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Comparing deliantra/server/server/player.C (file contents):
Revision 1.234 by root, Thu Oct 15 21:40:42 2009 UTC vs.
Revision 1.278 by root, Sun May 9 22:33:29 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
52 54
53 players.insert (this); 55 players.insert (this);
54 ob->remove (); 56 ob->remove ();
55 ob->map = 0; 57 ob->map = 0;
56 ob->activate_recursive (); 58 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
58 add_friendly_object (ob); 60 add_friendly_object (ob);
59} 61}
60 62
61void 63void
62player::deactivate () 64player::deactivate ()
74 ob->remove (); 76 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0; 78 ob->map = 0;
77 party = 0; 79 party = 0;
78 80
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this); 81 players.erase (this);
82} 82}
83 83
84// connect the player with a specific client 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
105 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
106 106
107 ob->update_weight (); 107 ob->update_weight ();
108 link_skills (); 108 link_skills ();
109 109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
113 111
114 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
116 { 114 {
117 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
118 116
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
133 ob->update_stats (); 136 ob->update_stats ();
134 137
135 ns->floorbox_update (); 138 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
161 ns->reset_stats (); 164 ns->reset_stats ();
162 ns->pl = 0; 165 ns->pl = 0;
163 ns = 0; 166 ns = 0;
164 } 167 }
165 168
166 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
167 172
168 deactivate (); 173 deactivate ();
169} 174}
175
176//-GPL
170 177
171// the need for this function can be explained 178// the need for this function can be explained
172// by load_object not returning the object 179// by load_object not returning the object
173void 180void
174player::set_object (object *op) 181player::set_object (object *op)
175{ 182{
176 ob = observe = op; 183 ob = observe = viewpoint = op;
177 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
178 185
179 ob->speed = 1.0f; 186 ob->set_speed (1.0f);
180 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
181 188
182 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
183
184 ob->flag [FLAG_READY_WEAPON] = false;
185 ob->flag [FLAG_READY_SKILL] = false;
186 ob->flag [FLAG_READY_BOW] = false;
187
188 for (object *op = ob->inv; op; op = op->below)
189 if (op->flag [FLAG_APPLIED])
190 switch (op->type)
191 {
192 case SKILL:
193 ob->flag [FLAG_APPLIED] = false;
194 break;
195
196 case WAND:
197 case ROD:
198 case HORN:
199 case BOW:
200 ranged_ob = op;
201 break;
202
203 case WEAPON:
204 combat_ob = op;
205 break;
206 }
207
208 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
209 ob->deactivate (); // change_weapon activates, fix this better
210} 190}
211 191
212void 192void
213player::set_observe (object *op) 193player::set_observe (object *op)
214{ 194{
215 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
216 do_los = 1; 196 do_los = 1;
217} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
218 207
219player::player () 208player::player ()
220{ 209{
221 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
222 * we deal with that below this point. 211 * we deal with that below this point.
244 disconnect (); 233 disconnect ();
245 234
246 attachable::do_destroy (); 235 attachable::do_destroy ();
247 236
248 if (ob) 237 if (ob)
249 {
250 ob->destroy_inv (false);
251 ob->destroy (); 238 ob->destroy ();
252 }
253 239
254 ob = observe = 0; 240 ob = observe = viewpoint = 0;
255} 241}
256 242
257player::~player () 243player::~player ()
258{ 244{
259 /* Clear item stack */ 245 /* Clear item stack */
260 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
261} 275}
262 276
263/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
264 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
265 * mode. 279 * mode.
267player * 281player *
268player::create () 282player::create ()
269{ 283{
270 player *pl = new player; 284 player *pl = new player;
271 285
272 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
273 287
274 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
275 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
276 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
277 291
278 set_first_map (pl->ob); 292 set_first_map (pl->ob);
279 293
280 return pl; 294 return pl;
281}
282
283/*
284 * get_player_archetype() return next player archetype from archetype
285 * list. Not very efficient routine, but used only creating new players.
286 * Note: there MUST be at least one player archetype!
287 */
288archetype *
289get_player_archetype (archetype *at)
290{
291 // archetypes could have been reloaded
292 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
293
294 if (!nat)
295 return at;
296
297 archvec::iterator i = archetypes.find (nat);
298
299 for (;;)
300 {
301 if (++i == archetypes.end ())
302 i = archetypes.begin ();
303 else if (*i == at)
304 cleanup ("not a single player archetype found");
305
306 if ((*i)->type == PLAYER)
307 return *i;
308 }
309} 295}
310 296
311object * 297object *
312get_nearest_player (object *mon) 298get_nearest_player (object *mon)
313{ 299{
387 */ 373 */
388int 374int
389path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
390{ 376{
391 rv_vector rv; 377 rv_vector rv;
392 sint16 x, y;
393 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
394 maptile *m, *lastmap;
395 379
396 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
397 381
398 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
399 return 0; 383 return 0;
400 384
401 x = mon->x; 385 mapxy pos (mon);
402 y = mon->y;
403 m = mon->map;
404 dir = rv.direction; 386 dir = rv.direction;
405 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
406 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
407 389
408 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
409 if (diff > max) 391 if (diff > max)
410 return 0; 392 return 0;
411 393
412 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
413 { 395 {
414 lastx = x; 396 mapxy lastpos = pos;
415 lasty = y;
416 lastmap = m;
417 x = lastx + freearr_x[dir];
418 y = lasty + freearr_y[dir];
419 397
420 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
421 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
422 399
423 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
424 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
425 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
426 { 404 {
427 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
428 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
429 */ 407 */
430 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
431 if (rv.direction != dir) 409 if (rv.direction != dir)
432 { 410 {
433 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
434 * the values so it will try again. 412 * the values so it will try again.
435 */ 413 */
436 x = lastx;
437 y = lasty;
438 m = lastmap; 414 pos = lastpos;
439 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
440 } 416 }
441 else 417 else
442 { 418 {
443 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
450 */ 426 */
451 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
452 { 428 {
453 if (i == 0) 429 if (i == 0)
454 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
455 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
456 * since the direction that the creature should move in 433 * since the direction that the creature should move in
457 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
458 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
459 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
461 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
462 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
463 * the last direction the creature has successfully 440 * the last direction the creature has successfully
464 * moved. 441 * moved.
465 */ 442 */
466
467 x = lastx + freearr_x[absdir (lastdir + i)];
468 y = lasty + freearr_y[absdir (lastdir + i)];
469 m = lastmap; 443 pos = lastpos;
470 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
471 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
472 continue; 447 continue;
473 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
474 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
475 continue; 452 continue;
476 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
477 continue; 455 continue;
478 456
479 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
480 break; 458 break;
481 } 459 }
460
482 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
483 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
484 */ 463 */
485 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
486 return 0; 465 return 0;
466
487 diff--; 467 diff--;
488 lastdir = dir; 468 lastdir = dir;
489 max--; 469 max--;
490 if (!firstdir) 470 if (!firstdir)
491 firstdir = dir + i; 471 firstdir = dir + i;
495 { 475 {
496 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
497 diff--; 477 diff--;
498 max--; 478 max--;
499 lastdir = dir; 479 lastdir = dir;
480
500 if (!firstdir) 481 if (!firstdir)
501 firstdir = dir; 482 firstdir = dir;
502 } 483 }
503 484
504 if (diff <= 1) 485 if (diff <= 1)
505 { 486 {
506 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
507 * headed toward player for entire distance. 488 * headed toward player for entire distance.
508 */ 489 */
509 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
510 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
511 } 492 }
512 493
513 if (diff > max) 494 if (diff > max)
514 return 0; 495 return 0;
532 next = op->below; 513 next = op->below;
533 514
534 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
535 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
536 */ 517 */
537 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
538 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
539 520
540 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
541 * by this player due to race restrictions 522 * by this player due to race restrictions
542 */ 523 */
543 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
544 { 525 {
545 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
546 && 527 &&
547 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
548 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
549 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
550 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
551 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
552 { 533 {
553 op->destroy (); 534 op->destroy ();
554 continue; 535 continue;
555 } 536 }
556 } 537 }
573 if (op->nrof > 1) 554 if (op->nrof > 1)
574 op->nrof = 1; 555 op->nrof = 1;
575 } 556 }
576 557
577 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
578 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
579 560
580 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
581 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
582 * merged properly. 563 * merged properly.
583 */ 564 */
584 if (need_identify (op)) 565 if (op->need_identify ())
585 { 566 {
586 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
587 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
588 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
589 } 570 }
590 571
591 if (op->type == SPELL) 572 if (op->type == SPELL)
592 { 573 {
593 op->destroy (); 574 op->destroy ();
594 continue; 575 continue;
595 } 576 }
596 else if (op->type == SKILL) 577 else if (op->type == SKILL)
597 { 578 {
598 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
599 op->stats.exp = 0; 580 op->stats.exp = 0;
600 op->level = 1; 581 op->level = 1;
601 } 582 }
602 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
603 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
604 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
605 586
606 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
607 pl->contr->link_skills (); 588 pl->contr->link_skills ();
608} 589}
622 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
623} 604}
624 605
625/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
626static int 607static int
627roll_stat (void) 608roll_stat ()
628{ 609{
629 int a[4], i, j, k; 610 int a[4], i, j, k;
630 611
631 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
632 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
633 614
634 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
635 if (a[i] < k) 616 if (a[i] < k)
636 k = a[i], j = i; 617 k = a[i], j = i;
637 618
729player::chargen_race_done () 710player::chargen_race_done ()
730{ 711{
731 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
732 esrv_new_player (ob->contr); 713 esrv_new_player (ob->contr);
733 714
734 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
735 if (tl) 716 if (tl)
736 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
737 718
738 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
739 INVOKE_PLAYER (LOGIN, ob->contr);
740 720
741 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
742 722
743 if (ob->msg) 723 if (ob->msg)
744 ob->msg = 0; 724 ob->msg = 0;
745 725
746 start_info (ob); 726 start_info (ob);
747 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
748 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
749 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
750 ob->update_stats (); 730 ob->update_stats ();
751 731
752 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
792 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
793 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
794 ob->stats.grace = 0; 774 ob->stats.grace = 0;
795} 775}
796 776
797void 777static void
798flee_player (object *op) 778flee_player (object *op)
799{ 779{
800 int dir, diff; 780 int dir, diff;
801 rv_vector rv; 781 rv_vector rv;
802 782
803 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
804 { 784 {
805 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
806 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
807 return; 787 return;
808 } 788 }
809 789
810 if (!op->enemy) 790 if (!op->enemy)
811 { 791 {
812 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
813 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
814 return; 794 return;
815 } 795 }
816 796
817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
818 { 798 {
819 op->enemy = NULL; 799 op->enemy = NULL;
820 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
821 return; 801 return;
822 } 802 }
823 803
824 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
825 805
826 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
827 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
828 { 808 {
829 int m = 1 - rndm (2) * 2; 809 int m = 1 - rndm (2) * 2;
830 810
831 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
832 return; 812 return;
833 } 813 }
834 814
835 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
836 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
837 op->enemy = NULL; 817 op->enemy = NULL;
838} 818}
839 819
840/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
841 * It returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
846{ 826{
847 object *tmp, *next; 827 object *tmp, *next;
848 int stop = 0; 828 int stop = 0;
849 int wvratio; 829 int wvratio;
850 830
851 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
852 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
853 return 1; 833 return 1;
854 834
855 next = op->below; 835 next = op->below;
856 836
857 int cnt = MAX_ITEM_PER_DROP; 837 int cnt = MAX_ITEM_PER_ACTION;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
859 839
860 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
861 * destroyed */ 841 * destroyed */
862 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
888 if (op->contr->mode & PU_DEBUG) 868 if (op->contr->mode & PU_DEBUG)
889 { 869 {
890 /* some debugging code to figure out item information */ 870 /* some debugging code to figure out item information */
891 const char *str = tmp->name 871 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d", 872 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d", 874 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896 876
897 new_draw_info (NDI_UNIQUE, 0, op, str); 877 new_draw_info (NDI_UNIQUE, 0, op, str);
898 } 878 }
899 879
900 if (op->contr->mode & PU_INHIBIT) 880 if (op->contr->mode & PU_INHIBIT)
933 * fighting */ 913 * fighting */
934 if (op->contr->mode & PU_INHIBIT) 914 if (op->contr->mode & PU_INHIBIT)
935 return 1; 915 return 1;
936 916
937 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
938 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 918 if (tmp->flag [FLAG_UNPAID])
939 continue; 919 continue;
940 920
941 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
942 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue; 923 continue;
944 924
945 /* all food and drink if desired */ 925 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
947 if (op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
950 CHK_PICK_PICKUP; 930 CHK_PICK_PICKUP;
951 continue; 931 continue;
952 } 932 }
953 933
954 if (op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
956 { 936 {
957 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
958 continue; 938 continue;
959 } 939 }
960 940
987 continue; 967 continue;
988 } 968 }
989 969
990 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
993 { 976 {
994 CHK_PICK_PICKUP; 977 CHK_PICK_PICKUP;
995 continue; 978 continue;
996 } 979 }
997 980
998 /* pick up all magical items */ 981 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1000 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
1001 { 985 {
1002 CHK_PICK_PICKUP; 986 CHK_PICK_PICKUP;
1003 continue; 987 continue;
1004 } 988 }
1005 989
1012 } 996 }
1013 } 997 }
1014 998
1015 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1016 if (op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1017 if (tmp->type == RING || tmp->type == AMULET) 1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1018 { 1005 {
1019 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1020 continue; 1007 continue;
1021 } 1008 }
1022 1009
1071 CHK_PICK_PICKUP; 1058 CHK_PICK_PICKUP;
1072 continue; 1059 continue;
1073 } 1060 }
1074 1061
1075 if (op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1076 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1077 { 1064 {
1078 CHK_PICK_PICKUP; 1065 CHK_PICK_PICKUP;
1079 continue; 1066 continue;
1080 } 1067 }
1081 1068
1086 continue; 1073 continue;
1087 } 1074 }
1088 1075
1089 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1090 if (op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1091 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1092 { 1079 {
1093 CHK_PICK_PICKUP; 1080 CHK_PICK_PICKUP;
1094 continue; 1081 continue;
1095 } 1082 }
1096 1083
1131 fprintf (stderr, "%s", tmp->name); 1118 fprintf (stderr, "%s", tmp->name);
1132 } 1119 }
1133 else 1120 else
1134 fprintf (stderr, "%s", tmp->arch->archname); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1135 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1136 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1137#endif 1124#endif
1138 CHK_PICK_PICKUP; 1125 CHK_PICK_PICKUP;
1139 continue; 1126 continue;
1140 } 1127 }
1141 } /* the new pickup model */ 1128 } /* the new pickup model */
1142 } 1129 }
1143 1130
1144 return !stop; 1131 return !stop;
1145} 1132}
1146 1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1167}
1168
1147/* 1169/*
1148 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1149 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1150 * found object is returned. 1172 * found object is returned.
1151 */ 1173 */
1152object * 1174static object *
1153find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1154{ 1176{
1155 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1157 return splay (tmp); 1179 return splay (tmp);
1158 1180
1159 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1160 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1161 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1162 { 1184 {
1163 splay (tmp); 1185 splay (tmp);
1164 return arrow; 1186 return arrow;
1165 } 1187 }
1171 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1172 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1173 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1174 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1175 */ 1197 */
1176object * 1198static object *
1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1178{ 1200{
1179 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1180 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1181 1203
1182 if (!type) 1204 if (!type)
1183 return NULL; 1205 return NULL;
1184 1206
1185 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1186 { 1208 {
1187 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1188 { 1210 {
1189 i = 0; 1211 i = 0;
1190 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1191 1213
1192 if (i > betterby) 1214 if (i > betterby)
1250 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1251 * op = the shooter 1273 * op = the shooter
1252 * type = bow->race 1274 * type = bow->race
1253 * dir = fire direction 1275 * dir = fire direction
1254 */ 1276 */
1255object * 1277static object *
1256pick_arrow_target (object *op, shstr_cmp type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1257{ 1279{
1258 object *tmp = NULL; 1280 object *tmp = NULL;
1259 maptile *m; 1281 maptile *m;
1260 int i, mflags, found, number; 1282 int i, mflags, found, number;
1293 break; 1315 break;
1294 } 1316 }
1295 1317
1296 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1297 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1298 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1299 break; 1321 break;
1300 } 1322 }
1301 1323
1302 if (!tmp) 1324 if (!tmp)
1303 return find_arrow (op, type); 1325 return find_arrow (op, type);
1364 { 1386 {
1365 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1366 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1367 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1368 else 1390 else
1369 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1370 1392
1371 return 0; 1393 return 0;
1372 } 1394 }
1373 } 1395 }
1374 1396
1423#endif 1445#endif
1424 1446
1425 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1426 1448
1427 /* update the speed */ 1449 /* update the speed */
1428 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1429 + bow->stats.dam / 7.f;
1430 1450
1431 arrow->set_speed (max (arrow->speed, 2.f));
1432 arrow->speed_left = 0; 1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1433 1456
1434 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1435 1458
1436 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1437 { 1460 {
1475 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1476 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1477 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1478 * hence the function name. 1501 * hence the function name.
1479 */ 1502 */
1480int 1503static int
1481player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1482{ 1505{
1483 int ret; 1506 int ret;
1484 1507
1485 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1513} 1536}
1514 1537
1515/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1516 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1517 */ 1540 */
1518void 1541static void
1519fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1520{ 1543{
1521 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1522 1545
1523 if (!item) 1546 if (!item)
1530 { 1553 {
1531 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1532 return; 1555 return;
1533 } 1556 }
1534 1557
1535 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1536 return; 1559 return;
1537 1560
1538 if (item->type == WAND) 1561 if (item->type == WAND)
1539 { 1562 {
1540 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1545 return; 1568 return;
1546 } 1569 }
1547 } 1570 }
1548 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1549 { 1572 {
1550 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1551 1574
1552 // using the maximum of the rods charge allows at least one spell cast 1575 // using the maximum of the rods charge allows at least one spell cast
1553 // for a rod or horn, this fixes some broken rods. 1576 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1555 { 1578 {
1556 op->contr->play_sound (sound_find ("wand_poof")); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1557 1580
1558 if (item->type == ROD) 1581 if (item->type == ROD)
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1574 { 1597 {
1575 object *tmp; 1598 object *tmp;
1576 1599
1577 if (item->arch) 1600 if (item->arch)
1578 { 1601 {
1579 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1580 item->face = item->arch->face; 1603 item->face = item->arch->face;
1581 item->set_speed (0); 1604 item->set_speed (0);
1582 } 1605 }
1583 1606
1584 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1591} 1614}
1592 1615
1593/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1594 */ 1617 */
1595bool 1618bool
1596fire (object *op, int dir) 1619fire (object *who, int dir)
1597{ 1620{
1598 int spellcost = 0; 1621 int spellcost = 0;
1599 1622
1600 player *pl = op->contr; 1623 player *pl = who->contr;
1601 1624
1602 if (pl->golem) 1625 if (pl->golem)
1603 { 1626 {
1604 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1605 return false; 1628 return false;
1606 } 1629 }
1607 1630
1608 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1609 1632
1610 if (!ob) 1633 if (!ob)
1611 return false; 1634 return false;
1612 1635
1613 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1614 --op->speed_left; 1637 --who->speed_left;
1615 else 1638 else
1616 return false; 1639 return false;
1617 1640
1618 if (!op->change_weapon (ob)) 1641 if (!who->apply (ob))
1619 return false; 1642 return false;
1620 1643
1621 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1622 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1623 make_visible (op); 1646 make_visible (who);
1624 1647
1625 switch (ob->type) 1648 switch (ob->type)
1626 { 1649 {
1627 case BOW: 1650 case BOW:
1628 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1629 break; 1652 break;
1630 1653
1631 case SPELL: 1654 case SPELL:
1632 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1633 break; 1656 break;
1634 1657
1635 case BUILDER: 1658 case BUILDER:
1636 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1637 break; 1660 break;
1638 1661
1639 case SKILL: 1662 case SKILL:
1640 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1641 break; 1664 break;
1642 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1643 default: 1670 default:
1644 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1645 break; 1672 break;
1646 } 1673 }
1647 1674
1648 return true; 1675 return true;
1649} 1676}
1650 1677
1651/* find_key 1678static object *
1652 * We try to find a key for the door as passed. If we find a key
1653 * and successfully use it, we return the key, otherwise NULL
1654 * This function merges both normal and locked door, since the logic
1655 * for both is the same - just the specific key is different.
1656 * pl is the player,
1657 * inv is the objects inventory to searched
1658 * door is the door we are trying to match against.
1659 * This function can be called recursively to search containers.
1660 */
1661object *
1662find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1663{ 1680{
1664 object *tmp, *key; 1681 object *tmp, *key;
1665 1682
1666 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1667 if (!container->inv) 1684 if (!container->inv)
1688 if (!tmp) 1705 if (!tmp)
1689 { 1706 {
1690 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1691 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1692 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1693 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1694 return key; 1711 return key;
1695 1712
1696 if (!tmp) 1713 if (!tmp)
1697 return 0; 1714 return 0;
1698 } 1715 }
1717 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1718 * 1735 *
1719 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1720 * all the others. 1737 * all the others.
1721 */ 1738 */
1722 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1723 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1725 { 1742 {
1726 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1727 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1728 return NULL; 1745 return NULL;
1729 } 1746 }
1730 } 1747 }
1731 1748
1732 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1733} 1775}
1734 1776
1735/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1736 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1737 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1787 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
1788 */ 1830 */
1789bool 1831bool
1790move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
1791{ 1833{
1792 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1793 { 1835 {
1794 --op->speed_left; 1836 --op->speed_left;
1795 return true; 1837 return true;
1796 } 1838 }
1797 1839
1798 int on_battleground;
1799
1800 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
1801 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
1802
1803 on_battleground = op_on_battleground (op, 0, 0);
1804 1842
1805 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
1806 return false; 1844 return false;
1807 1845
1808 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
1858 */ 1896 */
1859 if (op->type == PLAYER 1897 if (op->type == PLAYER
1860 && ((mon->owner && mon->owner->contr 1898 && ((mon->owner && mon->owner->contr
1861 && same_party (mon->owner->contr->party, op->contr->party)) 1899 && same_party (mon->owner->contr->party, op->contr->party))
1862 || mon->owner == op) 1900 || mon->owner == op)
1863 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1864 { 1902 {
1865 /* If we're braced, we don't want to switch places with it */ 1903 /* If we're braced, we don't want to switch places with it */
1866 if (op->contr->braced) 1904 if (op->contr->braced)
1867 return false; 1905 return false;
1868 1906
1879 return true; 1917 return true;
1880 } 1918 }
1881 else 1919 else
1882 return false; 1920 return false;
1883 } 1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
1884 1924
1885 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
1886 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
1887 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
1888 * attack them either. 1928 * attack them either.
1889 */ 1929 */
1890 if ((mon->type == PLAYER || mon->enemy != op) 1930 if ((mon->type == PLAYER || mon->enemy != op)
1891 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1892 && ((op->contr->peaceful 1932 && ((op->contr->peaceful
1893 || (mon->type == PLAYER && mon->contr->peaceful)) 1933 || (mon->type == PLAYER && mon->contr->peaceful))
1894 && !on_battleground)) 1934 && !on_battleground))
1895 { 1935 {
1896 if (op->speed_left > 0.f) 1936 if (op->speed_left > 0.f)
1912 } 1952 }
1913 } 1953 }
1914 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
1915 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
1916 */ 1956 */
1917 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1918 { 1958 {
1919 if (op->speed_left > 0.f) 1959 if (op->speed_left > 0.f)
1920 { 1960 {
1921 --op->speed_left; 1961 --op->speed_left;
1922 1962
1931 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
1932 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
1933 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
1934 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
1935 */ 1975 */
1936 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1937 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1938 { 1978 {
1939 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1940 { 1980 {
1941 --op->contr->weapon_sp_left; 1981 --op->contr->weapon_sp_left;
1953} 1993}
1954 1994
1955bool 1995bool
1956move_player (object *op, int dir) 1996move_player (object *op, int dir)
1957{ 1997{
1958 int pick;
1959
1960 if (!op->map || op->map->in_memory != MAP_ACTIVE) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1961 return 0; 1999 return 0;
1962 2000
1963 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
1964 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
1965 { 2003 {
1966 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
1967 return 0; 2005 return 0;
1968 } 2006 }
1969 2007
1970 /* peterm: added following line */ 2008 /* peterm: added following line */
1971 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
1972 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1973 2011
1974 op->facing = dir; 2012 op->facing = dir;
1975 2013
1976 if (op->flag [FLAG_HIDDEN]) 2014 if (op->flag [FLAG_HIDDEN])
1977 do_hidden_move (op); 2015 do_hidden_move (op);
1978 2016
1979 bool retval; 2017 bool retval;
2018 int pick = 0;
1980 2019
1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1982 retval = RESULT_INT (0); 2021 retval = RESULT_INT (0);
1983 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
1984 retval = fire (op, dir); 2023 retval = fire (op, dir);
2015 * players. 2054 * players.
2016 */ 2055 */
2017bool 2056bool
2018handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2019{ 2058{
2020 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2021 { 2060 {
2022 if (op->speed_left > 0.f) 2061 if (op->speed_left > 0.f)
2023 { 2062 {
2024 --op->speed_left; 2063 --op->speed_left;
2025 flee_player (op); 2064 flee_player (op);
2041 return move_player (op, op->direction); 2080 return move_player (op, op->direction);
2042 2081
2043 return false; 2082 return false;
2044} 2083}
2045 2084
2046int 2085static int
2047save_life (object *op) 2086save_life (object *op)
2048{ 2087{
2049 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2050 return 0; 2089 return 0;
2051 2090
2052 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2054 { 2093 {
2055 op->play_sound (sound_find ("ob_evaporate")); 2094 op->play_sound (sound_find ("ob_evaporate"));
2056 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2057 2096
2058 tmp->destroy (); 2097 tmp->destroy ();
2059 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2060 2099
2061 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2062 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2063 2102
2064 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2065 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2066 2105
2067 op->update_stats (); 2106 op->update_stats ();
2068 return 1; 2107 return 1;
2069 } 2108 }
2070 2109
2071 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2072 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2073 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2074 return 0; 2113 return 0;
2075} 2114}
2076 2115
2077/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2084{ 2123{
2085 while (op) 2124 while (op)
2086 { 2125 {
2087 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2088 2127
2089 if (QUERY_FLAG (op, FLAG_UNPAID)) 2128 if (op->flag [FLAG_UNPAID])
2090 op->insert_at (env); 2129 op->insert_at (env);
2091 else if (op->inv) 2130 else if (op->inv)
2092 drop_unpaid_items (op->inv, env); 2131 drop_unpaid_items (op->inv, env);
2093 2132
2094 op = next; 2133 op = next;
2100{ 2139{
2101 if (!flag [FLAG_REMOVED]) 2140 if (!flag [FLAG_REMOVED])
2102 ::drop_unpaid_items (inv, this); 2141 ::drop_unpaid_items (inv, this);
2103} 2142}
2104 2143
2105/*
2106 * Returns pointer a static string containing gravestone text
2107 * Moved from apply.c to player.c - player.c is what
2108 * actually uses this function. player.c may not be quite the
2109 * best, a misc file for object actions is probably better,
2110 * but there isn't one in the server directory.
2111 */
2112const char *
2113gravestone_text (object *op)
2114{
2115 static dynbuf_text buf;
2116
2117 buf << "---- R.I.P. ----\n\n"
2118 << op->name;
2119
2120 if (op->type == PLAYER)
2121 buf << " the " << op->contr->title;
2122
2123 buf << "\n\n";
2124
2125 buf << "who was level ";
2126 buf << (sint32)op->level << "\n\n" // OO breakdown
2127 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2128
2129 if (op->type == PLAYER)
2130 buf << "by " << op->contr->killer_name () << ".\n\n";
2131
2132 {
2133 static char buf2[128];
2134 time_t now = time (NULL);
2135 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2136 buf << buf2;
2137 }
2138
2139 return buf;
2140}
2141
2142void 2144void
2143do_some_living (object *op) 2145do_some_living (object *op)
2144{ 2146{
2145 int last_food = op->stats.food; 2147 int last_food = op->stats.food;
2146 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2147 int over_hp, over_sp, over_grace;
2148 int i; 2149 int i;
2149 int rate_hp = 1200; 2150 int rate_hp = 1200;
2150 int rate_sp = 2500; 2151 int rate_sp = 2500;
2151 int rate_grace = 2000; 2152 int rate_grace = 2000;
2152 const int max_hp = 1; 2153 const int max_hp = 1;
2161 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2162 */ 2163 */
2163 if (pticks & 2) 2164 if (pticks & 2)
2164 op->invisible--; 2165 op->invisible--;
2165 } 2166 }
2166 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2167 { 2168 {
2168 if (!op->invisible--) 2169 if (!op->invisible--)
2169 { 2170 {
2170 make_visible (op); 2171 make_visible (op);
2171 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2205 if (--op->last_grace < 0) 2206 if (--op->last_grace < 0)
2206 { 2207 {
2207 if (op->stats.grace < op->stats.maxgrace / 2) 2208 if (op->stats.grace < op->stats.maxgrace / 2)
2208 op->stats.grace++; /* no penalty in food for regaining grace */ 2209 op->stats.grace++; /* no penalty in food for regaining grace */
2209 2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2210 if (max_grace > 1) 2213 if (max_grace > 1)
2211 { 2214 {
2212 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2215 int over_grace = temp / rate_grace;
2216
2213 if (over_grace > 0) 2217 if (over_grace > 0)
2214 { 2218 {
2215 op->stats.sp += over_grace 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2216 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2217 op->last_grace = 0; 2220 op->last_grace = 0;
2218 } 2221 }
2219 else 2222 else
2220 { 2223 op->last_grace = rate_grace / temp;
2221 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2222 }
2223 } 2224 }
2224 else 2225 else
2225 { 2226 op->last_grace = rate_grace / temp;
2226 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2227
2227 }
2228 /* wearing stuff doesn't detract from grace generation. */ 2228 /* wearing stuff doesn't detract from grace generation. */
2229 } 2229 }
2230 2230
2231 if (op->stats.food > 0) 2231 if (op->stats.food > 0)
2232 { 2232 {
2238 if (op->stats.sp < op->stats.maxsp) 2238 if (op->stats.sp < op->stats.maxsp)
2239 { 2239 {
2240 op->stats.sp++; 2240 op->stats.sp++;
2241 2241
2242 /* dms do not consume food */ 2242 /* dms do not consume food */
2243 if (!QUERY_FLAG (op, FLAG_WIZ)) 2243 if (!op->flag [FLAG_WIZ])
2244 { 2244 {
2245 op->stats.food--; 2245 op->stats.food--;
2246 2246
2247 if (op->contr->digestion < 0) 2247 if (op->contr->digestion < 0)
2248 op->stats.food += op->contr->digestion; 2248 op->stats.food += op->contr->digestion;
2251 } 2251 }
2252 } 2252 }
2253 2253
2254 if (max_sp > 1) 2254 if (max_sp > 1)
2255 { 2255 {
2256 over_sp = (gen_sp + 10) / rate_sp; 2256 int over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0) 2257 if (over_sp > 0)
2258 { 2258 {
2259 if (op->stats.sp < op->stats.maxsp) 2259 if (op->stats.sp < op->stats.maxsp)
2260 { 2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2282 if (op->stats.hp < op->stats.maxhp) 2282 if (op->stats.hp < op->stats.maxhp)
2283 { 2283 {
2284 op->stats.hp++; 2284 op->stats.hp++;
2285 2285
2286 /* dms do not consume food */ 2286 /* dms do not consume food */
2287 if (!QUERY_FLAG (op, FLAG_WIZ)) 2287 if (!op->flag [FLAG_WIZ])
2288 { 2288 {
2289 op->stats.food--; 2289 op->stats.food--;
2290 2290
2291 if (op->contr->digestion < 0) 2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion; 2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food; 2294 op->stats.food = last_food;
2295 } 2295 }
2296 } 2296 }
2297 2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2298 if (max_hp > 1) 2300 if (max_hp > 1)
2299 { 2301 {
2300 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2302 int over_hp = temp / rate_hp;
2301 2303
2302 if (over_hp > 0) 2304 if (over_hp > 0)
2303 { 2305 {
2304 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2306 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2305 op->last_heal = 0; 2307 op->last_heal = 0;
2306 } 2308 }
2307 else 2309 else
2308 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2310 op->last_heal = rate_hp / temp;
2309 } 2311 }
2310 else 2312 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->last_heal = rate_hp / temp;
2312 } 2314 }
2313 } 2315 }
2314 2316
2315 /* Digestion */ 2317 /* Digestion */
2316 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2319 penalty = max (0, -op->contr->digestion); 2321 penalty = max (0, -op->contr->digestion);
2320 2322
2321 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2322 2324
2323 /* dms do not consume food */ 2325 /* dms do not consume food */
2324 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2325 op->stats.food--; 2327 op->stats.food--;
2326 } 2328 }
2327 2329
2328 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2329 { 2331 {
2330 object *flesh = 0; 2332 object *flesh = 0;
2331 2333
2332 for_inv_removable (op, tmp) 2334 for_inv_removable (op, tmp)
2333 { 2335 {
2334 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2335 continue; 2337 continue;
2336 2338
2337 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2338 { 2340 {
2339 op->statusmsg ("You blindly grab for a bite of food. " 2341 op->statusmsg ("You blindly grab for a bite of food. "
2340 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2341 manual_apply (op, tmp, 0); 2343 op->apply (tmp);
2342 2344
2343 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2344 break; 2346 break;
2345 } 2347 }
2346 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2352 */ 2354 */
2353 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2354 { 2356 {
2355 op->statusmsg ("You blindly grab for a bite of food. " 2357 op->statusmsg ("You blindly grab for a bite of food. "
2356 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2357 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2358 } 2360 }
2359 2361
2360 // If player is still starving, alert him! 2362 // If player is still starving, alert him!
2361 if (op->stats.food < 0) 2363 if (op->stats.food < 0)
2362 op->failmsg ("You are starving! " 2364 op->failmsg ("You are starving! "
2374 op->contr->killer->destroy (); 2376 op->contr->killer->destroy ();
2375 } 2377 }
2376 } 2378 }
2377 2379
2378 /* killer should be set here already */ 2380 /* killer should be set here already */
2379 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2380 kill_player (op); 2382 kill_player (op);
2381 } 2383 }
2382} 2384}
2383 2385
2384/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2399 return; 2401 return;
2400 2402
2401 dynbuf_text deathtab; 2403 dynbuf_text deathtab;
2402 2404
2403 /* restore player */ 2405 /* restore player */
2404 at = archetype::find ("poisoning"); 2406 at = archetype::find (shstr_poisoning);
2405 if (object *tmp = present_arch_in_ob (at, op)) 2407 if (object *tmp = present_arch_in_ob (at, op))
2406 { 2408 {
2407 tmp->destroy (); 2409 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r"; 2410 deathtab << "Your body feels cleansed...\r";
2409 } 2411 }
2410 2412
2411 at = archetype::find ("confusion"); 2413 at = archetype::find (shstr_confusion);
2412 if (object *tmp = present_arch_in_ob (at, op)) 2414 if (object *tmp = present_arch_in_ob (at, op))
2413 { 2415 {
2414 tmp->destroy (); 2416 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r"; 2417 deathtab << "Your mind feels clearer...\r";
2416 } 2418 }
2418 cure_disease (op, 0, 0); /* remove any disease */ 2420 cure_disease (op, 0, 0); /* remove any disease */
2419 2421
2420 max_it (op->stats.hp , op->stats.maxhp); 2422 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp); 2423 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace); 2424 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0) 2425 max_it (op->stats.food , 200);
2425 op->stats.food = 999;
2426 2426
2427 // remove all spell effects that are active 2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall 2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; ) 2429 for (object *item = op->inv; item; )
2430 { 2430 {
2443 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2444 { 2444 {
2445 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2446 2446
2447 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2448 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2449 { 2449
2450 tmp->name = format ("%s's finger" , &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2451 tmp->name_pl = format ("%s's fingers", &op->name); 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2452 tmp->msg = format ( 2452 tmp->msg = format (
2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2454 &op->name, op->contr->title, 2454 &op->name, op->contr->title,
2455 (int)op->level, 2455 (int)op->level,
2456 op->contr->killer_name () 2456 op->contr->killer_name ()
2457 ); 2457 );
2458 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2459 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2461 }
2462 2461
2463 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2464 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2465 op->contr->braced = 0; 2464 op->contr->braced = 0;
2466 2465
2528 lost_a_stat = 1; 2527 lost_a_stat = 1;
2529 } 2528 }
2530 else 2529 else
2531 { 2530 {
2532 /* deplete a stat */ 2531 /* deplete a stat */
2533 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2534 object *dep; 2533 object *dep;
2535 2534
2536 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2537 if (!dep) 2536 if (!dep)
2538 { 2537 {
2539 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2540 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2541 } 2540 }
2542 lose_this_stat = 1; 2541 lose_this_stat = 1;
2543 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2544 { 2543 {
2582 * difference. 2581 * difference.
2583 */ 2582 */
2584 if (this_stat >= -50) 2583 if (this_stat >= -50)
2585 { 2584 {
2586 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2587 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2589 op->update_stats (); 2588 op->update_stats ();
2590 lost_a_stat = 1; 2589 lost_a_stat = 1;
2591 } 2590 }
2592 } 2591 }
2610#endif 2609#endif
2611 2610
2612 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2613 * exp loss on the stone. 2612 * exp loss on the stone.
2614 */ 2613 */
2615 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2616 tmp->name = format ("%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2617 tmp->name_pl = format ("%s's gravestones", &op->name); 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2619 &op->name, op->contr->title, op->contr->killer_name ()); 2618 &op->name, op->contr->title, op->contr->killer_name ());
2620 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2661 object *force; 2660 object *force;
2662 int at; 2661 int at;
2663 2662
2664 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2665 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2666 force->speed = 0.1f;
2667 force->speed_left = -5.f; 2665 force->speed_left = -5.f;
2668 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2669 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2670 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2671 force->resist[at] = 100; 2671 force->resist[at] = 100;
2672 2672
2673 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2675 } 2675 }
2676 2676
2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678} 2678}
2679 2679
2680void 2680static void
2681loot_object (object *op) 2681loot_object (object *op)
2682{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2684 2684
2685 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2695 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2696 2696
2697 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2698 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2699 2699
2700 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2701 { 2701 {
2702 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2703 { 2703 {
2704 tmp->decrease (rndm (1, tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2705 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2716 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2717 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
2718 * was changed. 2718 * was changed.
2719 */ 2719 */
2720void 2720void
2721fix_weight (void) 2721fix_weight ()
2722{ 2722{
2723 for_all_players (pl) 2723 for_all_players (pl)
2724 { 2724 {
2725 sint32 old = pl->ob->carrying; 2725 sint32 old = pl->ob->carrying;
2726 2726
2733 } 2733 }
2734 } 2734 }
2735} 2735}
2736 2736
2737void 2737void
2738fix_luck (void) 2738fix_luck ()
2739{ 2739{
2740 for_all_players (pl) 2740 for_all_players (pl)
2741 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2742 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2743} 2743}
2795} 2795}
2796 2796
2797int 2797int
2798is_true_undead (object *op) 2798is_true_undead (object *op)
2799{ 2799{
2800 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
2801 return 1; 2801 return 1;
2802 2802
2803 return 0; 2803 return 0;
2804} 2804}
2805 2805
2903 2903
2904 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
2905 player = 1; 2905 player = 1;
2906 2906
2907 else 2907 else
2908 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
2909 2909
2910 /* search adjacent squares */ 2910 /* search adjacent squares */
2911 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
2912 { 2912 {
2913 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2923 continue; 2923 continue;
2924 2924
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 { 2926 {
2927 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2928 return 1; 2928 return 1;
2929 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
2930 { 2930 {
2931 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2933 return 1; 2933 return 1;
2934 } 2934 }
2935 } 2935 }
2936 } 2936 }
2937 return 0; 2937 return 0;
2987 } 2987 }
2988 2988
2989 return 0; 2989 return 0;
2990} 2990}
2991 2991
2992/* routine for both players and monsters. We call this when
2993 * there is a possibility for our action distrubing our hiding
2994 * place or invisiblity spell. Artefact invisiblity causes
2995 * "noise" instead. If we arent invisible to begin with, we
2996 * return 0.
2997 */
2998int
2999action_makes_visible (object *op)
3000{
3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3002 {
3003 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3004 {
3005 // artefact invisibility is permanent, but we still make noise
3006 // this is important for game-balance.
3007 if (op->contr)
3008 op->make_noise ();
3009
3010 return 0;
3011 }
3012
3013 if (op->contr && op->contr->tmp_invis == 0)
3014 return 0;
3015
3016 /* If monsters, they should become visible */
3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3018 {
3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3020 return 1;
3021 }
3022 }
3023
3024 return 0;
3025}
3026
3027/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3028 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3029 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3030 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3031 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 2996 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3041 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3042 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3043 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3044 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3045 { 3010 {
3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3047 { 3012 {
3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3049 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3050 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3052 { 3017 {
3053 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3054 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3055 {
3056 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3057 { 3022 {
3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3059 {
3060 if (x && y) 3023 if (x && y)
3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062 3025
3063 return 1; 3026 return 1;
3064 }
3065 } 3027 }
3066 }
3067 3028
3068 if (x && y) 3029 if (x && y)
3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070 3031
3071 return 1; 3032 return 1;
3209 else 3170 else
3210 j = 1; 3171 j = 1;
3211 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3212 } 3173 }
3213 } 3174 }
3175
3214 strcat (buf, "."); 3176 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 } 3178 }
3217 3179
3218 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3219 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3220 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3221 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3222 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3224 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3225 3187
3226 /* print message if there is one */ 3188 /* print message if there is one */
3227 if (item->msg != NULL) 3189 if (item->msg != NULL)
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3191 }
3230 else 3192 else
3231 { 3193 {
3232 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3233 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3235 who->insert (tmp); 3197 who->insert (tmp);
3236 } 3198 }
3237} 3199}
3238 3200
3239/** 3201//-GPL
3240 * Unready an object for a player. This function does nothing if the object was
3241 * not readied.
3242 */
3243void
3244player_unready_range_ob (player *pl, object *ob)
3245{
3246 if (pl->ob->current_weapon == ob)
3247 pl->ob->current_weapon = 0;
3248
3249 if (pl->combat_ob == ob)
3250 pl->combat_ob = 0;
3251
3252 if (pl->ranged_ob == ob)
3253 pl->ranged_ob = 0;
3254}
3255 3202
3256sint8 3203sint8
3257player::darkness_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3258{ 3205{
3259 if (!ns) 3206 if (!ns)
3286{ 3233{
3287 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3288 statusmsg (msg, color); 3235 statusmsg (msg, color);
3289} 3236}
3290 3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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