 } /* end of for loop */
2569 2366
2570 /* If player is still starving, it means they don't have any food, so 2367 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead. 2368 * eat flesh instead.
2572 */ 2369 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2370 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 { 2371 {
2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2372 op->statusmsg ("You blindly grab for a bite of food. "
2373 "H<To prevent you from starving, you ate some random item from your backpack.>");
2576 manual_apply (op, flesh, 0); 2374 op->apply (flesh);
2577 } 2375 }
2376
2377 // If player is still starving, alert him!
2378 if (op->stats.food < 0)
2379 op->failmsg ("You are starving! "
2380 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2578 } 2381 }
2579 2382
2580 if (op->stats.food < 0) 2383 if (op->stats.food < 0)
2581 { 2384 {
2582 op->stats.hp += op->stats.food; 2385 op->stats.hp += op->stats.food;
2583 op->stats.food = 0; 2386 op->stats.food = 0;
2387
2388 if (op->stats.hp < 0)
2389 {
2390 op->contr->killer = archetype::get ("killer_starvation");
2391 op->contr->killer->destroy ();
2584 } 2392 }
2393 }
2585 2394
2395 /* killer should be set here already */
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2396 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2587 kill_player (op); 2397 kill_player (op);
2588 } 2398 }
2589} 2399}
2590 2400
2591/* If the player should die (lack of hp, food, etc), we call this. 2401/* If the player should die (lack of hp, food, etc), we call this.
2595 */ 2405 */
2596void 2406void
2597kill_player (object *op) 2407kill_player (object *op)
2598{ 2408{
2599 int x, y; 2409 int x, y;
2600 char buf[MAX_BUF];
2601 maptile *map; /* this is for resurrection */ 2410 maptile *map; /* this is for resurrection */
2602 int will_kill_again; 2411 int will_kill_again;
2603 archetype *at; 2412 archetype *at;
2604 object *tmp; 2413 object *tmp;
2605 2414
2606 if (save_life (op)) 2415 if (save_life (op))
2607 return; 2416 return;
2417
2418 dynbuf_text deathtab;
2419
2420 /* restore player */
2421 at = archetype::find (shstr_poisoning);
2422 if (object *tmp = present_arch_in_ob (at, op))
2423 {
2424 tmp->destroy ();
2425 deathtab << "Your body feels cleansed...\r";
2426 }
2427
2428 at = archetype::find (shstr_confusion);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your mind feels clearer...\r";
2433 }
2434
2435 cure_disease (op, 0, 0); /* remove any disease */
2436
2437 max_it (op->stats.hp , op->stats.maxhp);
2438 max_it (op->stats.sp , op->stats.maxsp);
2439 max_it (op->stats.grace, op->stats.maxgrace);
2440 max_it (op->stats.food , 200);
2441
2442 // remove all spell effects that are active
2443 // to avoid long-term effects such as word-of-recall
2444 for (object *item = op->inv; item; )
2445 {
2446 object *next = item->below;
2447
2448 if (item->type == SPELL_EFFECT && item->active)
2449 item->destroy ();
2450
2451 item = next;
2452 }
2608 2453
2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2454 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2610 * in cities ONLY!!! It is very important that this doesn't get abused. 2455 * in cities ONLY!!! It is very important that this doesn't get abused.
2611 * Look at op_on_battleground() for more info --AndreasV 2456 * Look at op_on_battleground() for more info --AndreasV
2612 */ 2457 */
2613 if (op_on_battleground (op, &x, &y)) 2458 if (op_on_battleground (op, &x, &y))
2614 { 2459 {
2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2460 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2617
2618 /* restore player */
2619 at = archetype::find ("poisoning");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy ();
2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2624 }
2625
2626 at = archetype::find ("confusion");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2631 }
2632
2633 cure_disease (op, 0, 0); /* remove any disease */
2634 op->stats.hp = op->stats.maxhp;
2635 if (op->stats.food <= 0)
2636 op->stats.food = 999;
2637 2461
2638 /* create a bodypart-trophy to make the winner happy */ 2462 /* create a bodypart-trophy to make the winner happy */
2639 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2463 object *tmp = archetype::find (shstr_finger)->instance ();
2640 { 2464
2641 tmp->name = format ("%s's finger" , &op->name); 2465 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name); 2466 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format ( 2467 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2468 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2469 &op->name, op->contr->title,
2470 (int)op->level,
2471 op->contr->killer_name ()
2646 ); 2472 );
2647 tmp->value = 0, tmp->type = 0; 2473 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics"; 2474 tmp->material = name_to_material (shstr_organic);
2649 tmp->insert_at (op, tmp); 2475 tmp->insert_at (op, tmp);
2650 }
2651 2476
2652 /* teleport defeated player to new destination */ 2477 /* teleport defeated player to new destination */
2653 transfer_ob (op, x, y, 0, NULL); 2478 transfer_ob (op, x, y, 0, NULL);
2654 op->contr->braced = 0; 2479 op->contr->braced = 0;
2480
2481 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2655 return; 2482 return;
2656 } 2483 }
2657 2484
2485 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2486 deathtab << "T<YOU HAVE DIED>\n\n";
2487
2658 INVOKE_PLAYER (DEATH, op->contr); 2488 INVOKE_PLAYER (DEATH, op->contr);
2659 2489
2660 command_kill_pets (op, 0); 2490 command_kill_pets (op, 0);
2661
2662 if (op->stats.food < 0)
2663 strcpy (op->contr->killer, "starvation");
2664 2491
2665 op->contr->play_sound (sound_find ("player_dies")); 2492 op->contr->play_sound (sound_find ("player_dies"));
2666 2493
2667 /* save the map location for corpse, gravestone */ 2494 /* save the map location for corpse, gravestone */
2668 x = op->x; 2495 x = op->x;
2698 2525
2699 lost_a_stat = 0; 2526 lost_a_stat = 0;
2700 2527
2701 for (z = 0; z < num_stats_lose; z++) 2528 for (z = 0; z < num_stats_lose; z++)
2702 { 2529 {
2703 i = RANDOM () % NUM_STATS; 2530 i = rndm (NUM_STATS);
2704 2531
2705 if (settings.stat_loss_on_death) 2532 if (settings.stat_loss_on_death)
2706 { 2533 {
2707 /* Pick a random stat and take a point off it. Tell the player 2534 /* Pick a random stat and take a point off it. Tell the player
2708 * what he lost. 2535 * what he lost.
2715 lost_a_stat = 1; 2542 lost_a_stat = 1;
2716 } 2543 }
2717 else 2544 else
2718 { 2545 {
2719 /* deplete a stat */ 2546 /* deplete a stat */
2720 archetype *deparch = archetype::find ("depletion"); 2547 archetype *deparch = archetype::find (shstr_depletion);
2721 object *dep; 2548 object *dep;
2722 2549
2723 dep = present_arch_in_ob (deparch, op); 2550 dep = present_arch_in_ob (deparch, op);
2724 if (!dep) 2551 if (!dep)
2725 { 2552 {
2726 dep = arch_to_object (deparch); 2553 dep = deparch->instance ();
2727 insert_ob_in_ob (dep, op); 2554 insert_ob_in_ob (dep, op);
2728 } 2555 }
2729 lose_this_stat = 1; 2556 lose_this_stat = 1;
2730 if (settings.balanced_stat_loss) 2557 if (settings.balanced_stat_loss)
2731 { 2558 {
2759 } 2586 }
2760 } 2587 }
2761 2588
2762 if (lose_this_stat) 2589 if (lose_this_stat)
2763 { 2590 {
2764 this_stat = get_attr_value (&(dep->stats), i); 2591 this_stat = get_attr_value (&dep->stats, i);
2765 /* We could try to do something clever like find another 2592 /* We could try to do something clever like find another
2766 * stat to reduce if this fails. But chances are, if 2593 * stat to reduce if this fails. But chances are, if
2767 * stats have been depleted to -50, all are pretty low 2594 * stats have been depleted to -50, all are pretty low
2768 * and should be roughly the same, so it shouldn't make a 2595 * and should be roughly the same, so it shouldn't make a
2769 * difference. 2596 * difference.
2770 */ 2597 */
2771 if (this_stat >= -50) 2598 if (this_stat >= -50)
2772 { 2599 {
2773 change_attr_value (&(dep->stats), i, -1); 2600 change_attr_value (&(dep->stats), i, -1);
2774 SET_FLAG (dep, FLAG_APPLIED); 2601 dep->set_flag (FLAG_APPLIED);
2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2602 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2776 op->update_stats (); 2603 op->update_stats ();
2777 lost_a_stat = 1; 2604 lost_a_stat = 1;
2778 } 2605 }
2779 } 2606 }
2780 } 2607 }
2781 } 2608 }
2609
2782 /* If no stat lost, tell the player. */ 2610 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat) 2611 if (!lost_a_stat)
2784 { 2612 {
2785 /* determine_god() seems to not work sometimes... why is this? 2613 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */ 2614 Should I be using something else? GD */
2787 const char *god = determine_god (op); 2615 shstr_tmp god = determine_god (op);
2788 2616
2789 if (god && (strcmp (god, "none"))) 2617 if (god != shstr_none)
2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2618 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2791 else 2619 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2620 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2793 } 2621 }
2794#else 2622#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2623 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2796#endif 2624#endif
2797 2625
2798 /* Put a gravestone up where the character 'almost' died. List the 2626 /* Put a gravestone up where the character 'almost' died. List the
2799 * exp loss on the stone. 2627 * exp loss on the stone.
2800 */ 2628 */
2801 tmp = arch_to_object (archetype::find ("gravestone")); 2629 tmp = archetype::find (shstr_gravestone)->instance ();
2802 sprintf (buf, "%s's gravestone", &op->name); 2630 tmp->name = format ("%s's gravestone", &op->name);
2803 tmp->name = buf; 2631 tmp->name_pl = format ("%s's gravestones", &op->name);
2804 sprintf (buf, "%s's gravestones", &op->name); 2632 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2805 tmp->name_pl = buf; 2633 &op->name, op->contr->title, op->contr->killer_name ());
2806 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2807 tmp->msg = buf;
2808 tmp->x = op->x, tmp->y = op->y; 2634 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL, 0); 2635 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2636
2811 /**************************************/ 2637 /**************************************/
2812 /* */ 2638 /* */
2813 /* Subtract the experience points, */ 2639 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2640 /* */
2817 /**************************************/ 2641 /**************************************/
2818 2642
2819 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */
2821 at = archetype::find ("poisoning");
2822 tmp = present_arch_in_ob (at, op);
2823
2824 if (tmp)
2825 {
2826 tmp->destroy ();
2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2828 }
2829
2830 at = archetype::find ("confusion");
2831 tmp = present_arch_in_ob (at, op);
2832 if (tmp)
2833 {
2834 tmp->destroy ();
2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2836 }
2837
2838 cure_disease (op, 0, 0); /* remove any disease */
2839
2840 /*add_exp(op, (op->stats.exp * -0.20)); */ 2643 /*add_exp(op, (op->stats.exp * -0.20)); */
2841 apply_death_exp_penalty (op); 2644 apply_death_exp_penalty (op);
2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2844 op->stats.hp = op->stats.maxhp;
2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2847 2645
2848 /* 2646 /*
2849 * Check to see if the player has any unpaid items. If so, remove them 2647 * Check to see if the player has any unpaid items. If so, remove them
2850 * and put them back in the map. 2648 * and put them back in the map.
2851 */ 2649 */
2879 2677
2880 force = get_archetype (FORCE_NAME); 2678 force = get_archetype (FORCE_NAME);
2881 /* 50 ticks should be enough time for the spell to abate */ 2679 /* 50 ticks should be enough time for the spell to abate */
2882 force->speed = 0.1f; 2680 force->speed = 0.1f;
2883 force->speed_left = -5.f; 2681 force->speed_left = -5.f;
2884 SET_FLAG (force, FLAG_APPLIED); 2682 force->set_flag (FLAG_APPLIED);
2885 for (at = 0; at < NROFATTACKS; at++) 2683 for (at = 0; at < NROFATTACKS; at++)
2886 if (will_kill_again & (1 << at)) 2684 if (will_kill_again & (1 << at))
2887 force->resist[at] = 100; 2685 force->resist[at] = 100;
2888 2686
2889 insert_ob_in_ob (force, op); 2687 insert_ob_in_ob (force, op);
2890 op->update_stats (); 2688 op->update_stats ();
2891
2892 } 2689 }
2893 2690
2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2691 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2895} 2692}
2896 2693
2897void 2694static void
2898loot_object (object *op) 2695loot_object (object *op)
2899{ /* Grab and destroy some treasure */ 2696{ /* Grab and destroy some treasure */
2900 object *tmp, *tmp2, *next; 2697 object *tmp, *tmp2, *next;
2901 2698
2902 op->close_container (); /* close open sack first */ 2699 op->close_container (); /* close open sack first */
2912 tmp->x = op->x, tmp->y = op->y; 2709 tmp->x = op->x, tmp->y = op->y;
2913 2710
2914 if (tmp->type == CONTAINER) 2711 if (tmp->type == CONTAINER)
2915 loot_object (tmp); /* empty container to ground */ 2712 loot_object (tmp); /* empty container to ground */
2916 2713
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2714 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2918 { 2715 {
2919 if (tmp->nrof > 1) 2716 if (tmp->nrof > 1)
2920 { 2717 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2718 tmp->decrease (rndm (1, tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
2924 } 2720 }
2925 else 2721 else
2926 tmp->destroy (); 2722 tmp->destroy ();
2927 } 2723 }
2934 * fix_weight(): Check recursively the weight of all players, and fix 2730 * fix_weight(): Check recursively the weight of all players, and fix
2935 * what needs to be fixed. Refresh windows and fix speed if anything 2731 * what needs to be fixed. Refresh windows and fix speed if anything
2936 * was changed. 2732 * was changed.
2937 */ 2733 */
2938void 2734void
2939fix_weight (void) 2735fix_weight ()
2940{ 2736{
2941 for_all_players (pl) 2737 for_all_players (pl)
2942 { 2738 {
2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2739 sint32 old = pl->ob->carrying;
2944 2740
2945 if (old == sum) 2741 pl->ob->update_weight ();
2946 continue; 2742
2743 if (old != pl->ob->carrying)
2744 {
2947 pl->ob->update_stats (); 2745 pl->ob->update_stats ();
2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2746 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2747 }
2949 } 2748 }
2950} 2749}
2951 2750
2952void 2751void
2953fix_luck (void) 2752fix_luck ()
2954{ 2753{
2955 for_all_players (pl) 2754 for_all_players (pl)
2956 if (!pl->ob->contr->ns->state) 2755 if (!pl->ob->contr->ns->state)
2957 pl->ob->change_luck (0); 2756 pl->ob->change_luck (0);
2958} 2757}
2995} 2794}
2996 2795
2997void 2796void
2998make_visible (object *op) 2797make_visible (object *op)
2999{ 2798{
3000 op->hide = 0; 2799 op->flag [FLAG_HIDDEN] = 0;
3001 op->invisible = 0; 2800 op->invisible = 0;
3002 2801
3003 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3004 { 2803 {
3005 op->contr->tmp_invis = 0; 2804 op->contr->tmp_invis = 0;
3010} 2809}
3011 2810
3012int 2811int
3013is_true_undead (object *op) 2812is_true_undead (object *op)
3014{ 2813{
3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2814 if (op->arch->flag [FLAG_UNDEAD])
3016 return 1; 2815 return 1;
3017 2816
3018 return 0; 2817 return 0;
3019} 2818}
3020 2819
3030 2829
3031 if (!ob || !ob->map) 2830 if (!ob || !ob->map)
3032 return 0; 2831 return 0;
3033 2832
3034 /* so, on normal lighted maps, its hard to hide */ 2833 /* so, on normal lighted maps, its hard to hide */
3035 level = ob->map->darkness - 2; 2834 level = ob->map->darklevel () - 2;
3036 2835
3037 /* this also picks up whether the object is glowing. 2836 /* this also picks up whether the object is glowing.
3038 * If you carry a light on a non-dark map, its not 2837 * If you carry a light on a non-dark map, its not
3039 * as bad as carrying a light on a pitch dark map */ 2838 * as bad as carrying a light on a pitch dark map */
3040 if (has_carried_lights (ob)) 2839 if (ob->has_carried_lights ())
3041 level = -(10 + (2 * ob->map->darkness)); 2840 level = -(10 + (2 * ob->map->darklevel ()));
3042 2841
3043 /* scan through all nearby squares for terrain to hide in */ 2842 /* scan through all nearby squares for terrain to hide in */
3044 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2843 for (i = 0, x = ob->x, y = ob->y;
2844 i <= SIZEOFFREE1;
2845 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 { 2846 {
3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2847 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3047 if (mflag & P_OUT_OF_MAP) 2848 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue; 2849 continue;
3050 } 2850
3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2851 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3052 level += 2; 2852 level += 2;
3053 else /* open terrain! */ 2853 else /* open terrain! */
3054 level -= 1; 2854 level -= 1;
3055 } 2855 }
3066 * spot (surrounded by clear terrain in broad daylight). -b.t. 2866 * spot (surrounded by clear terrain in broad daylight). -b.t.
3067 */ 2867 */
3068void 2868void
3069do_hidden_move (object *op) 2869do_hidden_move (object *op)
3070{ 2870{
3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2871 int hide = 0;
3072 object *skop;
3073 2872
3074 if (!op || !op->map) 2873 if (!op || !op->map)
3075 return; 2874 return;
3076 2875
3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2876 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2877 int num = random_roll (0, 19, op, PREFER_LOW);
3078 2878
3079 /* its *extremely* hard to run and sneak/hide at the same time! */ 2879 /* its *extremely* hard to run and sneak/hide at the same time! */
3080 if (op->type == PLAYER && op->contr->run_on) 2880 if (op->type == PLAYER && op->contr->run_on)
3081 if (!skop || num >= skop->level) 2881 if (!skop || num >= skop->level)
3082 { 2882 {
3092 num -= hide; 2892 num -= hide;
3093 2893
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2894 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 { 2895 {
3096 make_visible (op); 2896 make_visible (op);
2897
3097 if (op->type == PLAYER) 2898 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 } 2900 }
3100 else if (op->type == PLAYER && skop) 2901 else if (op->type == PLAYER && skop)
3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2902 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3116 2917
3117 if (who->type == PLAYER) 2918 if (who->type == PLAYER)
3118 player = 1; 2919 player = 1;
3119 2920
3120 else 2921 else
3121 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2922 friendly = who->flag [FLAG_FRIENDLY];
3122 2923
3123 /* search adjacent squares */ 2924 /* search adjacent squares */
3124 for (i = 1; i < 9; i++) 2925 for (i = 1; i < 9; i++)
3125 { 2926 {
3126 x = who->x + freearr_x[i]; 2927 x = who->x + freearr_x[i];
3135 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2936 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3136 continue; 2937 continue;
3137 2938
3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3139 { 2940 {
3140 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2941 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3141 return 1; 2942 return 1;
3142 else if (tmp->type == PLAYER) 2943 else if (tmp->type == PLAYER)
3143 { 2944 {
3144 /*don't let a hidden DM prevent you from hiding */ 2945 /*don't let a hidden DM prevent you from hiding */
3145 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2946 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3146 return 1; 2947 return 1;
3147 } 2948 }
3148 } 2949 }
3149 } 2950 }
3150 return 0; 2951 return 0;
3191 while (op) 2992 while (op)
3192 { 2993 {
3193 dx = rv.distance_x + op->arch->x; 2994 dx = rv.distance_x + op->arch->x;
3194 dy = rv.distance_y + op->arch->y; 2995 dy = rv.distance_y + op->arch->y;
3195 2996
3196 /* only the viewable area the player sees is updated by LOS 2997 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3197 * code, so we need to restrict ourselves to that range of values
3198 * for any meaningful values.
3199 */
3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3203 return 1; 2998 return 1;
3204 2999
3205 op = op->more; 3000 op = op->more;
3206 }
3207
3208 return 0;
3209}
3210
3211/* routine for both players and monsters. We call this when
3212 * there is a possibility for our action distrubing our hiding
3213 * place or invisiblity spell. Artefact invisiblity is not
3214 * effected by this. If we arent invisible to begin with, we
3215 * return 0.
3216 */
3217int
3218action_makes_visible (object *op)
3219{
3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 {
3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3223 return 0;
3224
3225 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0;
3227
3228 /* If monsters, they should become visible */
3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3230 {
3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3232 return 1;
3233 }
3234 } 3001 }
3235 3002
3236 return 0; 3003 return 0;
3237} 3004}
3238 3005
3253 * and the exit-coordinates sp/hp must both be > 0. 3020 * and the exit-coordinates sp/hp must both be > 0.
3254 * => The intention here is to prevent abuse of the battleground- 3021 * => The intention here is to prevent abuse of the battleground-
3255 * feature (like pickable or hidden battleground tiles). */ 3022 * feature (like pickable or hidden battleground tiles). */
3256 for (object *tmp = op->below; tmp; tmp = tmp->below) 3023 for (object *tmp = op->below; tmp; tmp = tmp->below)
3257 { 3024 {
3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3025 if (tmp->flag [FLAG_IS_FLOOR])
3259 { 3026 {
3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3027 if (tmp->flag [FLAG_NO_PICK]
3261 && tmp->type == BATTLEGROUND 3028 && tmp->type == BATTLEGROUND
3262 && tmp->name == shstr_battleground 3029 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp)) 3030 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 { 3031 {
3265 /* before we assign the exit, check if this is a teambattle */ 3032 /* before we assign the exit, check if this is a teambattle */
3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3033 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3267 {
3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3034 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3035 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3269 { 3036 {
3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3271 {
3272 if (x && y) 3037 if (x && y)
3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3038 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274 3039
3275 return 1; 3040 return 1;
3276 }
3277 } 3041 }
3278 }
3279 3042
3280 if (x && y) 3043 if (x && y)
3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3044 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282 3045
3283 return 1; 3046 return 1;
3421 else 3184 else
3422 j = 1; 3185 j = 1;
3423 strcat (buf, spellpathnames[i]); 3186 strcat (buf, spellpathnames[i]);
3424 } 3187 }
3425 } 3188 }
3189
3426 strcat (buf, "."); 3190 strcat (buf, ".");
3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3191 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3428 } 3192 }
3429 3193
3430 /* evtl. adding flags: */ 3194 /* evtl. adding flags: */
3431 if (QUERY_FLAG (item, FLAG_XRAYS)) 3195 if (item->flag [FLAG_XRAYS])
3432 SET_FLAG (skin, FLAG_XRAYS); 3196 skin->set_flag (FLAG_XRAYS);
3433 if (QUERY_FLAG (item, FLAG_STEALTH)) 3197 if (item->flag [FLAG_STEALTH])
3434 SET_FLAG (skin, FLAG_STEALTH); 3198 skin->set_flag (FLAG_STEALTH);
3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3199 if (item->flag [FLAG_SEE_IN_DARK])
3436 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3200 skin->set_flag (FLAG_SEE_IN_DARK);
3437 3201
3438 /* print message if there is one */ 3202 /* print message if there is one */
3439 if (item->msg != NULL) 3203 if (item->msg != NULL)
3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3441 } 3205 }
3442 else 3206 else
3443 { 3207 {
3444 /* generate misc. treasure */ 3208 /* generate misc. treasure */
3445 tmp = arch_to_object (tr->item); 3209 tmp = tr->item->instance ();
3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3210 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3447 tmp = insert_ob_in_ob (tmp, who); 3211 who->insert (tmp);
3448 if (who->type == PLAYER)
3449 esrv_send_item (who, tmp);
3450 } 3212 }
3451} 3213}
3452 3214
3453/** 3215//-GPL
3454 * Unready an object for a player. This function does nothing if the object was
3455 * not readied.
3456 */
3457void
3458player_unready_range_ob (player *pl, object *ob)
3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3462
3463 if (pl->combat_ob == ob)
3464 pl->combat_ob = 0;
3465
3466 if (pl->ranged_ob == ob)
3467 pl->ranged_ob = 0;
3468}
3469 3216
3470sint8 3217sint8
3471player::visibility_at (maptile *map, int x, int y) const 3218player::darkness_at (maptile *map, int x, int y) const
3472{ 3219{
3473 if (!ns) 3220 if (!ns)
3474 return 0; 3221 return LOS_BLOCKED;
3475 3222
3476 int dx, dy; 3223 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3224 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0; 3225 return LOS_BLOCKED;
3479 3226
3480 x += dx - ns->current_x + ns->mapx / 2; 3227 x += dx - ns->current_x;
3481 y += dy - ns->current_y + ns->mapy / 2; 3228 y += dy - ns->current_y;
3482 3229
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y]; 3230 return blocked_los (x, y);
3487} 3231}
3488 3232
3489void 3233void
3490player::infobox (const char *title, const char *msg, int color) 3234player::infobox (const char *title, const char *msg, int color)
3491{ 3235{
3503{ 3247{
3504 play_sound (sound_find ("generic_failure")); 3248 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color); 3249 statusmsg (msg, color);
3506} 3250}
3507 3251
3252void
3253object::failmsgf (const char *format, ...)
3254{
3255 if (!contr)
3256 return;
3257
3258 va_list ap;
3259 va_start (ap, format);
3260 contr->failmsg (vformat (format, ap));
3261 va_end (ap);
3262}
3263
3264void
3265player::failmsgf (const char *format, ...)
3266{
3267 va_list ap;
3268 va_start (ap, format);
3269 failmsg (vformat (format, ap));
3270 va_end (ap);
3271}
3272

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