ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm>
34#include <functional>
35
36playervec players; 38playervec players;
37 39
38/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
39static void 41static void
40set_first_map (object *op) 42set_first_map (object *op)
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);
167 // when ns = 0 170 // when ns = 0
168 observe = viewpoint = ob; 171 observe = viewpoint = ob;
169 172
170 deactivate (); 173 deactivate ();
171} 174}
175
176//-GPL
172 177
173// the need for this function can be explained 178// the need for this function can be explained
174// by load_object not returning the object 179// by load_object not returning the object
175void 180void
176player::set_object (object *op) 181player::set_object (object *op)
177{ 182{
178 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
180 185
181 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
182 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
183 188
184 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212} 190}
213 191
214void 192void
215player::set_observe (object *op) 193player::set_observe (object *op)
216{ 194{
222player::set_viewpoint (object *op) 200player::set_viewpoint (object *op)
223{ 201{
224 viewpoint = op ? op : (object *)observe; 202 viewpoint = op ? op : (object *)observe;
225 do_los = 1; 203 do_los = 1;
226} 204}
205
206//+GPL
227 207
228player::player () 208player::player ()
229{ 209{
230 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
231 * we deal with that below this point. 211 * we deal with that below this point.
253 disconnect (); 233 disconnect ();
254 234
255 attachable::do_destroy (); 235 attachable::do_destroy ();
256 236
257 if (ob) 237 if (ob)
258 {
259 ob->destroy_inv (false);
260 ob->destroy (); 238 ob->destroy ();
261 }
262 239
263 ob = observe = viewpoint = 0; 240 ob = observe = viewpoint = 0;
264} 241}
265 242
266player::~player () 243player::~player ()
267{ 244{
268 /* Clear item stack */ 245 /* Clear item stack */
269 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 }
270} 275}
271 276
272/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
273 * 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
274 * mode. 279 * mode.
276player * 281player *
277player::create () 282player::create ()
278{ 283{
279 player *pl = new player; 284 player *pl = new player;
280 285
281 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
282 287
283 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
284 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
286 291
287 set_first_map (pl->ob); 292 set_first_map (pl->ob);
288 293
289 return pl; 294 return pl;
290}
291
292/*
293 * get_player_archetype() return next player archetype from archetype
294 * list. Not very efficient routine, but used only creating new players.
295 * Note: there MUST be at least one player archetype!
296 */
297archetype *
298get_player_archetype (archetype *at)
299{
300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
307
308 for (;;)
309 {
310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318} 295}
319 296
320object * 297object *
321get_nearest_player (object *mon) 298get_nearest_player (object *mon)
322{ 299{
396 */ 373 */
397int 374int
398path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
399{ 376{
400 rv_vector rv; 377 rv_vector rv;
401 sint16 x, y;
402 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;
403 maptile *m, *lastmap;
404 379
405 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
406 381
407 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
408 return 0; 383 return 0;
409 384
410 x = mon->x; 385 mapxy pos (mon);
411 y = mon->y;
412 m = mon->map;
413 dir = rv.direction; 386 dir = rv.direction;
414 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 */
415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416 389
417 /* 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. */
418 if (diff > max) 391 if (diff > max)
419 return 0; 392 return 0;
420 393
421 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
422 { 395 {
423 lastx = x; 396 mapxy lastpos = pos;
424 lasty = y;
425 lastmap = m;
426 x = lastx + freearr_x[dir];
427 y = lasty + freearr_y[dir];
428 397
429 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
430 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
431 399
432 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
433 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
434 && (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)))
435 { 404 {
436 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
437 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
438 */ 407 */
439 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
440 if (rv.direction != dir) 409 if (rv.direction != dir)
441 { 410 {
442 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
443 * the values so it will try again. 412 * the values so it will try again.
444 */ 413 */
445 x = lastx;
446 y = lasty;
447 m = lastmap; 414 pos = lastpos;
448 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
449 } 416 }
450 else 417 else
451 { 418 {
452 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
459 */ 426 */
460 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
461 { 428 {
462 if (i == 0) 429 if (i == 0)
463 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
464 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
465 * since the direction that the creature should move in 433 * since the direction that the creature should move in
466 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
467 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
468 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
470 * 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
471 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
472 * the last direction the creature has successfully 440 * the last direction the creature has successfully
473 * moved. 441 * moved.
474 */ 442 */
475
476 x = lastx + freearr_x[absdir (lastdir + i)];
477 y = lasty + freearr_y[absdir (lastdir + i)];
478 m = lastmap; 443 pos = lastpos;
479 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
480 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
481 continue; 447 continue;
482 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
483 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
484 continue; 452 continue;
485 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
486 continue; 455 continue;
487 456
488 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
489 break; 458 break;
490 } 459 }
460
491 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
492 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
493 */ 463 */
494 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
495 return 0; 465 return 0;
466
496 diff--; 467 diff--;
497 lastdir = dir; 468 lastdir = dir;
498 max--; 469 max--;
499 if (!firstdir) 470 if (!firstdir)
500 firstdir = dir + i; 471 firstdir = dir + i;
504 { 475 {
505 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
506 diff--; 477 diff--;
507 max--; 478 max--;
508 lastdir = dir; 479 lastdir = dir;
480
509 if (!firstdir) 481 if (!firstdir)
510 firstdir = dir; 482 firstdir = dir;
511 } 483 }
512 484
513 if (diff <= 1) 485 if (diff <= 1)
514 { 486 {
515 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
516 * headed toward player for entire distance. 488 * headed toward player for entire distance.
517 */ 489 */
518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
520 } 492 }
521 493
522 if (diff > max) 494 if (diff > max)
523 return 0; 495 return 0;
541 next = op->below; 513 next = op->below;
542 514
543 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
544 * 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
545 */ 517 */
546 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
547 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
548 520
549 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
550 * by this player due to race restrictions 522 * by this player due to race restrictions
551 */ 523 */
552 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
553 { 525 {
554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
555 && 527 &&
556 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
557 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
558 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
561 { 533 {
562 op->destroy (); 534 op->destroy ();
563 continue; 535 continue;
564 } 536 }
565 } 537 }
582 if (op->nrof > 1) 554 if (op->nrof > 1)
583 op->nrof = 1; 555 op->nrof = 1;
584 } 556 }
585 557
586 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 559 op->inv->clr_flag (FLAG_STARTEQUIP);
588 560
589 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
590 * 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
591 * merged properly. 563 * merged properly.
592 */ 564 */
593 if (need_identify (op)) 565 if (op->need_identify ())
594 { 566 {
595 SET_FLAG (op, FLAG_IDENTIFIED); 567 op->set_flag (FLAG_IDENTIFIED);
596 CLEAR_FLAG (op, FLAG_CURSED); 568 op->clr_flag (FLAG_CURSED);
597 CLEAR_FLAG (op, FLAG_DAMNED); 569 op->clr_flag (FLAG_DAMNED);
598 } 570 }
599 571
600 if (op->type == SPELL) 572 if (op->type == SPELL)
601 { 573 {
602 op->destroy (); 574 op->destroy ();
603 continue; 575 continue;
604 } 576 }
605 else if (op->type == SKILL) 577 else if (op->type == SKILL)
606 { 578 {
607 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
608 op->stats.exp = 0; 580 op->stats.exp = 0;
609 op->level = 1; 581 op->level = 1;
610 } 582 }
611 else /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
612 SET_FLAG (op, FLAG_INV_LOCKED); 584 op->set_flag (FLAG_INV_LOCKED);
613 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
614 586
615 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
616 pl->contr->link_skills (); 588 pl->contr->link_skills ();
617} 589}
631 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:");
632} 604}
633 605
634/* 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. */
635static int 607static int
636roll_stat (void) 608roll_stat ()
637{ 609{
638 int a[4], i, j, k; 610 int a[4], i, j, k;
639 611
640 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
641 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
642 614
643 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
644 if (a[i] < k) 616 if (a[i] < k)
645 k = a[i], j = i; 617 k = a[i], j = i;
646 618
738player::chargen_race_done () 710player::chargen_race_done ()
739{ 711{
740 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
741 esrv_new_player (ob->contr); 713 esrv_new_player (ob->contr);
742 714
743 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
744 if (tl) 716 if (tl)
745 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
746 718
747 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
748 INVOKE_PLAYER (LOGIN, ob->contr);
749 720
750 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
751 722
752 if (ob->msg) 723 if (ob->msg)
753 ob->msg = 0; 724 ob->msg = 0;
754 725
755 start_info (ob); 726 start_info (ob);
756 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
757 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
758 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
759 ob->update_stats (); 730 ob->update_stats ();
760 731
761 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
801 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
802 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
803 ob->stats.grace = 0; 774 ob->stats.grace = 0;
804} 775}
805 776
806void 777static void
807flee_player (object *op) 778flee_player (object *op)
808{ 779{
809 int dir, diff; 780 int dir, diff;
810 rv_vector rv; 781 rv_vector rv;
811 782
812 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
813 { 784 {
814 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
815 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
816 return; 787 return;
817 } 788 }
818 789
819 if (!op->enemy) 790 if (!op->enemy)
820 { 791 {
821 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
822 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
823 return; 794 return;
824 } 795 }
825 796
826 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))
827 { 798 {
828 op->enemy = NULL; 799 op->enemy = NULL;
829 CLEAR_FLAG (op, FLAG_SCARED); 800 op->clr_flag (FLAG_SCARED);
830 return; 801 return;
831 } 802 }
832 803
833 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
834 805
835 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
836 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
837 { 808 {
838 int m = 1 - rndm (2) * 2; 809 int m = 1 - rndm (2) * 2;
839 810
840 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))))
841 return; 812 return;
842 } 813 }
843 814
844 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
845 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
846 op->enemy = NULL; 817 op->enemy = NULL;
847} 818}
848 819
849/* 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.
850 * 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
855{ 826{
856 object *tmp, *next; 827 object *tmp, *next;
857 int stop = 0; 828 int stop = 0;
858 int wvratio; 829 int wvratio;
859 830
860 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
861 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
862 return 1; 833 return 1;
863 834
864 next = op->below; 835 next = op->below;
865 836
866 int cnt = MAX_ITEM_PER_DROP; 837 int cnt = MAX_ITEM_PER_ACTION;
867#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)
868 839
869 /* 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
870 * destroyed */ 841 * destroyed */
871 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
897 if (op->contr->mode & PU_DEBUG) 868 if (op->contr->mode & PU_DEBUG)
898 { 869 {
899 /* some debugging code to figure out item information */ 870 /* some debugging code to figure out item information */
900 const char *str = tmp->name 871 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d", 872 ? format ("item name: %s item type: %d weight/value: %d",
902 &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))))
903 : format ("item name: %s item type: %d weight/value: %d", 874 : format ("item name: %s item type: %d weight/value: %d",
904 &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))));
905 876
906 new_draw_info (NDI_UNIQUE, 0, op, str); 877 new_draw_info (NDI_UNIQUE, 0, op, str);
907 } 878 }
908 879
909 if (op->contr->mode & PU_INHIBIT) 880 if (op->contr->mode & PU_INHIBIT)
942 * fighting */ 913 * fighting */
943 if (op->contr->mode & PU_INHIBIT) 914 if (op->contr->mode & PU_INHIBIT)
944 return 1; 915 return 1;
945 916
946 /* prevent us from turning into auto-thieves :) */ 917 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 918 if (tmp->flag [FLAG_UNPAID])
948 continue; 919 continue;
949 920
950 /* ignore known cursed objects */ 921 /* ignore known cursed objects */
951 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)
952 continue; 923 continue;
953 924
954 /* all food and drink if desired */ 925 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */ 926 /* question: don't pick up known-poisonous stuff? */
956 if (op->contr->mode & PU_FOOD) 927 if (op->contr->mode & PU_FOOD)
959 CHK_PICK_PICKUP; 930 CHK_PICK_PICKUP;
960 continue; 931 continue;
961 } 932 }
962 933
963 if (op->contr->mode & PU_DRINK) 934 if (op->contr->mode & PU_DRINK)
964 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]))
965 { 936 {
966 CHK_PICK_PICKUP; 937 CHK_PICK_PICKUP;
967 continue; 938 continue;
968 } 939 }
969 940
996 continue; 967 continue;
997 } 968 }
998 969
999 /* wands/staves/rods/horns */ 970 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE) 971 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 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)
1002 { 976 {
1003 CHK_PICK_PICKUP; 977 CHK_PICK_PICKUP;
1004 continue; 978 continue;
1005 } 979 }
1006 980
1007 /* pick up all magical items */ 981 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL) 982 if (op->contr->mode & PU_MAGICAL)
1009 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])
1010 { 985 {
1011 CHK_PICK_PICKUP; 986 CHK_PICK_PICKUP;
1012 continue; 987 continue;
1013 } 988 }
1014 989
1021 } 996 }
1022 } 997 }
1023 998
1024 /* rings & amulets - talismans seems to be typed AMULET */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1025 if (op->contr->mode & PU_JEWELS) 1000 if (op->contr->mode & PU_JEWELS)
1026 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)
1027 { 1005 {
1028 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1029 continue; 1007 continue;
1030 } 1008 }
1031 1009
1080 CHK_PICK_PICKUP; 1058 CHK_PICK_PICKUP;
1081 continue; 1059 continue;
1082 } 1060 }
1083 1061
1084 if (op->contr->mode & PU_GLOVES) 1062 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES) 1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 { 1064 {
1087 CHK_PICK_PICKUP; 1065 CHK_PICK_PICKUP;
1088 continue; 1066 continue;
1089 } 1067 }
1090 1068
1095 continue; 1073 continue;
1096 } 1074 }
1097 1075
1098 /* hoping to catch throwing daggers here */ 1076 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON) 1077 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 { 1079 {
1102 CHK_PICK_PICKUP; 1080 CHK_PICK_PICKUP;
1103 continue; 1081 continue;
1104 } 1082 }
1105 1083
1140 fprintf (stderr, "%s", tmp->name); 1118 fprintf (stderr, "%s", tmp->name);
1141 } 1119 }
1142 else 1120 else
1143 fprintf (stderr, "%s", tmp->arch->archname); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1144 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1145 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))));
1146#endif 1124#endif
1147 CHK_PICK_PICKUP; 1125 CHK_PICK_PICKUP;
1148 continue; 1126 continue;
1149 } 1127 }
1150 } /* the new pickup model */ 1128 } /* the new pickup model */
1151 } 1129 }
1152 1130
1153 return !stop; 1131 return !stop;
1154} 1132}
1155 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
1156/* 1169/*
1157 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1158 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1159 * found object is returned. 1172 * found object is returned.
1160 */ 1173 */
1161object * 1174static object *
1162find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1163{ 1176{
1164 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp); 1179 return splay (tmp);
1167 1180
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 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))
1170 if (object *arrow = find_arrow (tmp, type)) 1183 if (object *arrow = find_arrow (tmp, type))
1171 { 1184 {
1172 splay (tmp); 1185 splay (tmp);
1173 return arrow; 1186 return arrow;
1174 } 1187 }
1180 * 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
1181 * 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
1182 * 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
1183 * 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.
1184 */ 1197 */
1185object * 1198static object *
1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1187{ 1200{
1188 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1189 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1190 1203
1191 if (!type) 1204 if (!type)
1192 return NULL; 1205 return NULL;
1193 1206
1194 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1195 { 1208 {
1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1197 { 1210 {
1198 i = 0; 1211 i = 0;
1199 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1200 1213
1201 if (i > betterby) 1214 if (i > betterby)
1259 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1260 * op = the shooter 1273 * op = the shooter
1261 * type = bow->race 1274 * type = bow->race
1262 * dir = fire direction 1275 * dir = fire direction
1263 */ 1276 */
1264object * 1277static object *
1265pick_arrow_target (object *op, shstr_cmp type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1266{ 1279{
1267 object *tmp = NULL; 1280 object *tmp = NULL;
1268 maptile *m; 1281 maptile *m;
1269 int i, mflags, found, number; 1282 int i, mflags, found, number;
1302 break; 1315 break;
1303 } 1316 }
1304 1317
1305 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1306 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)
1307 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1308 break; 1321 break;
1309 } 1322 }
1310 1323
1311 if (!tmp) 1324 if (!tmp)
1312 return find_arrow (op, type); 1325 return find_arrow (op, type);
1373 { 1386 {
1374 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1375 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);
1376 /* 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 */
1377 else 1390 else
1378 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1379 1392
1380 return 0; 1393 return 0;
1381 } 1394 }
1382 } 1395 }
1383 1396
1432#endif 1445#endif
1433 1446
1434 SET_ANIMATION (arrow, arrow->direction); 1447 SET_ANIMATION (arrow, arrow->direction);
1435 1448
1436 /* update the speed */ 1449 /* update the speed */
1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1438 + bow->stats.dam / 7.f;
1439 1450
1440 arrow->set_speed (max (arrow->speed, 2.f));
1441 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 ));
1442 1456
1443 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;
1444 1458
1445 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1446 { 1460 {
1484 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1485 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1486 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1487 * hence the function name. 1501 * hence the function name.
1488 */ 1502 */
1489int 1503static int
1490player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1491{ 1505{
1492 int ret; 1506 int ret;
1493 1507
1494 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1522} 1536}
1523 1537
1524/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1525 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1526 */ 1540 */
1527void 1541static void
1528fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1529{ 1543{
1530 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1531 1545
1532 if (!item) 1546 if (!item)
1539 { 1553 {
1540 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1541 return; 1555 return;
1542 } 1556 }
1543 1557
1544 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1545 return; 1559 return;
1546 1560
1547 if (item->type == WAND) 1561 if (item->type == WAND)
1548 { 1562 {
1549 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1554 return; 1568 return;
1555 } 1569 }
1556 } 1570 }
1557 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1558 { 1572 {
1559 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);
1560 1574
1561 // 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
1562 // for a rod or horn, this fixes some broken rods. 1576 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1564 { 1578 {
1565 op->contr->play_sound (sound_find ("wand_poof")); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1566 1580
1567 if (item->type == ROD) 1581 if (item->type == ROD)
1568 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));
1583 { 1597 {
1584 object *tmp; 1598 object *tmp;
1585 1599
1586 if (item->arch) 1600 if (item->arch)
1587 { 1601 {
1588 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1589 item->face = item->arch->face; 1603 item->face = item->arch->face;
1590 item->set_speed (0); 1604 item->set_speed (0);
1591 } 1605 }
1592 1606
1593 if (object *pl = item->visible_to ()) 1607 if (object *pl = item->visible_to ())
1600} 1614}
1601 1615
1602/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1603 */ 1617 */
1604bool 1618bool
1605fire (object *op, int dir) 1619fire (object *who, int dir)
1606{ 1620{
1607 int spellcost = 0; 1621 int spellcost = 0;
1608 1622
1609 player *pl = op->contr; 1623 player *pl = who->contr;
1610 1624
1611 if (pl->golem) 1625 if (pl->golem)
1612 { 1626 {
1613 control_golem (op->contr->golem, dir); 1627 control_golem (who->contr->golem, dir);
1614 return false; 1628 return false;
1615 } 1629 }
1616 1630
1617 object *ob = pl->ranged_ob; 1631 object *ob = pl->ranged_ob;
1618 1632
1619 if (!ob) 1633 if (!ob)
1620 return false; 1634 return false;
1621 1635
1622 if (op->speed_left > 0.f) 1636 if (who->speed_left > 0.f)
1623 --op->speed_left; 1637 --who->speed_left;
1624 else 1638 else
1625 return false; 1639 return false;
1626 1640
1627 if (!op->change_weapon (ob)) 1641 if (!who->apply (ob))
1628 return false; 1642 return false;
1629 1643
1630 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1631 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1632 make_visible (op); 1646 make_visible (who);
1633 1647
1634 switch (ob->type) 1648 switch (ob->type)
1635 { 1649 {
1636 case BOW: 1650 case BOW:
1637 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1638 break; 1652 break;
1639 1653
1640 case SPELL: 1654 case SPELL:
1641 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);
1642 break; 1656 break;
1643 1657
1644 case BUILDER: 1658 case BUILDER:
1645 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1646 break; 1660 break;
1647 1661
1648 case SKILL: 1662 case SKILL:
1649 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1650 break; 1664 break;
1651 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1652 default: 1670 default:
1653 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1654 break; 1672 break;
1655 } 1673 }
1656 1674
1657 return true; 1675 return true;
1658} 1676}
1717 * 1735 *
1718 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1719 * all the others. 1737 * all the others.
1720 */ 1738 */
1721 if (pl->contr->usekeys == key_inventory 1739 if (pl->contr->usekeys == key_inventory
1722 || !QUERY_FLAG (container, FLAG_APPLIED) 1740 || !container->flag [FLAG_APPLIED]
1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1724 { 1742 {
1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1726 "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));
1727 return NULL; 1745 return NULL;
1811 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
1812 */ 1830 */
1813bool 1831bool
1814move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
1815{ 1833{
1816 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))
1817 { 1835 {
1818 --op->speed_left; 1836 --op->speed_left;
1819 return true; 1837 return true;
1820 } 1838 }
1821 1839
1822 int on_battleground;
1823
1824 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
1825 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
1826
1827 on_battleground = op_on_battleground (op, 0, 0);
1828 1842
1829 if (out_of_map (op->map, nx, ny)) 1843 if (out_of_map (op->map, nx, ny))
1830 return false; 1844 return false;
1831 1845
1832 /* 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
1853 || mon->flag [FLAG_CAN_ROLL]) 1867 || mon->flag [FLAG_CAN_ROLL])
1854 && mon != op) 1868 && mon != op)
1855 break; 1869 break;
1856 } 1870 }
1857 1871
1858 if (!mon) /* This happens anytime the player tries to move */ 1872 /* no monster == player tries to move into a wall or so */
1859 return false; /* into a wall */ 1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
1877 {
1878 if (ob->move_block == MOVE_ALL)
1879 move_into_wall (op, ob);
1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1860 1898
1861 mon = mon->head_ (); 1899 mon = mon->head_ ();
1862 1900
1863 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1864 if (op->contr->weapon_sp_left > 0.f) 1902 if (op->contr->weapon_sp_left > 0.f)
1882 */ 1920 */
1883 if (op->type == PLAYER 1921 if (op->type == PLAYER
1884 && ((mon->owner && mon->owner->contr 1922 && ((mon->owner && mon->owner->contr
1885 && same_party (mon->owner->contr->party, op->contr->party)) 1923 && same_party (mon->owner->contr->party, op->contr->party))
1886 || mon->owner == op) 1924 || mon->owner == op)
1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1888 { 1926 {
1889 /* If we're braced, we don't want to switch places with it */ 1927 /* If we're braced, we don't want to switch places with it */
1890 if (op->contr->braced) 1928 if (op->contr->braced)
1891 return false; 1929 return false;
1892 1930
1903 return true; 1941 return true;
1904 } 1942 }
1905 else 1943 else
1906 return false; 1944 return false;
1907 } 1945 }
1946
1947 bool on_battleground = op_on_battleground (op, 0, 0);
1908 1948
1909 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
1910 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
1911 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
1912 * attack them either. 1952 * attack them either.
1913 */ 1953 */
1914 if ((mon->type == PLAYER || mon->enemy != op) 1954 if ((mon->type == PLAYER || mon->enemy != op)
1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1916 && ((op->contr->peaceful 1956 && ((op->contr->peaceful
1917 || (mon->type == PLAYER && mon->contr->peaceful)) 1957 || (mon->type == PLAYER && mon->contr->peaceful))
1918 && !on_battleground)) 1958 && !on_battleground))
1919 { 1959 {
1920 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
1936 } 1976 }
1937 } 1977 }
1938 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
1939 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
1940 */ 1980 */
1941 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1942 { 1982 {
1943 if (op->speed_left > 0.f) 1983 if (op->speed_left > 0.f)
1944 { 1984 {
1945 --op->speed_left; 1985 --op->speed_left;
1946 1986
1955 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
1956 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
1957 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
1958 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
1959 */ 1999 */
1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1962 { 2002 {
1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1964 { 2004 {
1965 --op->contr->weapon_sp_left; 2005 --op->contr->weapon_sp_left;
1977} 2017}
1978 2018
1979bool 2019bool
1980move_player (object *op, int dir) 2020move_player (object *op, int dir)
1981{ 2021{
1982 int pick;
1983
1984 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
1985 return 0; 2023 return 0;
1986 2024
1987 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
1988 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
1989 { 2027 {
1990 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
1991 return 0; 2029 return 0;
1992 } 2030 }
1993 2031
1994 /* peterm: added following line */ 2032 /* peterm: added following line */
1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
1996 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1997 2035
1998 op->facing = dir; 2036 op->facing = dir;
1999 2037
2000 if (op->flag [FLAG_HIDDEN]) 2038 if (op->flag [FLAG_HIDDEN])
2001 do_hidden_move (op); 2039 do_hidden_move (op);
2002 2040
2003 bool retval; 2041 bool retval;
2042 int pick = 0;
2004 2043
2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2006 retval = RESULT_INT (0); 2045 retval = RESULT_INT (0);
2007 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2008 retval = fire (op, dir); 2047 retval = fire (op, dir);
2039 * players. 2078 * players.
2040 */ 2079 */
2041bool 2080bool
2042handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2043{ 2082{
2044 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2045 { 2084 {
2046 if (op->speed_left > 0.f) 2085 if (op->speed_left > 0.f)
2047 { 2086 {
2048 --op->speed_left; 2087 --op->speed_left;
2049 flee_player (op); 2088 flee_player (op);
2065 return move_player (op, op->direction); 2104 return move_player (op, op->direction);
2066 2105
2067 return false; 2106 return false;
2068} 2107}
2069 2108
2070int 2109static int
2071save_life (object *op) 2110save_life (object *op)
2072{ 2111{
2073 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2074 return 0; 2113 return 0;
2075 2114
2076 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2078 { 2117 {
2079 op->play_sound (sound_find ("ob_evaporate")); 2118 op->play_sound (sound_find ("ob_evaporate"));
2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2081 2120
2082 tmp->destroy (); 2121 tmp->destroy ();
2083 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2084 2123
2085 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2086 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2087 2126
2088 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2089 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2090 2129
2091 op->update_stats (); 2130 op->update_stats ();
2092 return 1; 2131 return 1;
2093 } 2132 }
2094 2133
2095 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2096 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2097 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2098 return 0; 2137 return 0;
2099} 2138}
2100 2139
2101/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2108{ 2147{
2109 while (op) 2148 while (op)
2110 { 2149 {
2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2112 2151
2113 if (QUERY_FLAG (op, FLAG_UNPAID)) 2152 if (op->flag [FLAG_UNPAID])
2114 op->insert_at (env); 2153 op->insert_at (env);
2115 else if (op->inv) 2154 else if (op->inv)
2116 drop_unpaid_items (op->inv, env); 2155 drop_unpaid_items (op->inv, env);
2117 2156
2118 op = next; 2157 op = next;
2124{ 2163{
2125 if (!flag [FLAG_REMOVED]) 2164 if (!flag [FLAG_REMOVED])
2126 ::drop_unpaid_items (inv, this); 2165 ::drop_unpaid_items (inv, this);
2127} 2166}
2128 2167
2129/*
2130 * Returns pointer a static string containing gravestone text
2131 * Moved from apply.c to player.c - player.c is what
2132 * actually uses this function. player.c may not be quite the
2133 * best, a misc file for object actions is probably better,
2134 * but there isn't one in the server directory.
2135 */
2136const char *
2137gravestone_text (object *op)
2138{
2139 static dynbuf_text buf;
2140
2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2144 if (op->type == PLAYER)
2145 buf << " the " << op->contr->title;
2146
2147 buf << "\n\n";
2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2153 if (op->type == PLAYER)
2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2155
2156 {
2157 static char buf2[128];
2158 time_t now = time (NULL);
2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2160 buf << buf2;
2161 }
2162
2163 return buf;
2164}
2165
2166void 2168void
2167do_some_living (object *op) 2169do_some_living (object *op)
2168{ 2170{
2169 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2170 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2171 int over_hp, over_sp, over_grace;
2172 int i; 2173 int i;
2173 int rate_hp = 1200; 2174 int rate_hp = 1200;
2174 int rate_sp = 2500; 2175 int rate_sp = 2500;
2175 int rate_grace = 2000; 2176 int rate_grace = 2000;
2176 const int max_hp = 1; 2177 const int max_hp = 1;
2182 op->invisible = 1000; 2183 op->invisible = 1000;
2183 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2184 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2185 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2186 */ 2187 */
2187 if (pticks & 2) 2188 if (server_tick & 2)
2188 op->invisible--; 2189 op->invisible--;
2189 } 2190 }
2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2191 { 2192 {
2192 if (!op->invisible--) 2193 if (!op->invisible--)
2193 { 2194 {
2194 make_visible (op); 2195 make_visible (op);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2229 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2230 { 2231 {
2231 if (op->stats.grace < op->stats.maxgrace / 2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2232 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2233 2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2234 if (max_grace > 1) 2237 if (max_grace > 1)
2235 { 2238 {
2236 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2239 int over_grace = temp / rate_grace;
2240
2237 if (over_grace > 0) 2241 if (over_grace > 0)
2238 { 2242 {
2239 op->stats.sp += over_grace 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2240 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2241 op->last_grace = 0; 2244 op->last_grace = 0;
2242 } 2245 }
2243 else 2246 else
2244 { 2247 op->last_grace = rate_grace / temp;
2245 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2246 }
2247 } 2248 }
2248 else 2249 else
2249 { 2250 op->last_grace = rate_grace / temp;
2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251
2251 }
2252 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2253 } 2253 }
2254 2254
2255 if (op->stats.food > 0) 2255 if (op->stats.food > 0)
2256 { 2256 {
2262 if (op->stats.sp < op->stats.maxsp) 2262 if (op->stats.sp < op->stats.maxsp)
2263 { 2263 {
2264 op->stats.sp++; 2264 op->stats.sp++;
2265 2265
2266 /* dms do not consume food */ 2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (!op->flag [FLAG_WIZ])
2268 { 2268 {
2269 op->stats.food--; 2269 op->stats.food--;
2270 2270
2271 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2275 } 2275 }
2276 } 2276 }
2277 2277
2278 if (max_sp > 1) 2278 if (max_sp > 1)
2279 { 2279 {
2280 over_sp = (gen_sp + 10) / rate_sp; 2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0) 2281 if (over_sp > 0)
2282 { 2282 {
2283 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2284 { 2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2306 if (op->stats.hp < op->stats.maxhp) 2306 if (op->stats.hp < op->stats.maxhp)
2307 { 2307 {
2308 op->stats.hp++; 2308 op->stats.hp++;
2309 2309
2310 /* dms do not consume food */ 2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ)) 2311 if (!op->flag [FLAG_WIZ])
2312 { 2312 {
2313 op->stats.food--; 2313 op->stats.food--;
2314 2314
2315 if (op->contr->digestion < 0) 2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion; 2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food; 2318 op->stats.food = last_food;
2319 } 2319 }
2320 } 2320 }
2321 2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2322 if (max_hp > 1) 2324 if (max_hp > 1)
2323 { 2325 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2326 int over_hp = temp / rate_hp;
2325 2327
2326 if (over_hp > 0) 2328 if (over_hp > 0)
2327 { 2329 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0; 2331 op->last_heal = 0;
2330 } 2332 }
2331 else 2333 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2334 op->last_heal = rate_hp / temp;
2333 } 2335 }
2334 else 2336 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2337 op->last_heal = rate_hp / temp;
2336 } 2338 }
2337 } 2339 }
2338 2340
2339 /* Digestion */ 2341 /* Digestion */
2340 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2343 penalty = max (0, -op->contr->digestion); 2345 penalty = max (0, -op->contr->digestion);
2344 2346
2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2346 2348
2347 /* dms do not consume food */ 2349 /* dms do not consume food */
2348 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2349 op->stats.food--; 2351 op->stats.food--;
2350 } 2352 }
2351 2353
2352 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2353 { 2355 {
2354 object *flesh = 0; 2356 object *flesh = 0;
2355 2357
2356 for_inv_removable (op, tmp) 2358 for_inv_removable (op, tmp)
2357 { 2359 {
2358 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2359 continue; 2361 continue;
2360 2362
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2362 { 2364 {
2363 op->statusmsg ("You blindly grab for a bite of food. " 2365 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2365 manual_apply (op, tmp, 0); 2367 op->apply (tmp);
2366 2368
2367 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2368 break; 2370 break;
2369 } 2371 }
2370 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2376 */ 2378 */
2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2378 { 2380 {
2379 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2381 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2382 } 2384 }
2383 2385
2384 // If player is still starving, alert him! 2386 // If player is still starving, alert him!
2385 if (op->stats.food < 0) 2387 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! " 2388 op->failmsg ("You are starving! "
2398 op->contr->killer->destroy (); 2400 op->contr->killer->destroy ();
2399 } 2401 }
2400 } 2402 }
2401 2403
2402 /* killer should be set here already */ 2404 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2404 kill_player (op); 2406 kill_player (op);
2405 } 2407 }
2406} 2408}
2407 2409
2408/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2423 return; 2425 return;
2424 2426
2425 dynbuf_text deathtab; 2427 dynbuf_text deathtab;
2426 2428
2427 /* restore player */ 2429 /* restore player */
2428 at = archetype::find ("poisoning"); 2430 at = archetype::find (shstr_poisoning);
2429 if (object *tmp = present_arch_in_ob (at, op)) 2431 if (object *tmp = present_arch_in_ob (at, op))
2430 { 2432 {
2431 tmp->destroy (); 2433 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r"; 2434 deathtab << "Your body feels cleansed...\r";
2433 } 2435 }
2434 2436
2435 at = archetype::find ("confusion"); 2437 at = archetype::find (shstr_confusion);
2436 if (object *tmp = present_arch_in_ob (at, op)) 2438 if (object *tmp = present_arch_in_ob (at, op))
2437 { 2439 {
2438 tmp->destroy (); 2440 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r"; 2441 deathtab << "Your mind feels clearer...\r";
2440 } 2442 }
2442 cure_disease (op, 0, 0); /* remove any disease */ 2444 cure_disease (op, 0, 0); /* remove any disease */
2443 2445
2444 max_it (op->stats.hp , op->stats.maxhp); 2446 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp); 2447 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace); 2448 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0) 2449 max_it (op->stats.food , 200);
2449 op->stats.food = 999;
2450 2450
2451 // remove all spell effects that are active 2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall 2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; ) 2453 for (object *item = op->inv; item; )
2454 { 2454 {
2467 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2468 { 2468 {
2469 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2470 2470
2471 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2472 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2473 { 2473
2474 tmp->name = format ("%s's finger" , &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2475 tmp->name_pl = format ("%s's fingers", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2476 tmp->msg = format ( 2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title, 2478 &op->name, op->contr->title,
2479 (int)op->level, 2479 (int)op->level,
2480 op->contr->killer_name () 2480 op->contr->killer_name ()
2481 ); 2481 );
2482 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2483 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2484 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2485 }
2486 2485
2487 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2488 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2489 op->contr->braced = 0; 2488 op->contr->braced = 0;
2490 2489
2552 lost_a_stat = 1; 2551 lost_a_stat = 1;
2553 } 2552 }
2554 else 2553 else
2555 { 2554 {
2556 /* deplete a stat */ 2555 /* deplete a stat */
2557 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2558 object *dep; 2557 object *dep;
2559 2558
2560 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2561 if (!dep) 2560 if (!dep)
2562 { 2561 {
2563 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2564 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2565 } 2564 }
2566 lose_this_stat = 1; 2565 lose_this_stat = 1;
2567 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2568 { 2567 {
2606 * difference. 2605 * difference.
2607 */ 2606 */
2608 if (this_stat >= -50) 2607 if (this_stat >= -50)
2609 { 2608 {
2610 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2611 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2612 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2613 op->update_stats (); 2612 op->update_stats ();
2614 lost_a_stat = 1; 2613 lost_a_stat = 1;
2615 } 2614 }
2616 } 2615 }
2634#endif 2633#endif
2635 2634
2636 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2637 * exp loss on the stone. 2636 * exp loss on the stone.
2638 */ 2637 */
2639 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2640 tmp->name = format ("%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2641 tmp->name_pl = format ("%s's gravestones", &op->name); 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2643 &op->name, op->contr->title, op->contr->killer_name ()); 2642 &op->name, op->contr->title, op->contr->killer_name ());
2644 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2683 if (will_kill_again) 2682 if (will_kill_again)
2684 { 2683 {
2685 object *force; 2684 object *force;
2686 int at; 2685 int at;
2687 2686
2688 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2689 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2690 force->speed = 0.1f;
2691 force->speed_left = -5.f; 2689 force->speed_left = -5.f;
2692 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2693 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2694 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2695 force->resist[at] = 100; 2695 force->resist[at] = 100;
2696 2696
2697 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2699 } 2699 }
2700 2700
2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2702} 2702}
2703 2703
2704void 2704static void
2705loot_object (object *op) 2705loot_object (object *op)
2706{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2707 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2708 2708
2709 op->close_container (); /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2719 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720 2720
2721 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2722 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2723 2723
2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2725 { 2725 {
2726 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2727 { 2727 {
2728 tmp->decrease (rndm (1, tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2729 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2740 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2741 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
2742 * was changed. 2742 * was changed.
2743 */ 2743 */
2744void 2744void
2745fix_weight (void) 2745fix_weight ()
2746{ 2746{
2747 for_all_players (pl) 2747 for_all_players (pl)
2748 { 2748 {
2749 sint32 old = pl->ob->carrying; 2749 sint32 old = pl->ob->carrying;
2750 2750
2757 } 2757 }
2758 } 2758 }
2759} 2759}
2760 2760
2761void 2761void
2762fix_luck (void) 2762fix_luck ()
2763{ 2763{
2764 for_all_players (pl) 2764 for_all_players (pl)
2765 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
2766 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
2767} 2767}
2819} 2819}
2820 2820
2821int 2821int
2822is_true_undead (object *op) 2822is_true_undead (object *op)
2823{ 2823{
2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
2825 return 1; 2825 return 1;
2826 2826
2827 return 0; 2827 return 0;
2828} 2828}
2829 2829
2927 2927
2928 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
2929 player = 1; 2929 player = 1;
2930 2930
2931 else 2931 else
2932 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
2933 2933
2934 /* search adjacent squares */ 2934 /* search adjacent squares */
2935 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
2936 { 2936 {
2937 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2947 continue; 2947 continue;
2948 2948
2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2950 { 2950 {
2951 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2952 return 1; 2952 return 1;
2953 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
2954 { 2954 {
2955 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
2956 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2957 return 1; 2957 return 1;
2958 } 2958 }
2959 } 2959 }
2960 } 2960 }
2961 return 0; 2961 return 0;
3011 } 3011 }
3012 3012
3013 return 0; 3013 return 0;
3014} 3014}
3015 3015
3016/* routine for both players and monsters. We call this when
3017 * there is a possibility for our action distrubing our hiding
3018 * place or invisiblity spell. Artefact invisiblity causes
3019 * "noise" instead. If we arent invisible to begin with, we
3020 * return 0.
3021 */
3022int
3023action_makes_visible (object *op)
3024{
3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3026 {
3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3034 return 0;
3035 }
3036
3037 if (op->contr && op->contr->tmp_invis == 0)
3038 return 0;
3039
3040 /* If monsters, they should become visible */
3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3042 {
3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3044 return 1;
3045 }
3046 }
3047
3048 return 0;
3049}
3050
3051/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3052 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3053 * function returns TRUE/FALSE. If true x, y returns the battleground 3018 * function returns TRUE/FALSE. If true x, y returns the battleground
3054 * -exit-coord. (and if x, y not NULL) 3019 * -exit-coord. (and if x, y not NULL)
3055 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3020 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3065 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3066 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3067 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3068 for (object *tmp = op->below; tmp; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3069 { 3034 {
3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3071 { 3036 {
3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3037 if (tmp->flag [FLAG_NO_PICK]
3073 && tmp->type == BATTLEGROUND 3038 && tmp->type == BATTLEGROUND
3074 && tmp->name == shstr_battleground 3039 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp)) 3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3076 { 3041 {
3077 /* before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3079 {
3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3081 { 3046 {
3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3083 {
3084 if (x && y) 3047 if (x && y)
3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086 3049
3087 return 1; 3050 return 1;
3088 }
3089 } 3051 }
3090 }
3091 3052
3092 if (x && y) 3053 if (x && y)
3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094 3055
3095 return 1; 3056 return 1;
3233 else 3194 else
3234 j = 1; 3195 j = 1;
3235 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3236 } 3197 }
3237 } 3198 }
3199
3238 strcat (buf, "."); 3200 strcat (buf, ".");
3239 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3240 } 3202 }
3241 3203
3242 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3243 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3244 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3245 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3246 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3247 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3248 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3249 3211
3250 /* print message if there is one */ 3212 /* print message if there is one */
3251 if (item->msg != NULL) 3213 if (item->msg != NULL)
3252 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3253 } 3215 }
3254 else 3216 else
3255 { 3217 {
3256 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3257 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3259 who->insert (tmp); 3221 who->insert (tmp);
3260 } 3222 }
3261} 3223}
3262 3224
3263/** 3225//-GPL
3264 * Unready an object for a player. This function does nothing if the object was
3265 * not readied.
3266 */
3267void
3268player_unready_range_ob (player *pl, object *ob)
3269{
3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3272
3273 if (pl->combat_ob == ob)
3274 pl->combat_ob = 0;
3275
3276 if (pl->ranged_ob == ob)
3277 pl->ranged_ob = 0;
3278}
3279 3226
3280sint8 3227sint8
3281player::darkness_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3282{ 3229{
3283 if (!ns) 3230 if (!ns)
3310{ 3257{
3311 play_sound (sound_find ("generic_failure")); 3258 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color); 3259 statusmsg (msg, color);
3313} 3260}
3314 3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines