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Comparing deliantra/server/server/player.C (file contents):
Revision 1.201 by root, Sun Aug 17 01:26:35 2008 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <sproto.h> 31#include <sproto.h>
26#include <sounds.h> 32#include <sounds.h>
27#include <living.h> 33#include <living.h>
28#include <object.h> 34#include <object.h>
29#include <spells.h> 35#include <spells.h>
30#include <skills.h> 36#include <skills.h>
31 37
32#include <algorithm>
33#include <functional>
34
35playervec players; 38playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153 39
154/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
155static void 41static void
156set_first_map (object *op) 42set_first_map (object *op)
157{ 43{
168 54
169 players.insert (this); 55 players.insert (this);
170 ob->remove (); 56 ob->remove ();
171 ob->map = 0; 57 ob->map = 0;
172 ob->activate_recursive (); 58 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
174 add_friendly_object (ob); 60 add_friendly_object (ob);
175} 61}
176 62
177void 63void
178player::deactivate () 64player::deactivate ()
190 ob->remove (); 76 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0; 78 ob->map = 0;
193 party = 0; 79 party = 0;
194 80
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this); 81 players.erase (this);
198} 82}
199 83
200// connect the player with a specific client 84// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
211 95
212 ns->update_look = 0; 96 ns->update_look = 0;
213 ns->look_position = 0; 97 ns->look_position = 0;
214 98
215 clear_los (this); 99 clear_los ();
216 100
217 ns->reset_stats (); 101 ns->reset_stats ();
218 102
219 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
222 106
223 ob->update_weight (); 107 ob->update_weight ();
224 link_player_skills (ob); 108 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 109
228 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
229 111
230 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
232 { 114 {
233 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
234 116
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
244 126
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 128
247 esrv_new_player (this); 129 esrv_new_player (this);
248 130
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
249 ob->update_stats (); 136 ob->update_stats ();
250 137
251 ns->floorbox_update (); 138 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
254 141
255 activate (); 142 activate ();
256 143
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
263} 146}
264 147
265void 148void
281 ns->reset_stats (); 164 ns->reset_stats ();
282 ns->pl = 0; 165 ns->pl = 0;
283 ns = 0; 166 ns = 0;
284 } 167 }
285 168
286 observe = ob; 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
287 172
288 deactivate (); 173 deactivate ();
289} 174}
175
176//-GPL
290 177
291// the need for this function can be explained 178// the need for this function can be explained
292// by load_object not returning the object 179// by load_object not returning the object
293void 180void
294player::set_object (object *op) 181player::set_object (object *op)
295{ 182{
296 ob = observe = op; 183 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
298 185
299 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
300 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
301 188
302 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 190}
331 191
332void 192void
333player::set_observe (object *op) 193player::set_observe (object *op)
334{ 194{
335 observe = op ? op : ob; 195 observe = viewpoint = op ? op : ob;
336 do_los = 1; 196 do_los = 1;
337} 197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
338 207
339player::player () 208player::player ()
340{ 209{
341 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 211 * we deal with that below this point.
348 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
349 218
350 gen_sp_armour = 10; 219 gen_sp_armour = 10;
351 bowtype = bow_normal; 220 bowtype = bow_normal;
352 petmode = pet_normal; 221 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 222 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
356 do_los = 1; 224 do_los = 1;
357 225
358 weapon_sp = 1.0f; 226 weapon_sp = 1.0f;
365 disconnect (); 233 disconnect ();
366 234
367 attachable::do_destroy (); 235 attachable::do_destroy ();
368 236
369 if (ob) 237 if (ob)
370 {
371 ob->destroy_inv (false);
372 ob->destroy (); 238 ob->destroy ();
373 }
374 239
375 ob = observe = 0; 240 ob = observe = viewpoint = 0;
376} 241}
377 242
378player::~player () 243player::~player ()
379{ 244{
380 /* Clear item stack */ 245 /* Clear item stack */
381 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 }
382} 275}
383 276
384/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
385 * 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
386 * mode. 279 * mode.
388player * 281player *
389player::create () 282player::create ()
390{ 283{
391 player *pl = new player; 284 player *pl = new player;
392 285
393 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
394 287
395 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
398 291
399 set_first_map (pl->ob); 292 set_first_map (pl->ob);
400 293
401 return pl; 294 return pl;
402}
403
404/*
405 * get_player_archetype() return next player archetype from archetype
406 * list. Not very efficient routine, but used only creating new players.
407 * Note: there MUST be at least one player archetype!
408 */
409archetype *
410get_player_archetype (archetype *at)
411{
412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
419
420 for (;;)
421 {
422 if (++i == archetypes.end ())
423 i = archetypes.begin ();
424 else if (*i == at)
425 cleanup ("not a single player archetype found");
426
427 if ((*i)->type == PLAYER)
428 return *i;
429 }
430} 295}
431 296
432object * 297object *
433get_nearest_player (object *mon) 298get_nearest_player (object *mon)
434{ 299{
508 */ 373 */
509int 374int
510path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
511{ 376{
512 rv_vector rv; 377 rv_vector rv;
513 sint16 x, y;
514 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;
515 maptile *m, *lastmap;
516 379
517 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
518 381
519 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
520 return 0; 383 return 0;
521 384
522 x = mon->x; 385 mapxy pos (mon);
523 y = mon->y;
524 m = mon->map;
525 dir = rv.direction; 386 dir = rv.direction;
526 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 */
527 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
528 389
529 /* 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. */
530 if (diff > max) 391 if (diff > max)
531 return 0; 392 return 0;
532 393
533 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
534 { 395 {
535 lastx = x; 396 mapxy lastpos = pos;
536 lasty = y;
537 lastmap = m;
538 x = lastx + freearr_x[dir];
539 y = lasty + freearr_y[dir];
540 397
541 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
542 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
543 399
544 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
545 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
546 && (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)))
547 { 404 {
548 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
549 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
550 */ 407 */
551 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
552 if (rv.direction != dir) 409 if (rv.direction != dir)
553 { 410 {
554 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
555 * the values so it will try again. 412 * the values so it will try again.
556 */ 413 */
557 x = lastx;
558 y = lasty;
559 m = lastmap; 414 pos = lastpos;
560 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
561 } 416 }
562 else 417 else
563 { 418 {
564 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
571 */ 426 */
572 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
573 { 428 {
574 if (i == 0) 429 if (i == 0)
575 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
576 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
577 * since the direction that the creature should move in 433 * since the direction that the creature should move in
578 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
579 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
580 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
582 * 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
583 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
584 * the last direction the creature has successfully 440 * the last direction the creature has successfully
585 * moved. 441 * moved.
586 */ 442 */
587
588 x = lastx + freearr_x[absdir (lastdir + i)];
589 y = lasty + freearr_y[absdir (lastdir + i)];
590 m = lastmap; 443 pos = lastpos;
591 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
592 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
593 continue; 447 continue;
594 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
595 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
596 continue; 452 continue;
597 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
598 continue; 455 continue;
599 456
600 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
601 break; 458 break;
602 } 459 }
460
603 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
604 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
605 */ 463 */
606 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
607 return 0; 465 return 0;
466
608 diff--; 467 diff--;
609 lastdir = dir; 468 lastdir = dir;
610 max--; 469 max--;
611 if (!firstdir) 470 if (!firstdir)
612 firstdir = dir + i; 471 firstdir = dir + i;
616 { 475 {
617 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
618 diff--; 477 diff--;
619 max--; 478 max--;
620 lastdir = dir; 479 lastdir = dir;
480
621 if (!firstdir) 481 if (!firstdir)
622 firstdir = dir; 482 firstdir = dir;
623 } 483 }
624 484
625 if (diff <= 1) 485 if (diff <= 1)
626 { 486 {
627 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
628 * headed toward player for entire distance. 488 * headed toward player for entire distance.
629 */ 489 */
630 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
631 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
632 } 492 }
633 493
634 if (diff > max) 494 if (diff > max)
635 return 0; 495 return 0;
653 next = op->below; 513 next = op->below;
654 514
655 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
656 * 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
657 */ 517 */
658 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
659 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
660 520
661 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
662 * by this player due to race restrictions 522 * by this player due to race restrictions
663 */ 523 */
664 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
665 { 525 {
666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 526 if ((!pl->flag [FLAG_USE_ARMOUR]
667 && 527 &&
668 (op->type == ARMOUR || op->type == BOOTS 528 (op->type == ARMOUR || op->type == BOOTS
669 || op->type == CLOAK || op->type == HELMET 529 || op->type == CLOAK || op->type == HELMET
670 || op->type == SHIELD || op->type == GLOVES 530 || op->type == SHIELD || op->type == GLOVES
671 || op->type == BRACERS || op->type == GIRDLE)) 531 || op->type == BRACERS || op->type == GIRDLE))
672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
673 { 533 {
674 op->destroy (); 534 op->destroy ();
675 continue; 535 continue;
676 } 536 }
677 } 537 }
678 538
679 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 542 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
686 { 544 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 547 {
695 op->destroy (); 548 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
697 continue;
698 } 550 }
699 551
700 if (op->nrof > 1) 552 if (op->nrof > 1)
701 op->nrof = 1; 553 op->nrof = 1;
702 } 554 }
703 555
704 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 557 op->inv->clr_flag (FLAG_STARTEQUIP);
706 558
707 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
708 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
709 * merged properly. 561 * merged properly.
710 */ 562 */
711 if (need_identify (op)) 563 if (op->need_identify ())
712 { 564 {
713 SET_FLAG (op, FLAG_IDENTIFIED); 565 op->set_flag (FLAG_IDENTIFIED);
714 CLEAR_FLAG (op, FLAG_CURSED); 566 op->clr_flag (FLAG_CURSED);
715 CLEAR_FLAG (op, FLAG_DAMNED); 567 op->clr_flag (FLAG_DAMNED);
716 } 568 }
717 569
718 if (op->type == SPELL) 570 if (op->type == SPELL)
719 { 571 {
720 op->destroy (); 572 op->destroy ();
721 continue; 573 continue;
722 } 574 }
723 else if (op->type == SKILL) 575 else if (op->type == SKILL)
724 { 576 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 578 op->stats.exp = 0;
727 op->level = 1; 579 op->level = 1;
728 } 580 }
729 else /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
730 SET_FLAG (op, FLAG_INV_LOCKED); 582 op->set_flag (FLAG_INV_LOCKED);
731 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
732 584
733 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
734 link_player_skills (pl); 586 pl->contr->link_skills ();
735} 587}
736 588
737void 589void
738get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
739{ 591{
749 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
750} 602}
751 603
752/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
753static int 605static int
754roll_stat (void) 606roll_stat ()
755{ 607{
756 int a[4], i, j, k; 608 int a[4], i, j, k;
757 609
758 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
759 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
760 612
761 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
762 if (a[i] < k) 614 if (a[i] < k)
763 k = a[i], j = i; 615 k = a[i], j = i;
764 616
856player::chargen_race_done () 708player::chargen_race_done ()
857{ 709{
858 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
859 esrv_new_player (ob->contr); 711 esrv_new_player (ob->contr);
860 712
861 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
862 if (tl) 714 if (tl)
863 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
864 716
865 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
866 INVOKE_PLAYER (LOGIN, ob->contr);
867 718
868 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
869 720
870 if (ob->msg) 721 if (ob->msg)
871 ob->msg = 0; 722 ob->msg = 0;
872 723
873 start_info (ob); 724 start_info (ob);
874 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
875 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
876 link_player_skills (ob);
877 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
878 ob->update_stats (); 728 ob->update_stats ();
879 729
880 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
881 * is one for this race 731 * is one for this race
882 */ 732 */
883 if (*first_map_ext_path) 733 if (*first_map_ext_path)
884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
885 else 735 else
886 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
887} 756}
888 757
889void 758void
890player::chargen_race_next () 759player::chargen_race_next ()
891{ 760{
920 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
921 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
922 ob->stats.grace = 0; 791 ob->stats.grace = 0;
923} 792}
924 793
925void 794static void
926flee_player (object *op) 795flee_player (object *op)
927{ 796{
928 int dir, diff; 797 int dir, diff;
929 rv_vector rv; 798 rv_vector rv;
930 799
931 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
932 { 801 {
933 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
934 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
935 return; 804 return;
936 } 805 }
937 806
938 if (op->enemy == NULL) 807 if (!op->enemy)
939 { 808 {
940 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
941 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
942 return; 811 return;
943 } 812 }
944 813
945 /* Seen some crashes here. Since we don't store an 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
946 * op->enemy_count, it is possible that something destroys the
947 * actual enemy, and the object is recycled.
948 */
949 if (op->enemy->map == NULL)
950 { 815 {
951 CLEAR_FLAG (op, FLAG_SCARED);
952 op->enemy = NULL; 816 op->enemy = NULL;
953 return; 817 op->clr_flag (FLAG_SCARED);
954 }
955
956 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
957 {
958 op->enemy = NULL;
959 CLEAR_FLAG (op, FLAG_SCARED);
960 return; 818 return;
961 } 819 }
962 820
963 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
964 822
965 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
966 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
967 { 825 {
968 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
969 827
970 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
971 return; 829 return;
972 } 830 }
973 831
974 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
975 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
976 op->enemy = NULL; 834 op->enemy = NULL;
977} 835}
978 836
979/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
980 * It returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
984check_pick (object *op) 842check_pick (object *op)
985{ 843{
986 object *tmp, *next; 844 object *tmp, *next;
987 int stop = 0; 845 int stop = 0;
988 int wvratio; 846 int wvratio;
989 char putstring[128];
990 847
991 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
992 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
993 return 1; 850 return 1;
994 851
995 next = op->below; 852 next = op->below;
996 853
997 int cnt = MAX_ITEM_PER_DROP; 854 int cnt = MAX_ITEM_PER_ACTION;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
999 856
1000 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1001 * destroyed */ 858 * destroyed */
1002 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1018 875
1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1020 { 877 {
1021 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1022 CHK_PICK_PICKUP; 879 CHK_PICK_PICKUP;
880
1023 continue; 881 continue;
1024 } 882 }
1025 883
1026 /* high not bit set? We're using the old autopickup model */ 884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
1027 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1028 { 946 {
1029 switch (op->contr->mode) 947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1030 { 1010 {
1031 case 0:
1032 return 1; /* don't pick up */
1033 case 1:
1034 CHK_PICK_PICKUP; 1011 CHK_PICK_PICKUP;
1035 return 1; 1012 continue;
1036 case 2:
1037 CHK_PICK_PICKUP;
1038 return 0;
1039 case 3:
1040 return 0; /* stop before pickup */
1041 case 4:
1042 CHK_PICK_PICKUP;
1043 break;
1044 case 5:
1045 CHK_PICK_PICKUP;
1046 stop = 1;
1047 break;
1048 case 6:
1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1051 CHK_PICK_PICKUP;
1052 break;
1053
1054 case 7:
1055 if (tmp->type == MONEY || tmp->type == GEM)
1056 CHK_PICK_PICKUP;
1057 break;
1058
1059 default:
1060 /* use value density */
1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1063 CHK_PICK_PICKUP;
1064 } 1013 }
1065 } 1014 }
1066 else 1015
1067 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1068 /* NEW pickup handling */
1069 if (op->contr->mode & PU_DEBUG) 1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1070 { 1022 {
1071 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1072 if (tmp->name != NULL)
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075 else
1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1078
1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1080 }
1081
1082 /* philosophy:
1083 * It's easy to grab an item type from a pile, as long as it's
1084 * generic. This takes no game-time. For more detailed pickups
1085 * and selections, select-items should be used. This is a
1086 * grab-as-you-run type mode that's really useful for arrows for
1087 * example.
1088 * The drawback: right now it has no frontend, so you need to
1089 * stick the bits you want into a calculator in hex mode and then
1090 * convert to decimal and then 'pickup <#>
1091 */
1092
1093 /* the first two modes are exclusive: if NOTHING we return, if
1094 * STOP then we stop. All the rest are applied sequentially,
1095 * meaning if any test passes, the item gets picked up. */
1096
1097 /* if mode is set to pick nothing up, return */
1098
1099 if (op->contr->mode & PU_NOTHING)
1100 return 1;
1101
1102 /* if mode is set to stop when encountering objects, return */
1103 /* take STOP before INHIBIT since it doesn't actually pick
1104 * anything up */
1105
1106 if (op->contr->mode & PU_STOP)
1107 return 0;
1108
1109 /* useful for going into stores and not losing your settings... */
1110 /* and for battles wher you don't want to get loaded down while
1111 * fighting */
1112 if (op->contr->mode & PU_INHIBIT)
1113 return 1;
1114
1115 /* prevent us from turning into auto-thieves :) */
1116 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1117 continue; 1024 continue;
1025 }
1118 1026
1119 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1121 continue; 1032 continue;
1033 }
1122 1034
1123 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1124 /* question: don't pick up known-poisonous stuff? */ 1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1125 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1126 if (tmp->type == FOOD) 1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1127 { 1106 {
1128 CHK_PICK_PICKUP; 1107 CHK_PICK_PICKUP;
1129 continue; 1108 continue;
1130 } 1109 }
1110 }
1131 1111
1112 /* misc stuff that's useful */
1132 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1134 { 1115 {
1135 CHK_PICK_PICKUP; 1116 CHK_PICK_PICKUP;
1136 continue; 1117 continue;
1137 } 1118 }
1138 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1139 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1140 if (tmp->type == POTION) 1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1141 { 1127 */
1142 CHK_PICK_PICKUP;
1143 continue;
1144 }
1145
1146 /* spellbooks, skillscrolls and normal books/scrolls */
1147 if (op->contr->mode & PU_SPELLBOOK)
1148 if (tmp->type == SPELLBOOK)
1149 {
1150 CHK_PICK_PICKUP;
1151 continue;
1152 }
1153
1154 if (op->contr->mode & PU_SKILLSCROLL)
1155 if (tmp->type == SKILLSCROLL)
1156 {
1157 CHK_PICK_PICKUP;
1158 continue;
1159 }
1160
1161 if (op->contr->mode & PU_READABLES)
1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1163 {
1164 CHK_PICK_PICKUP;
1165 continue;
1166 }
1167
1168 /* wands/staves/rods/horns */
1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1171 {
1172 CHK_PICK_PICKUP;
1173 continue;
1174 }
1175
1176 /* pick up all magical items */
1177 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1179 {
1180 CHK_PICK_PICKUP;
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_VALUABLES)
1185 { 1130 {
1186 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1187 { 1134 {
1188 CHK_PICK_PICKUP; 1135 fprintf (stderr, "%s", tmp->name);
1189 continue;
1190 } 1136 }
1191 }
1192
1193 /* rings & amulets - talismans seems to be typed AMULET */
1194 if (op->contr->mode & PU_JEWELS)
1195 if (tmp->type == RING || tmp->type == AMULET)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 /* we don't forget dragon food */
1202 if (op->contr->mode & PU_FLESH)
1203 if (tmp->type == FLESH)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* bows and arrows. Bows are good for selling! */
1210 if (op->contr->mode & PU_BOW)
1211 if (tmp->type == BOW)
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_ARROW)
1218 if (tmp->type == ARROW)
1219 {
1220 CHK_PICK_PICKUP;
1221 continue;
1222 }
1223
1224 /* all kinds of armor etc. */
1225 if (op->contr->mode & PU_ARMOUR)
1226 if (tmp->type == ARMOUR)
1227 {
1228 CHK_PICK_PICKUP;
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_HELMET)
1233 if (tmp->type == HELMET)
1234 {
1235 CHK_PICK_PICKUP;
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SHIELD)
1240 if (tmp->type == SHIELD)
1241 {
1242 CHK_PICK_PICKUP;
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_BOOTS)
1247 if (tmp->type == BOOTS)
1248 {
1249 CHK_PICK_PICKUP;
1250 continue;
1251 }
1252
1253 if (op->contr->mode & PU_GLOVES)
1254 if (tmp->type == GLOVES)
1255 {
1256 CHK_PICK_PICKUP;
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_CLOAK)
1261 if (tmp->type == CLOAK)
1262 {
1263 CHK_PICK_PICKUP;
1264 continue;
1265 }
1266
1267 /* hoping to catch throwing daggers here */
1268 if (op->contr->mode & PU_MISSILEWEAPON)
1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274
1275 /* careful: chairs and tables are weapons! */
1276 if (op->contr->mode & PU_ALLWEAPON)
1277 {
1278 if (tmp->type == WEAPON && tmp->name != NULL)
1279 {
1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1282 {
1283 CHK_PICK_PICKUP;
1284 continue;
1285 }
1286 }
1287
1288 if (tmp->type == WEAPON && tmp->name == NULL)
1289 {
1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1291 {
1292 CHK_PICK_PICKUP;
1293 continue;
1294 }
1295 }
1296 }
1297
1298 /* misc stuff that's useful */
1299 if (op->contr->mode & PU_KEY)
1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305
1306 /* any of the last 4 bits set means we use the ratio for value
1307 * pickups */
1308 if (op->contr->mode & PU_RATIO)
1309 {
1310 /* use value density to decide what else to grab */
1311 /* >=7 was >= op->contr->mode */
1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1313 */
1314 wvratio = op->contr->mode & PU_RATIO;
1315 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1316 {
1317 CHK_PICK_PICKUP;
1318#if 0
1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1320 if (tmp->name != NULL)
1321 {
1322 fprintf (stderr, "%s", tmp->name);
1323 }
1324 else 1137 else
1325 fprintf (stderr, "%s", tmp->arch->archname); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1326 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1327 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1328#endif 1141#endif
1142 CHK_PICK_PICKUP;
1329 continue; 1143 continue;
1330 }
1331 } 1144 }
1332 } /* the new pickup model */ 1145 } /* the new pickup model */
1333 } 1146 }
1334 1147
1335 return !stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1336} 1184}
1337 1185
1338/* 1186/*
1339 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1340 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1341 * found object is returned. 1189 * found object is returned.
1342 */ 1190 */
1343object * 1191static object *
1344find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1345{ 1193{
1346 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp); 1196 return splay (tmp);
1349 1197
1350 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1352 if (object *arrow = find_arrow (tmp, type)) 1200 if (object *arrow = find_arrow (tmp, type))
1353 { 1201 {
1354 splay (tmp); 1202 splay (tmp);
1355 return arrow; 1203 return arrow;
1356 } 1204 }
1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1363 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1364 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1365 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1366 */ 1214 */
1367object * 1215static object *
1368find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1369{ 1217{
1370 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1371 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1372 1220
1373 if (!type) 1221 if (!type)
1374 return NULL; 1222 return NULL;
1375 1223
1376 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1377 { 1225 {
1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1379 { 1227 {
1380 i = 0; 1228 i = 0;
1381 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1382 if (i > betterby) 1231 if (i > betterby)
1383 { 1232 {
1384 tmp = ntmp; 1233 tmp = ntmp;
1385 betterby = i; 1234 betterby = i;
1386 } 1235 }
1387 } 1236 }
1388 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1389 { 1238 {
1390 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1392 { 1241 {
1393 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1394 { 1243 {
1395 *better = 100; 1244 *better = 100;
1396 return arrow; 1245 return arrow;
1411 { 1260 {
1412 tmp = arrow; 1261 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 } 1263 }
1415 } 1264 }
1265
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 { 1267 {
1418 tmp = arrow; 1268 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 } 1270 }
1271
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 { 1273 {
1423 tmp = arrow; 1274 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 } 1276 }
1438 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1439 * op = the shooter 1290 * op = the shooter
1440 * type = bow->race 1291 * type = bow->race
1441 * dir = fire direction 1292 * dir = fire direction
1442 */ 1293 */
1443object * 1294static object *
1444pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1445{ 1296{
1446 object *tmp = NULL; 1297 object *tmp = NULL;
1447 maptile *m; 1298 maptile *m;
1448 int i, mflags, found, number; 1299 int i, mflags, found, number;
1449 sint16 x, y; 1300 sint16 x, y;
1464 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1465 { 1316 {
1466 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1467 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1468 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 { 1322 {
1471 tmp = NULL; 1323 tmp = 0;
1472 break; 1324 break;
1473 } 1325 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 { 1327 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1478 */ 1330 */
1479 tmp = NULL; 1331 tmp = 0;
1480 break; 1332 break;
1481 } 1333 }
1334
1482 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1491 break; 1338 break;
1492 }
1493 } 1339 }
1494 if (tmp == NULL) 1340
1341 if (!tmp)
1495 return find_arrow (op, type); 1342 return find_arrow (op, type);
1496 1343
1497 if (tmp->head) 1344 if (tmp->head)
1498 tmp = tmp->head; 1345 tmp = tmp->head;
1499 1346
1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1540 return 0; 1387 return 0;
1541 } 1388 }
1542 1389
1543 // optimisation: move object to top so we will find it quickly again 1390 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below) 1391 splay (bow);
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1550 } 1392 }
1551 1393
1552 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1553 { 1395 {
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1561 { 1403 {
1562 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1565 else 1407 else
1566 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1567 1409
1568 return 0; 1410 return 0;
1569 } 1411 }
1570 } 1412 }
1571 1413
1580 } 1422 }
1581 1423
1582 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1583 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1584 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1585 arrow->destroy (); 1428 arrow->destroy ();
1586 return 0; 1429 return 0;
1587 } 1430 }
1588 1431
1589 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1599 arrow->direction = dir; 1442 arrow->direction = dir;
1600 1443
1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1602 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1603 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1604 1447 arrow->custom_name = arrow->slaying;
1605 if (arrow->slaying)
1606 arrow->spellarg = strdup (arrow->slaying);
1607 1448
1608#if 0 1449#if 0
1609 if (player *pl = op->contr) 1450 if (player *pl = op->contr)
1610 { 1451 {
1611 float speed = pl->weapon_sp; 1452 float speed = pl->weapon_sp;
1621#endif 1462#endif
1622 1463
1623 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1624 1465
1625 /* update the speed */ 1466 /* update the speed */
1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1627 + bow->stats.dam / 7.f;
1628 1467
1629 arrow->set_speed (max (arrow->speed, 2.f));
1630 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1631 1473
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633 1475
1634 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1635 { 1477 {
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657 1499
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1659 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1661 1504
1662 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1663 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1664 1507
1665 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1673 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1674 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1675 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1676 * hence the function name. 1519 * hence the function name.
1677 */ 1520 */
1678int 1521static int
1679player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1680{ 1523{
1681 int ret = 0, wcmod = 0; 1524 int ret;
1682 1525
1683 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1684 { 1527 {
1685 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1686 } 1529 }
1687 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1688 { 1531 {
1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1690 wcmod = -1;
1691
1692 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1693 } 1534 }
1694 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1695 { 1536 {
1696 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1698 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1699 } 1540 }
1700 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1701 { 1542 {
1702 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1703 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1544 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1704 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1705 } 1546 }
1706 else 1547 else
1707 { 1548 {
1713} 1554}
1714 1555
1715/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1716 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1717 */ 1558 */
1718void 1559static void
1719fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1720{ 1561{
1721 object *item = op->contr->ranged_ob; 1562 object *item = op->contr->ranged_ob;
1722 1563
1723 if (!item) 1564 if (!item)
1730 { 1571 {
1731 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1732 return; 1573 return;
1733 } 1574 }
1734 1575
1735 if (!op->change_weapon (item)) 1576 if (!op->apply (item))
1736 return; 1577 return;
1737 1578
1738 if (item->type == WAND) 1579 if (item->type == WAND)
1739 { 1580 {
1740 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1745 return; 1586 return;
1746 } 1587 }
1747 } 1588 }
1748 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1749 { 1590 {
1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1751 1592
1752 // using the maximum of the rods charge allows at least one spell cast 1593 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods. 1594 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1755 { 1596 {
1756 op->contr->play_sound (sound_find ("wand_poof")); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1757 1598
1758 if (item->type == ROD) 1599 if (item->type == ROD)
1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1764 } 1605 }
1765 } 1606 }
1766 1607
1767 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1768 { 1609 {
1769 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
1770 if (item->type == WAND) 1612 if (item->type == WAND)
1771 { 1613 {
1772 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1773 { 1615 {
1774 object *tmp;
1775
1776 if (item->arch) 1616 if (item->arch)
1777 { 1617 {
1778 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1779 item->face = item->arch->face; 1619 item->face = item->arch->face;
1780 item->set_speed (0); 1620 item->set_speed (0);
1781 } 1621 }
1782 1622
1783 if (object *pl = item->visible_to ()) 1623 if (object *pl = item->visible_to ())
1790} 1630}
1791 1631
1792/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1793 */ 1633 */
1794bool 1634bool
1795fire (object *op, int dir) 1635fire (object *who, int dir)
1796{ 1636{
1797 int spellcost = 0; 1637 int spellcost = 0;
1798 1638
1799 /* check for loss of invisiblity/hide */
1800 if (action_makes_visible (op))
1801 make_visible (op);
1802
1803 player *pl = op->contr; 1639 player *pl = who->contr;
1804 1640
1805 if (pl->golem) 1641 if (pl->golem)
1806 { 1642 {
1807 control_golem (op->contr->golem, dir); 1643 control_golem (who->contr->golem, dir);
1808 return false; 1644 return false;
1809 } 1645 }
1810 1646
1811 object *ob = pl->ranged_ob; 1647 object *ob = pl->ranged_ob;
1812 1648
1813 if (!ob) 1649 if (!ob)
1814 return false; 1650 return false;
1815 1651
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 if (op->speed_left > 0.f) 1652 if (who->speed_left > 0.f)
1820 --op->speed_left; 1653 --who->speed_left;
1821 else 1654 else
1822 return false; 1655 return false;
1823 1656
1657 if (!who->apply (ob))
1658 return false;
1659
1660 /* check for loss of invisiblity/hide */
1661 if (action_makes_visible (who))
1662 make_visible (who);
1663
1824 switch (ob->type) 1664 switch (ob->type)
1825 { 1665 {
1826 case BOW: 1666 case BOW:
1827 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1828 break; 1668 break;
1829 1669
1830 case SPELL: 1670 case SPELL:
1831 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1832 break; 1672 break;
1833 1673
1834 case BUILDER: 1674 case BUILDER:
1835 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1836 break; 1676 break;
1837 1677
1838 case SKILL: 1678 case SKILL:
1839 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1840 break; 1680 break;
1841 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1842 default: 1686 default:
1843 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1844 break; 1688 break;
1845 } 1689 }
1846 1690
1847 return true; 1691 return true;
1848} 1692}
1849 1693
1850/* find_key 1694static object *
1851 * We try to find a key for the door as passed. If we find a key
1852 * and successfully use it, we return the key, otherwise NULL
1853 * This function merges both normal and locked door, since the logic
1854 * for both is the same - just the specific key is different.
1855 * pl is the player,
1856 * inv is the objects inventory to searched
1857 * door is the door we are trying to match against.
1858 * This function can be called recursively to search containers.
1859 */
1860object *
1861find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1862{ 1696{
1863 object *tmp, *key; 1697 object *tmp, *key;
1864 1698
1865 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1866 if (!container->inv) 1700 if (!container->inv)
1869 /* First, lets try to find a key in the top level inventory */ 1703 /* First, lets try to find a key in the top level inventory */
1870 for (tmp = container->inv; tmp; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1871 { 1705 {
1872 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1873 break; 1707 break;
1708
1874 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1875 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1876 */ 1711 */
1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1878 break; 1713 break;
1884 * a key, return 1719 * a key, return
1885 */ 1720 */
1886 if (!tmp) 1721 if (!tmp)
1887 { 1722 {
1888 for (tmp = container->inv; tmp; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1890 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1891 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1892 {
1893 if ((key = find_key (pl, tmp, door))) 1726 if ((key = find_key_ (pl, tmp, door)))
1894 return key; 1727 return key;
1895 }
1896 }
1897 1728
1898 if (!tmp) 1729 if (!tmp)
1899 return NULL; 1730 return 0;
1900 } 1731 }
1901 1732
1902 /* We get down here if we have found a key. Now if its in a container, 1733 /* We get down here if we have found a key. Now if its in a container,
1903 * see if we actually want to use it 1734 * see if we actually want to use it
1904 */ 1735 */
1905 if (pl != container) 1736 if (pl != container)
1906 { 1737 {
1907 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1908 if (!pl->contr) 1739 if (!pl->contr)
1909 return NULL; 1740 return 0;
1741
1910 /* cases where this fails: 1742 /* cases where this fails:
1911 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1912 * are not in the players inventory. 1744 * are not in the players inventory.
1913 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1914 * containers can be used. 1746 * containers can be used.
1918 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1919 * 1751 *
1920 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1921 * all the others. 1753 * all the others.
1922 */ 1754 */
1923 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1924 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1925 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1926 { 1758 {
1927 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1928 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1929 return NULL; 1761 return NULL;
1930 } 1762 }
1931 } 1763 }
1932 1764
1933 return tmp; 1765 return tmp;
1766}
1767
1768/* find_key
1769 * We try to find a key for the door as passed. If we find a key
1770 * and successfully use it, we return the key, otherwise NULL
1771 * This function merges both normal and locked door, since the logic
1772 * for both is the same - just the specific key is different.
1773 * pl is the player,
1774 * inv is the objects inventory to searched
1775 * door is the door we are trying to match against.
1776 * This function can be called recursively to search containers.
1777 */
1778object *
1779find_key (object *pl, object *container, object *door)
1780{
1781 if (door->slaying && is_match_expr (door->slaying))
1782 {
1783 // for match expressions, we try to find the key by applying the match
1784 // to the op itself, which is supposed to find the "key", instead
1785 // of searching through containers ourselves.
1786
1787 return match_one (door->slaying, container, door, pl, pl);
1788 }
1789 else
1790 return find_key_ (pl, container, door);
1934} 1791}
1935 1792
1936/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1937 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1938 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1988 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
1989 */ 1846 */
1990bool 1847bool
1991move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
1992{ 1849{
1993 int on_battleground; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1851 {
1852 --op->speed_left;
1853 return true;
1854 }
1994 1855
1995 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
1996 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
1997 1858
1998 on_battleground = op_on_battleground (op, 0, 0);
1999
2000 if (out_of_map (op->map, nx, ny)) 1859 if (out_of_map (op->map, nx, ny))
2001 return false; 1860 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2008 1861
2009 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
2010 * map, attack it. Note order of if statement is important - don't 1863 * map, attack it. Note order of if statement is important - don't
2011 * want to be calling move_ob if braced, because move_ob will move the 1864 * want to be calling move_ob if braced, because move_ob will move the
2012 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2030 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
2031 && mon != op) 1884 && mon != op)
2032 break; 1885 break;
2033 } 1886 }
2034 1887
2035 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
2036 return false; /* into a wall */ 1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
1893 {
1894 if (ob->move_block == MOVE_ALL)
1895 move_into_wall (op, ob);
1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
2037 1914
2038 mon = mon->head_ (); 1915 mon = mon->head_ ();
2039 1916
2040 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
2059 */ 1936 */
2060 if (op->type == PLAYER 1937 if (op->type == PLAYER
2061 && ((mon->owner && mon->owner->contr 1938 && ((mon->owner && mon->owner->contr
2062 && same_party (mon->owner->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
2063 || mon->owner == op) 1940 || mon->owner == op)
2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2065 { 1942 {
2066 /* If we're braced, we don't want to switch places with it */ 1943 /* If we're braced, we don't want to switch places with it */
2067 if (op->contr->braced) 1944 if (op->contr->braced)
2068 return false; 1945 return false;
2069 1946
2072 --op->speed_left; 1949 --op->speed_left;
2073 1950
2074 op->play_sound (sound_find ("push_player")); 1951 op->play_sound (sound_find ("push_player"));
2075 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2076 1953
2077 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2078 make_visible (op); 1955 make_visible (op);
2079 1956
2080 return true; 1957 return true;
2081 } 1958 }
2082 else 1959 else
2083 return false; 1960 return false;
2084 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2085 1964
2086 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2087 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2088 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2089 * attack them either. 1968 * attack them either.
2090 */ 1969 */
2091 if ((mon->type == PLAYER || mon->enemy != op) 1970 if ((mon->type == PLAYER || mon->enemy != op)
2092 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2093 && ((op->contr->peaceful 1972 && ((op->contr->peaceful
2094 || (mon->type == PLAYER && mon->contr->peaceful)) 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2095 && !on_battleground)) 1974 && !on_battleground))
2096 { 1975 {
2097 if (op->speed_left > 0.f) 1976 if (op->speed_left > 0.f)
2104 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2105 } 1984 }
2106 else 1985 else
2107 op->statusmsg ("You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2108 1987
2109 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2110 make_visible (op); 1989 make_visible (op);
2111 1990
2112 return true; 1991 return true;
2113 } 1992 }
2114 } 1993 }
2115 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2116 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2117 */ 1996 */
2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2119 { 1998 {
2120 if (op->speed_left > 0.f) 1999 if (op->speed_left > 0.f)
2121 { 2000 {
2122 --op->speed_left; 2001 --op->speed_left;
2123 2002
2132 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2015 */
2137 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2138 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2139 { 2018 {
2140 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2141 { 2020 {
2142 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
2154} 2033}
2155 2034
2156bool 2035bool
2157move_player (object *op, int dir) 2036move_player (object *op, int dir)
2158{ 2037{
2159 int pick;
2160
2161 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2162 return 0; 2039 return 0;
2163 2040
2164 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2165 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2166 { 2043 {
2167 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2168 return 0; 2045 return 0;
2169 } 2046 }
2170 2047
2171 /* peterm: added following line */ 2048 /* peterm: added following line */
2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2173 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2174 2051
2175 op->facing = dir; 2052 op->facing = dir;
2176 2053
2177 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2178 do_hidden_move (op); 2055 do_hidden_move (op);
2179 2056
2180 bool retval; 2057 bool retval;
2058 int pick = 0;
2181 2059
2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2183 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2184 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2185 retval = fire (op, dir); 2063 retval = fire (op, dir);
2216 * players. 2094 * players.
2217 */ 2095 */
2218bool 2096bool
2219handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2220{ 2098{
2221 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2222 { 2100 {
2223 if (op->speed_left > 0.f) 2101 if (op->speed_left > 0.f)
2224 { 2102 {
2225 --op->speed_left; 2103 --op->speed_left;
2226 flee_player (op); 2104 flee_player (op);
2242 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2243 2121
2244 return false; 2122 return false;
2245} 2123}
2246 2124
2247int 2125static int
2248save_life (object *op) 2126save_life (object *op)
2249{ 2127{
2250 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2251 return 0; 2129 return 0;
2252 2130
2253 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2255 { 2133 {
2256 op->play_sound (sound_find ("ob_evaporate")); 2134 op->play_sound (sound_find ("ob_evaporate"));
2257 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2258 2136
2259 tmp->destroy (); 2137 tmp->destroy ();
2260 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2261 2139
2262 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2263 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2264 2142
2265 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2266 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2267 2145
2268 op->update_stats (); 2146 op->update_stats ();
2269 return 1; 2147 return 1;
2270 } 2148 }
2271 2149
2272 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2273 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2274 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2275 return 0; 2153 return 0;
2276} 2154}
2277 2155
2278/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2285{ 2163{
2286 while (op) 2164 while (op)
2287 { 2165 {
2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2289 2167
2290 if (QUERY_FLAG (op, FLAG_UNPAID)) 2168 if (op->flag [FLAG_UNPAID])
2291 op->insert_at (env); 2169 op->insert_at (env);
2292 else if (op->inv) 2170 else if (op->inv)
2293 drop_unpaid_items (op->inv, env); 2171 drop_unpaid_items (op->inv, env);
2294 2172
2295 op = next; 2173 op = next;
2301{ 2179{
2302 if (!flag [FLAG_REMOVED]) 2180 if (!flag [FLAG_REMOVED])
2303 ::drop_unpaid_items (inv, this); 2181 ::drop_unpaid_items (inv, this);
2304} 2182}
2305 2183
2306/*
2307 * Returns pointer a static string containing gravestone text
2308 * Moved from apply.c to player.c - player.c is what
2309 * actually uses this function. player.c may not be quite the
2310 * best, a misc file for object actions is probably better,
2311 * but there isn't one in the server directory.
2312 */
2313const char *
2314gravestone_text (object *op)
2315{
2316 static dynbuf_text buf;
2317
2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2321 if (op->type == PLAYER)
2322 buf << " the " << op->contr->title;
2323
2324 buf << "\n\n";
2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2330 if (op->type == PLAYER)
2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2332
2333 {
2334 static char buf2[128];
2335 time_t now = time (NULL);
2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2337 buf << buf2;
2338 }
2339
2340 return buf;
2341}
2342
2343void 2184void
2344do_some_living (object *op) 2185do_some_living (object *op)
2345{ 2186{
2346 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2347 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2348 int over_hp, over_sp, over_grace;
2349 int i;
2350 int rate_hp = 1200; 2189 int rate_hp = 1200;
2351 int rate_sp = 2500; 2190 int rate_sp = 2500;
2352 int rate_grace = 2000; 2191 int rate_grace = 2000;
2353 const int max_hp = 1; 2192 const int max_hp = 1;
2354 const int max_sp = 1; 2193 const int max_sp = 1;
2355 const int max_grace = 1; 2194 const int max_grace = 1;
2356 2195
2196#if 0
2357 if (op->contr->hidden) 2197 if (op->contr->hidden)
2358 { 2198 {
2359 op->invisible = 1000; 2199 op->invisible = 1000;
2360 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2361 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2362 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2363 */ 2203 */
2364 if (pticks & 2) 2204 if (server_tick & 2)
2365 op->invisible--; 2205 op->invisible--;
2366 } 2206 }
2207 else
2208#endif
2367 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2368 { 2210 {
2369 if (!op->invisible--) 2211 if (!op->invisible--)
2370 { 2212 {
2371 make_visible (op); 2213 make_visible (op);
2372 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2406 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2407 { 2249 {
2408 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2409 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2410 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2411 if (max_grace > 1) 2255 if (max_grace > 1)
2412 { 2256 {
2413 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2414 if (over_grace > 0) 2259 if (over_grace > 0)
2415 { 2260 {
2416 op->stats.sp += over_grace 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2417 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2418 op->last_grace = 0; 2262 op->last_grace = 0;
2419 } 2263 }
2420 else 2264 else
2421 { 2265 op->last_grace = rate_grace / temp;
2422 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2423 }
2424 } 2266 }
2425 else 2267 else
2426 { 2268 op->last_grace = rate_grace / temp;
2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2428 }
2429 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2430 } 2271 }
2431 2272
2432 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2433 { 2274 {
2439 if (op->stats.sp < op->stats.maxsp) 2280 if (op->stats.sp < op->stats.maxsp)
2440 { 2281 {
2441 op->stats.sp++; 2282 op->stats.sp++;
2442 2283
2443 /* dms do not consume food */ 2284 /* dms do not consume food */
2444 if (!QUERY_FLAG (op, FLAG_WIZ)) 2285 if (!op->flag [FLAG_WIZ])
2445 { 2286 {
2446 op->stats.food--; 2287 op->stats.food--;
2447 2288
2448 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2449 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2452 } 2293 }
2453 } 2294 }
2454 2295
2455 if (max_sp > 1) 2296 if (max_sp > 1)
2456 { 2297 {
2457 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0) 2299 if (over_sp > 0)
2459 { 2300 {
2460 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2461 { 2302 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483 if (op->stats.hp < op->stats.maxhp) 2324 if (op->stats.hp < op->stats.maxhp)
2484 { 2325 {
2485 op->stats.hp++; 2326 op->stats.hp++;
2486 2327
2487 /* dms do not consume food */ 2328 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ)) 2329 if (!op->flag [FLAG_WIZ])
2489 { 2330 {
2490 op->stats.food--; 2331 op->stats.food--;
2491 2332
2492 if (op->contr->digestion < 0) 2333 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion; 2334 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food; 2336 op->stats.food = last_food;
2496 } 2337 }
2497 } 2338 }
2498 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2499 if (max_hp > 1) 2342 if (max_hp > 1)
2500 { 2343 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2502 2345
2503 if (over_hp > 0) 2346 if (over_hp > 0)
2504 { 2347 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0; 2349 op->last_heal = 0;
2507 } 2350 }
2508 else 2351 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2510 } 2353 }
2511 else 2354 else
2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2513 } 2356 }
2514 } 2357 }
2515 2358
2516 /* Digestion */ 2359 /* Digestion */
2517 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2520 penalty = max (0, -op->contr->digestion); 2363 penalty = max (0, -op->contr->digestion);
2521 2364
2522 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2523 2366
2524 /* dms do not consume food */ 2367 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2526 op->stats.food--; 2369 op->stats.food--;
2527 } 2370 }
2528 2371
2529 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2530 { 2373 {
2531 object *flesh = 0; 2374 object *flesh = 0;
2532 2375
2533 for_inv_removable (op, tmp) 2376 for_inv_removable (op, tmp)
2534 { 2377 {
2535 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2536 continue; 2379 continue;
2537 2380
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2539 { 2382 {
2540 op->statusmsg ("You blindly grab for a bite of food. " 2383 op->statusmsg ("You blindly grab for a bite of food. "
2541 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2542 manual_apply (op, tmp, 0); 2385 op->apply (tmp);
2543 2386
2544 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2545 break; 2388 break;
2546 } 2389 }
2547 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2553 */ 2396 */
2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2555 { 2398 {
2556 op->statusmsg ("You blindly grab for a bite of food. " 2399 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2559 } 2402 }
2560 2403
2561 // If player is still starving, alert him! 2404 // If player is still starving, alert him!
2562 if (op->stats.food < 0) 2405 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! " 2406 op->failmsg ("You are starving! "
2575 op->contr->killer->destroy (); 2418 op->contr->killer->destroy ();
2576 } 2419 }
2577 } 2420 }
2578 2421
2579 /* killer should be set here already */ 2422 /* killer should be set here already */
2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2581 kill_player (op); 2424 kill_player (op);
2582 } 2425 }
2583} 2426}
2584 2427
2585/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2589 */ 2432 */
2590void 2433void
2591kill_player (object *op) 2434kill_player (object *op)
2592{ 2435{
2593 int x, y; 2436 int x, y;
2594 char buf[MAX_BUF];
2595 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2596 int will_kill_again; 2438 int will_kill_again;
2597 archetype *at; 2439 archetype *at;
2598 object *tmp; 2440 object *tmp;
2599 2441
2600 if (save_life (op)) 2442 if (save_life (op))
2601 return; 2443 return;
2444
2445 dynbuf_text deathtab;
2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2602 2480
2603 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2604 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2605 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2606 */ 2484 */
2607 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2608 { 2486 {
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2610 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2611
2612 /* restore player */
2613 at = archetype::find ("poisoning");
2614 if (object *tmp = present_arch_in_ob (at, op))
2615 {
2616 tmp->destroy ();
2617 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2618 }
2619
2620 at = archetype::find ("confusion");
2621 if (object *tmp = present_arch_in_ob (at, op))
2622 {
2623 tmp->destroy ();
2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2625 }
2626
2627 cure_disease (op, 0, 0); /* remove any disease */
2628 op->stats.hp = op->stats.maxhp;
2629 if (op->stats.food <= 0)
2630 op->stats.food = 999;
2631 2488
2632 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2633 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2634 { 2491
2635 tmp->name = format ("%s's finger" , &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2636 tmp->name_pl = format ("%s's fingers", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2637 tmp->msg = format ( 2494 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title, 2496 &op->name, op->contr->title,
2640 (int)op->level, 2497 (int)op->level,
2641 op->contr->killer_name () 2498 op->contr->killer_name ()
2642 ); 2499 );
2643 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2644 tmp->materialname = "organics"; 2501 tmp->material = name_to_material (shstr_organic);
2645 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2646 }
2647 2503
2648 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2649 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2650 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2651 return; 2509 return;
2652 } 2510 }
2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2653 2514
2654 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2655 2516
2656 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2657 2518
2691 2552
2692 lost_a_stat = 0; 2553 lost_a_stat = 0;
2693 2554
2694 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2695 { 2556 {
2696 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2697 2558
2698 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2699 { 2560 {
2700 /* Pick a random stat and take a point off it. Tell the player 2561 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2562 * what he lost.
2708 lost_a_stat = 1; 2569 lost_a_stat = 1;
2709 } 2570 }
2710 else 2571 else
2711 { 2572 {
2712 /* deplete a stat */ 2573 /* deplete a stat */
2713 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2714 object *dep; 2575 object *dep;
2715 2576
2716 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2717 if (!dep) 2578 if (!dep)
2718 { 2579 {
2719 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2720 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2721 } 2582 }
2722 lose_this_stat = 1; 2583 lose_this_stat = 1;
2723 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2724 { 2585 {
2752 } 2613 }
2753 } 2614 }
2754 2615
2755 if (lose_this_stat) 2616 if (lose_this_stat)
2756 { 2617 {
2757 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2622 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2623 * difference.
2763 */ 2624 */
2764 if (this_stat >= -50) 2625 if (this_stat >= -50)
2765 { 2626 {
2766 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2767 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2768 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 op->update_stats (); 2630 op->update_stats ();
2770 lost_a_stat = 1; 2631 lost_a_stat = 1;
2771 } 2632 }
2772 } 2633 }
2776 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2638 if (!lost_a_stat)
2778 { 2639 {
2779 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2781 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2782 2643
2783 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2785 else 2646 else
2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2787 } 2648 }
2788#else 2649#else
2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2651#endif
2791 2652
2792 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2654 * exp loss on the stone.
2794 */ 2655 */
2795 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2796 tmp->name = format ("%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2797 tmp->name_pl = format ("%s's gravestones", &op->name); 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2660 &op->name, op->contr->title, op->contr->killer_name ());
2799 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2800 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2801 2663
2802 /**************************************/ 2664 /**************************************/
2803 /* */ 2665 /* */
2804 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */ 2667 /* */
2808 /**************************************/ 2668 /**************************************/
2809 2669
2810 /* remove any poisoning and confusion the character may be suffering. */
2811 /* restore player */
2812 at = archetype::find ("poisoning");
2813 tmp = present_arch_in_ob (at, op);
2814
2815 if (tmp)
2816 {
2817 tmp->destroy ();
2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2819 }
2820
2821 at = archetype::find ("confusion");
2822 tmp = present_arch_in_ob (at, op);
2823 if (tmp)
2824 {
2825 tmp->destroy ();
2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2827 }
2828
2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2842
2843 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2845
2846 if (op->stats.food < 100)
2847 op->stats.food = 900;
2848
2849 op->stats.hp = op->stats.maxhp;
2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2852 2672
2853 /* 2673 /*
2854 * Check to see if the player has any unpaid items. If so, remove them 2674 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map. 2675 * and put them back in the map.
2856 */ 2676 */
2880 if (will_kill_again) 2700 if (will_kill_again)
2881 { 2701 {
2882 object *force; 2702 object *force;
2883 int at; 2703 int at;
2884 2704
2885 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2886 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2887 force->speed = 0.1f;
2888 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2889 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2890 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2891 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2892 force->resist[at] = 100; 2713 force->resist[at] = 100;
2893 2714
2894 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2895 op->update_stats (); 2716 op->update_stats ();
2896
2897 } 2717 }
2898 2718
2899 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2900} 2720}
2901 2721
2902void 2722static void
2903loot_object (object *op) 2723loot_object (object *op)
2904{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2905 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2906 2726
2907 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2908 2728
2909 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2910 { 2730 {
2917 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2918 2738
2919 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2920 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2921 2741
2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2923 { 2743 {
2924 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2925 { 2745 {
2926 tmp->decrease (rndm (1, tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2927 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2938 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2939 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
2940 * was changed. 2760 * was changed.
2941 */ 2761 */
2942void 2762void
2943fix_weight (void) 2763fix_weight ()
2944{ 2764{
2945 for_all_players (pl) 2765 for_all_players (pl)
2946 { 2766 {
2947 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2948 2768
2949 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2950 2770
2951 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2952 { 2772 {
2955 } 2775 }
2956 } 2776 }
2957} 2777}
2958 2778
2959void 2779void
2960fix_luck (void) 2780fix_luck ()
2961{ 2781{
2962 for_all_players (pl) 2782 for_all_players (pl)
2963 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
2964 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
2965} 2785}
3002} 2822}
3003 2823
3004void 2824void
3005make_visible (object *op) 2825make_visible (object *op)
3006{ 2826{
3007 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3008 op->invisible = 0; 2828 op->invisible = 0;
3009 2829
3010 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3011 { 2831 {
3012 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3017} 2837}
3018 2838
3019int 2839int
3020is_true_undead (object *op) 2840is_true_undead (object *op)
3021{ 2841{
3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
3023 return 1; 2843 return 1;
3024 2844
3025 return 0; 2845 return 0;
3026} 2846}
3027 2847
3037 2857
3038 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3039 return 0; 2859 return 0;
3040 2860
3041 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3042 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3043 2863
3044 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3045 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3046 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3047 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3048 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3049 2869
3050 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3051 for (i = 0, x = ob->x, y = ob->y; 2871 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1; 2872 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3125 2945
3126 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3127 player = 1; 2947 player = 1;
3128 2948
3129 else 2949 else
3130 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3131 2951
3132 /* search adjacent squares */ 2952 /* search adjacent squares */
3133 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3134 { 2954 {
3135 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3144 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3145 continue; 2965 continue;
3146 2966
3147 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3148 { 2968 {
3149 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3150 return 1; 2970 return 1;
3151 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3152 {
3153 /*don't let a hidden DM prevent you from hiding */
3154 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3155 return 1; 2972 return 1;
3156 }
3157 } 2973 }
3158 } 2974 }
3159 return 0; 2975 return 0;
3160} 2976}
3161 2977
3162/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3163 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3164 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3165 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3166 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3167 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3168 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3169 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3170 * imply the way your head, or body is facing? It's possible 2986 * imply the way your head, or body is facing? It's possible
3171 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3172 * -b.t. 2988 * -b.t.
3173 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3174 */ 2990 */
3175int 2991int
3176player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3177{ 2993{
3200 while (op) 3016 while (op)
3201 { 3017 {
3202 dx = rv.distance_x + op->arch->x; 3018 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y; 3019 dy = rv.distance_y + op->arch->y;
3204 3020
3205 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1; 3022 return 1;
3213 3023
3214 op = op->more; 3024 op = op->more;
3215 }
3216
3217 return 0;
3218}
3219
3220/* routine for both players and monsters. We call this when
3221 * there is a possibility for our action distrubing our hiding
3222 * place or invisiblity spell. Artefact invisiblity is not
3223 * effected by this. If we arent invisible to begin with, we
3224 * return 0.
3225 */
3226int
3227action_makes_visible (object *op)
3228{
3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3232 return 0;
3233
3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3236
3237 /* If monsters, they should become visible */
3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3241 return 1;
3242 }
3243 } 3025 }
3244 3026
3245 return 0; 3027 return 0;
3246} 3028}
3247 3029
3262 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3263 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3264 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3265 for (object *tmp = op->below; tmp; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3266 { 3048 {
3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3268 { 3050 {
3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3051 if (tmp->flag [FLAG_NO_PICK]
3270 && tmp->type == BATTLEGROUND 3052 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground 3053 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp)) 3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3273 { 3055 {
3274 /* before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 {
3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 { 3060 {
3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3280 {
3281 if (x && y) 3061 if (x && y)
3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283 3063
3284 return 1; 3064 return 1;
3285 }
3286 } 3065 }
3287 }
3288 3066
3289 if (x && y) 3067 if (x && y)
3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 3069
3292 return 1; 3070 return 1;
3430 else 3208 else
3431 j = 1; 3209 j = 1;
3432 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3433 } 3211 }
3434 } 3212 }
3213
3435 strcat (buf, "."); 3214 strcat (buf, ".");
3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3437 } 3216 }
3438 3217
3439 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3440 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3441 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3442 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3443 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3444 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3445 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3446 3225
3447 /* print message if there is one */ 3226 /* print message if there is one */
3448 if (item->msg != NULL) 3227 if (item->msg != NULL)
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450 } 3229 }
3451 else 3230 else
3452 { 3231 {
3453 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3454 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3456 who->insert (tmp); 3235 who->insert (tmp);
3457 } 3236 }
3458} 3237}
3459 3238
3460/** 3239//-GPL
3461 * Unready an object for a player. This function does nothing if the object was
3462 * not readied.
3463 */
3464void
3465player_unready_range_ob (player *pl, object *ob)
3466{
3467 if (pl->ob->current_weapon == ob)
3468 pl->ob->current_weapon = 0;
3469
3470 if (pl->combat_ob == ob)
3471 pl->combat_ob = 0;
3472
3473 if (pl->ranged_ob == ob)
3474 pl->ranged_ob = 0;
3475}
3476 3240
3477sint8 3241sint8
3478player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3479{ 3243{
3480 if (!ns) 3244 if (!ns)
3481 return 0; 3245 return LOS_BLOCKED;
3482 3246
3483 int dx, dy; 3247 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0; 3249 return LOS_BLOCKED;
3486 3250
3487 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3488 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3489 3253
3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491 return 0;
3492
3493 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3494} 3255}
3495 3256
3496void 3257void
3497player::infobox (const char *title, const char *msg, int color) 3258player::infobox (const char *title, const char *msg, int color)
3498{ 3259{
3510{ 3271{
3511 play_sound (sound_find ("generic_failure")); 3272 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color); 3273 statusmsg (msg, color);
3513} 3274}
3514 3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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