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Comparing deliantra/server/server/player.C (file contents):
Revision 1.90 by root, Sun Jan 7 21:54:59 2007 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152 39
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 enter_map (); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob);
186} 61}
187 62
188void 63void
189player::deactivate () 64player::deactivate ()
190{ 65{
191 if (!active) 66 if (!active)
192 return; 67 return;
193 68
194 terminate_all_pets (ob); 69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
196 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
197 ob->map = 0; 78 ob->map = 0;
79 party = 0;
198 80
199 players.erase (this); 81 players.erase (this);
200} 82}
201 83
202// connect the player with a specific client 84// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
204void 86void
205player::connect (client *ns) 87player::connect (client *ns)
206{ 88{
207 this->ns = ns; 89 this->ns = ns;
208 ns->pl = this; 90 ns->pl = this;
209 91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
210 ns->update_look = 0; 96 ns->update_look = 0;
211 ns->look_position = 0; 97 ns->look_position = 0;
212 98
213 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
218 106
219 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 108 link_skills ();
224 109
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 111
239 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
241 { 114 {
242 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246 116
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 120 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 122 skin = tmp;
253 123
254 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
255 } 125 }
256 126
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263 128
264 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
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;
265 135
266 ob->update_stats (); 136 ob->update_stats ();
137
267 ns->floorbox_update (); 138 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
271 141
272 activate (); 142 activate ();
273 143
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
280} 146}
281 147
282void 148void
283player::disconnect () 149player::disconnect ()
284{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
285 if (ns) 157 if (ns)
286 { 158 {
287 if (active) 159 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289 161
290 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
291 163
164 ns->reset_stats ();
292 ns->pl = 0; 165 ns->pl = 0;
293 this->ns = 0; 166 ns = 0;
294 } 167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
295 172
296 deactivate (); 173 deactivate ();
297} 174}
175
176//-GPL
298 177
299// the need for this function can be explained 178// the need for this function can be explained
300// by load_object not returning the object 179// by load_object not returning the object
301void 180void
302player::set_object (object *op) 181player::set_object (object *op)
303{ 182{
304 ob = op; 183 ob = observe = viewpoint = op;
305 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
306 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
307 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
308 ob->speed = 1.0; 188
309 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312
313 ob->roll_stats ();
314} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
315 207
316player::player () 208player::player ()
317{ 209{
318 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
319 * we deal with that below this point. 211 * we deal with that below this point.
320 */ 212 */
321 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
322 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
323 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
324 216
325 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
326 218
327 gen_sp_armour = 10; 219 gen_sp_armour = 10;
328 last_speed = -1;
329 shoottype = range_none;
330 bowtype = bow_normal; 220 bowtype = bow_normal;
331 petmode = pet_normal; 221 petmode = pet_normal;
332 listening = 10;
333 usekeys = containers; 222 usekeys = containers;
334 last_weapon_sp = -1;
335 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
336 do_los = 1; 224 do_los = 1;
337 225
338 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
339 * if a player quits and starts a new character, we wont 227 weapon_sp_left = 0.5f;
340 * send new values to the client, as things like exp start
341 * at zero.
342 */
343 for (int i = 0; i < NUM_SKILLS; i++)
344 last_skill_exp[i] = -1;
345
346 for (int i = 0; i < NROFATTACKS; i++)
347 last_resist[i] = -1;
348
349 last_stats.exp = -1;
350 last_weight = (uint32) - 1;
351} 228}
352 229
353void 230void
354player::do_destroy () 231player::do_destroy ()
355{ 232{
356 disconnect (); 233 disconnect ();
357 234
358 attachable::do_destroy (); 235 attachable::do_destroy ();
359 236
360 if (ob) 237 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy (); 238 ob->destroy ();
364 } 239
240 ob = observe = viewpoint = 0;
365} 241}
366 242
367player::~player () 243player::~player ()
368{ 244{
369 /* Clear item stack */ 245 /* Clear item stack */
370 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 }
371} 275}
372 276
373/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
374 * 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
375 * mode. 279 * mode.
377player * 281player *
378player::create () 282player::create ()
379{ 283{
380 player *pl = new player; 284 player *pl = new player;
381 285
382 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
383 set_first_map (pl->ob); 292 set_first_map (pl->ob);
384 293
385 return pl; 294 return pl;
386}
387
388/*
389 * get_player_archetype() return next player archetype from archetype
390 * list. Not very efficient routine, but used only creating new players.
391 * Note: there MUST be at least one player archetype!
392 */
393archetype *
394get_player_archetype (archetype *at)
395{
396 archetype *start = at;
397
398 for (;;)
399 {
400 if (at == NULL || at->next == NULL)
401 at = first_archetype;
402 else
403 at = at->next;
404
405 if (at->clone.type == PLAYER)
406 return at;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 }
414} 295}
415 296
416object * 297object *
417get_nearest_player (object *mon) 298get_nearest_player (object *mon)
418{ 299{
419 object *op = NULL; 300 object *op = NULL;
420 objectlink *ol; 301 objectlink *ol;
421 unsigned lastdist; 302 unsigned lastdist;
422 rv_vector rv; 303 rv_vector rv;
423 304
424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 { 306 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
439 ol = ol->next;
440 remove_friendly_object (tmp);
441 if (!ol)
442 return op;
443 }
444
445 /* Remove special check for player from this. First, it looks to cause
446 * some crashes (ol->ob->contr not set properly?), but secondly, a more
447 * complicated method of state checking would be needed in any case -
448 * as it was, a clever player could type quit, and the function would
449 * skip them over while waiting for confirmation. Remove
450 * on_same_map check, as can_detect_enemy also does this
451 */
452 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
453 continue; 308 continue;
454 309
455 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
456 { 311 {
518 */ 373 */
519int 374int
520path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
521{ 376{
522 rv_vector rv; 377 rv_vector rv;
523 sint16 x, y;
524 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;
525 maptile *m, *lastmap;
526 379
527 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
528 381
529 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
530 return 0; 383 return 0;
531 384
532 x = mon->x; 385 mapxy pos (mon);
533 y = mon->y;
534 m = mon->map;
535 dir = rv.direction; 386 dir = rv.direction;
536 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 */
537 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
538 /* 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. */
539 if (diff > max) 391 if (diff > max)
540 return 0; 392 return 0;
393
541 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
542 { 395 {
543 lastx = x; 396 mapxy lastpos = pos;
544 lasty = y;
545 lastmap = m;
546 x = lastx + freearr_x[dir];
547 y = lasty + freearr_y[dir];
548 397
549 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
550 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
551 399
552 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
553 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
554 && (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)))
555 { 404 {
556 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
557 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
558 */ 407 */
559 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
560 if (rv.direction != dir) 409 if (rv.direction != dir)
561 { 410 {
562 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
563 * the values so it will try again. 412 * the values so it will try again.
564 */ 413 */
565 x = lastx;
566 y = lasty;
567 m = lastmap; 414 pos = lastpos;
568 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
569 } 416 }
570 else 417 else
571 { 418 {
572 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
579 */ 426 */
580 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
581 { 428 {
582 if (i == 0) 429 if (i == 0)
583 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
584 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
585 * since the direction that the creature should move in 433 * since the direction that the creature should move in
586 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
587 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
588 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
590 * 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
591 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
592 * the last direction the creature has successfully 440 * the last direction the creature has successfully
593 * moved. 441 * moved.
594 */ 442 */
595
596 x = lastx + freearr_x[absdir (lastdir + i)];
597 y = lasty + freearr_y[absdir (lastdir + i)];
598 m = lastmap; 443 pos = lastpos;
599 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
600 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
601 continue; 447 continue;
602 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
603 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
604 continue; 452 continue;
605 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
606 continue; 455 continue;
607 456
608 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
609 break; 458 break;
610 } 459 }
460
611 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
612 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
613 */ 463 */
614 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
615 return 0; 465 return 0;
466
616 diff--; 467 diff--;
617 lastdir = dir; 468 lastdir = dir;
618 max--; 469 max--;
619 if (!firstdir) 470 if (!firstdir)
620 firstdir = dir + i; 471 firstdir = dir + i;
624 { 475 {
625 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
626 diff--; 477 diff--;
627 max--; 478 max--;
628 lastdir = dir; 479 lastdir = dir;
480
629 if (!firstdir) 481 if (!firstdir)
630 firstdir = dir; 482 firstdir = dir;
631 } 483 }
484
632 if (diff <= 1) 485 if (diff <= 1)
633 { 486 {
634 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
635 * headed toward player for entire distance. 488 * headed toward player for entire distance.
636 */ 489 */
637 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
638 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
639 } 492 }
493
640 if (diff > max) 494 if (diff > max)
641 return 0; 495 return 0;
642 } 496 }
497
643 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
644 if (!max) 499 if (!max)
645 return 0; 500 return 0;
646 501
647 return firstdir; 502 return firstdir;
648} 503}
649 504
650void 505void
651give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
652{ 507{
653 object *op, *next = NULL;
654
655 if (pl->randomitems != NULL) 508 if (pl->randomitems)
656 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657 510
658 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
659 { 512 {
660 next = op->below; 513 next = op->below;
661 514
662 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
663 * 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
664 */ 517 */
665 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
666 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
667 520
668 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
669 * by this player due to race restrictions 522 * by this player due to race restrictions
670 */ 523 */
671 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
672 { 525 {
673 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
674 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
675 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
676 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
678 { 533 {
679 op->destroy (); 534 op->destroy ();
680 continue; 535 continue;
681 } 536 }
682 } 537 }
683 538
684 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
685 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
686 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
687 * a first level treasurelist for each skill.)
688 * remove duplicate skills also
689 */ 542 */
690 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
691 { 544 {
692 object *tmp;
693
694 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
695 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
696 break;
697
698 if (tmp)
699 { 547 {
700 op->destroy (); 548 op->destroy ();
701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
702 continue;
703 } 550 }
704 551
705 if (op->nrof > 1) 552 if (op->nrof > 1)
706 op->nrof = 1; 553 op->nrof = 1;
707 } 554 }
708 555
709 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
710 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
711 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 }
713 558
714 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
715 * 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
716 * merged properly. 561 * merged properly.
717 */ 562 */
718 if (need_identify (op)) 563 if (op->need_identify ())
719 {
720 SET_FLAG (op, FLAG_IDENTIFIED);
721 CLEAR_FLAG (op, FLAG_CURSED);
722 CLEAR_FLAG (op, FLAG_DAMNED);
723 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
724 if (op->type == SPELL) 570 if (op->type == SPELL)
725 { 571 {
726 op->destroy (); 572 op->destroy ();
727 continue; 573 continue;
728 } 574 }
729 else if (op->type == SKILL) 575 else if (op->type == SKILL)
730 { 576 {
731 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
732 op->stats.exp = 0; 578 op->stats.exp = 0;
733 op->level = 1; 579 op->level = 1;
734 } 580 }
735 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
736 else 582 op->set_flag (FLAG_INV_LOCKED);
737 SET_FLAG (op, FLAG_INV_LOCKED);
738 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
739 584
740 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
741 link_player_skills (pl); 586 pl->contr->link_skills ();
742} 587}
743 588
744void 589void
745get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
746{ 591{
756 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:");
757} 602}
758 603
759/* 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. */
760static int 605static int
761roll_stat (void) 606roll_stat ()
762{ 607{
763 int a[4], i, j, k; 608 int a[4], i, j, k;
764 609
765 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
766 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
767 612
768 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
769 if (a[i] < k) 614 if (a[i] < k)
770 k = a[i], j = i; 615 k = a[i], j = i;
771 616
777} 622}
778 623
779void 624void
780object::roll_stats () 625object::roll_stats ()
781{ 626{
782 int statsort [7]; 627 int statsort [NUM_STATS];
783 628
784 for (;;) 629 for (;;)
785 { 630 {
786 int sum = 0; 631 int sum = 0;
787 for (int i = 7; i--; ) 632 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 633 sum += statsort [i] = roll_stat ();
789 634
790 if (sum >= 82 && sum <= 116) 635 if (sum >= 82 && sum <= 116)
791 break; 636 break;
792 } 637 }
793 638
794 // Sort the stats so that rerolling is easier... 639 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 641
642 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 643 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 644
805 stats.exp = 0; 645 stats.exp = 0;
806 stats.ac = 0; 646 stats.ac = 0;
807 647
808 stats.hp = stats.maxhp; 648 stats.hp = stats.maxhp;
820} 660}
821 661
822void 662void
823object::swap_stats (int a, int b) 663object::swap_stats (int a, int b)
824{ 664{
825 int tmp = get_attr_value (&contr->orig_stats, a); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 666
667 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 668 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 669
837 //TODO: the following code looks so borked and should, at the very least, 670 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats 671 // be merged with the similar code in roll_stats
839 stats.ac = 0; 672 stats.ac = 0;
840 673
859static void 692static void
860start_info (object *op) 693start_info (object *op)
861{ 694{
862 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
863 696
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 699}
869 700
870/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
874 * not the class. 705 * not the class.
875 */ 706 */
876int 707void
877key_change_class (object *op, char key) 708player::chargen_race_done ()
878{ 709{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
887 712
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
889 if (tl) 714 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
891 716
892 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr);
894 718
895 op->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
896 720
897 if (op->msg) 721 if (ob->msg)
898 op->msg = NULL; 722 ob->msg = 0;
899 723
900 /* We create this now because some of the unique maps will need it
901 * to save here.
902 */
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
904 make_path_to_file (buf);
905
906#ifdef AUTOSAVE
907 op->contr->last_save_tick = pticks;
908#endif
909 start_info (op); 724 start_info (ob);
910 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
911 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
912 link_player_skills (op);
913 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
914 op->update_stats (); 728 ob->update_stats ();
915 729
916 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
917 * is one for this race 731 * is one for this race
918 */ 732 */
919 if (*first_map_ext_path) 733 if (*first_map_ext_path)
920 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
921 object *tmp;
922 char mapname[MAX_BUF];
923
924 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
925 tmp = object::create ();
926 EXIT_PATH (tmp) = mapname;
927 EXIT_X (tmp) = op->x;
928 EXIT_Y (tmp) = op->y;
929 op->enter_exit (tmp); /* we don't really care if it succeeded;
930 * if the map isn't there, then stay on the
931 * default initial map */
932 tmp->destroy ();
933 }
934 else 735 else
935 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
936 738
937 return 0; 739/*
938 } 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;
756}
939 757
758void
759player::chargen_race_next ()
760{
940 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
941 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
942 */ 763 */
943 764
944 tmp_loop = 0; 765 do
945 while (!tmp_loop)
946 { 766 {
947 shstr name = op->name; 767 shstr name = ob->name;
948 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
949 769
950 op->remove_statbonus (); 770 ob->remove_statbonus ();
951 op->remove (); 771 ob->remove ();
952 op->arch = get_player_archetype (op->arch); 772 ob->arch = get_player_archetype (ob->arch);
953 op->arch->clone.copy_to (op); 773 ob->arch->copy_to (ob);
954 op->instantiate (); 774 ob->instantiate ();
955 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
956 op->name = op->name_pl = name; 776 ob->name = ob->name_pl = name;
957 op->x = x; 777 ob->x = x;
958 op->y = y; 778 ob->y = y;
959 SET_ANIMATION (op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
960 insert_ob_in_map (op, op->map, op, 0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
961 assign (op->contr->title, op->arch->clone.name); 781 assign (ob->contr->title, ob->arch->object::name);
962 op->add_statbonus (); 782 ob->add_statbonus ();
963 tmp_loop = allowed_class (op);
964 } 783 }
784 while (!allowed_class (ob));
965 785
966 update_object (op, UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
967 esrv_update_item (UPD_FACE, op, op); 787 esrv_update_item (UPD_FACE, ob, ob);
968 op->update_stats (); 788 ob->update_stats ();
969 op->stats.hp = op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
970 op->stats.sp = op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
971 op->stats.grace = 0; 791 ob->stats.grace = 0;
972
973 if (op->msg)
974 new_draw_info (NDI_BLUE, 0, op, op->msg);
975
976 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
977 return 0;
978} 792}
979 793
980void 794static void
981flee_player (object *op) 795flee_player (object *op)
982{ 796{
983 int dir, diff; 797 int dir, diff;
984 rv_vector rv; 798 rv_vector rv;
985 799
986 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
987 { 801 {
988 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
989 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
990 return; 804 return;
991 } 805 }
992 806
993 if (op->enemy == NULL) 807 if (!op->enemy)
994 { 808 {
995 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
996 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
997 return; 811 return;
998 } 812 }
999 813
1000 /* 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))
1001 * op->enemy_count, it is possible that something destroys the
1002 * actual enemy, and the object is recycled.
1003 */
1004 if (op->enemy->map == NULL)
1005 { 815 {
1006 CLEAR_FLAG (op, FLAG_SCARED);
1007 op->enemy = NULL; 816 op->enemy = NULL;
1008 return; 817 op->clr_flag (FLAG_SCARED);
1009 }
1010
1011 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1012 {
1013 op->enemy = NULL;
1014 CLEAR_FLAG (op, FLAG_SCARED);
1015 return; 818 return;
1016 } 819 }
1017 820
1018 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
1019 822
1020 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
1021 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
1022 { 825 {
1023 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
1024 827
1025 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))))
1026 return; 829 return;
1027 } 830 }
1028 831
1029 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1030 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1031 op->enemy = NULL; 834 op->enemy = NULL;
1032} 835}
1033 836
1034
1035/* 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.
1036 * 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
1037 * stop. 839 * stop.
1038 */ 840 */
1039int 841int
1040check_pick (object *op) 842check_pick (object *op)
1041{ 843{
1042 object *tmp, *next; 844 object *tmp, *next;
1043 int stop = 0; 845 int stop = 0;
1044 int j, k, wvratio; 846 int wvratio;
1045 char putstring[128], tmpstr[16];
1046 847
1047 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1048 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1049 return 1; 850 return 1;
1050 851
1051 next = op->below; 852 next = op->below;
853
854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1052 856
1053 /* 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
1054 * destroyed */ 858 * destroyed */
1055 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1056 { 860 {
1057 tmp = next; 861 tmp = next;
1058 next = tmp->below; 862 next = tmp->below;
1059 863
864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
1060 if (op->destroyed ()) 870 if (op->destroyed ())
1061 return 0; 871 return 0;
1062 872
1063 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1064 continue; 874 continue;
1065 875
1066 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1067 { 877 {
1068 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1069 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1070 continue; 881 continue;
1071 } 882 }
1072 883
1073 /* 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? */
1074 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1075 { 946 {
1076 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)
1077 { 1010 {
1078 case 0: 1011 CHK_PICK_PICKUP;
1079 return 1; /* don't pick up */ 1012 continue;
1080 case 1:
1081 pick_up (op, tmp);
1082 return 1;
1083 case 2:
1084 pick_up (op, tmp);
1085 return 0;
1086 case 3:
1087 return 0; /* stop before pickup */
1088 case 4:
1089 pick_up (op, tmp);
1090 break;
1091 case 5:
1092 pick_up (op, tmp);
1093 stop = 1;
1094 break;
1095 case 6:
1096 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1097 pick_up (op, tmp);
1098 break;
1099
1100 case 7:
1101 if (tmp->type == MONEY || tmp->type == GEM)
1102 pick_up (op, tmp);
1103 break;
1104
1105 default:
1106 /* use value density */
1107 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1108 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1109 pick_up (op, tmp);
1110 } 1013 }
1111 } 1014 }
1112 else 1015
1113 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1114 /* NEW pickup handling */
1115 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)
1116 { 1022 {
1117 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1118 if (tmp->name != NULL)
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121 else
1122 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1123 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1124
1125 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1126 }
1127
1128 /* philosophy:
1129 * It's easy to grab an item type from a pile, as long as it's
1130 * generic. This takes no game-time. For more detailed pickups
1131 * and selections, select-items should be used. This is a
1132 * grab-as-you-run type mode that's really useful for arrows for
1133 * example.
1134 * The drawback: right now it has no frontend, so you need to
1135 * stick the bits you want into a calculator in hex mode and then
1136 * convert to decimal and then 'pickup <#>
1137 */
1138
1139 /* the first two modes are exclusive: if NOTHING we return, if
1140 * STOP then we stop. All the rest are applied sequentially,
1141 * meaning if any test passes, the item gets picked up. */
1142
1143 /* if mode is set to pick nothing up, return */
1144
1145 if (op->contr->mode & PU_NOTHING)
1146 return 1;
1147
1148 /* if mode is set to stop when encountering objects, return */
1149 /* take STOP before INHIBIT since it doesn't actually pick
1150 * anything up */
1151
1152 if (op->contr->mode & PU_STOP)
1153 return 0;
1154
1155 /* useful for going into stores and not losing your settings... */
1156 /* and for battles wher you don't want to get loaded down while
1157 * fighting */
1158 if (op->contr->mode & PU_INHIBIT)
1159 return 1;
1160
1161 /* prevent us from turning into auto-thieves :) */
1162 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1163 continue; 1024 continue;
1025 }
1164 1026
1165 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1166 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;
1167 continue; 1032 continue;
1033 }
1168 1034
1169 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1170 /* 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
1171 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1172 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"))
1173 { 1106 {
1174 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1175 continue; 1108 continue;
1176 } 1109 }
1110 }
1177 1111
1112 /* misc stuff that's useful */
1178 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1179 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1180 { 1115 {
1181 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1182 continue; 1117 continue;
1183 } 1118 }
1184 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1185 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1186 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
1187 { 1127 */
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 /* spellbooks, skillscrolls and normal books/scrolls */
1193 if (op->contr->mode & PU_SPELLBOOK)
1194 if (tmp->type == SPELLBOOK)
1195 {
1196 pick_up (op, tmp);
1197 continue;
1198 }
1199
1200 if (op->contr->mode & PU_SKILLSCROLL)
1201 if (tmp->type == SKILLSCROLL)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 if (op->contr->mode & PU_READABLES)
1208 if (tmp->type == BOOK || tmp->type == SCROLL)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* wands/staves/rods/horns */
1215 if (op->contr->mode & PU_MAGIC_DEVICE)
1216 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 /* pick up all magical items */
1223 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1224 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)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_VALUABLES)
1231 { 1130 {
1232 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1233 { 1134 {
1234 pick_up (op, tmp); 1135 fprintf (stderr, "%s", tmp->name);
1235 continue;
1236 } 1136 }
1237 }
1238
1239 /* rings & amulets - talismans seems to be typed AMULET */
1240 if (op->contr->mode & PU_JEWELS)
1241 if (tmp->type == RING || tmp->type == AMULET)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 /* we don't forget dragon food */
1248 if (op->contr->mode & PU_FLESH)
1249 if (tmp->type == FLESH)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* bows and arrows. Bows are good for selling! */
1256 if (op->contr->mode & PU_BOW)
1257 if (tmp->type == BOW)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_ARROW)
1264 if (tmp->type == ARROW)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 /* all kinds of armor etc. */
1271 if (op->contr->mode & PU_ARMOUR)
1272 if (tmp->type == ARMOUR)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_HELMET)
1279 if (tmp->type == HELMET)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 if (op->contr->mode & PU_SHIELD)
1286 if (tmp->type == SHIELD)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_BOOTS)
1293 if (tmp->type == BOOTS)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 if (op->contr->mode & PU_GLOVES)
1300 if (tmp->type == GLOVES)
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 if (op->contr->mode & PU_CLOAK)
1307 if (tmp->type == CLOAK)
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 /* hoping to catch throwing daggers here */
1314 if (op->contr->mode & PU_MISSILEWEAPON)
1315 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 /* careful: chairs and tables are weapons! */
1322 if (op->contr->mode & PU_ALLWEAPON)
1323 {
1324 if (tmp->type == WEAPON && tmp->name != NULL)
1325 {
1326 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1327 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333
1334 if (tmp->type == WEAPON && tmp->name == NULL)
1335 {
1336 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1337 {
1338 pick_up (op, tmp);
1339 continue;
1340 }
1341 }
1342 }
1343
1344 /* misc stuff that's useful */
1345 if (op->contr->mode & PU_KEY)
1346 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 /* any of the last 4 bits set means we use the ratio for value
1353 * pickups */
1354 if (op->contr->mode & PU_RATIO)
1355 {
1356 /* use value density to decide what else to grab */
1357 /* >=7 was >= op->contr->mode */
1358 /* >=7 is the old standard setting. Now we take the last 4 bits
1359 * and multiply them by 5, giving 0..15*5== 5..75 */
1360 wvratio = (op->contr->mode & PU_RATIO) * 5;
1361 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1362 {
1363 pick_up (op, tmp);
1364#if 0
1365 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1366 if (tmp->name != NULL)
1367 {
1368 fprintf (stderr, "%s", tmp->name);
1369 }
1370 else 1137 else
1371 fprintf (stderr, "%s", tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1372 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1373 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))));
1374#endif 1141#endif
1142 CHK_PICK_PICKUP;
1375 continue; 1143 continue;
1376 }
1377 } 1144 }
1378 } /* the new pickup model */ 1145 } /* the new pickup model */
1379 } 1146 }
1380 1147
1381 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;
1382} 1184}
1383 1185
1384/* 1186/*
1385 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1386 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1387 * found object is returned. 1189 * found object is returned.
1388 */ 1190 */
1389object * 1191static object *
1390find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1391{ 1193{
1392 object *tmp = NULL;
1393
1394 for (op = op->inv; op; op = op->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1395 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1396 tmp = find_arrow (op, type);
1397 else if (op->type == ARROW && op->race == type) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1197
1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1200 if (object *arrow = find_arrow (tmp, type))
1201 {
1202 splay (tmp);
1398 return op; 1203 return arrow;
1204 }
1205
1399 return tmp; 1206 return 0;
1400} 1207}
1401 1208
1402/* 1209/*
1403 * 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
1404 * 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
1405 * 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
1406 * 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.
1407 */ 1214 */
1408 1215static object *
1409object *
1410find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1411{ 1217{
1412 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1413 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1414 1220
1415 if (!type) 1221 if (!type)
1416 return NULL; 1222 return NULL;
1417 1223
1418 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1419 { 1225 {
1420 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1421 { 1227 {
1422 i = 0; 1228 i = 0;
1423 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1424 if (i > betterby) 1231 if (i > betterby)
1425 { 1232 {
1426 tmp = ntmp; 1233 tmp = ntmp;
1427 betterby = i; 1234 betterby = i;
1428 } 1235 }
1429 } 1236 }
1430 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1431 { 1238 {
1432 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1433 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1434 { 1241 {
1435 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1436 { 1243 {
1437 *better = 100; 1244 *better = 100;
1438 return arrow; 1245 return arrow;
1446 else 1253 else
1447 { 1254 {
1448 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1449 { 1256 {
1450 attacktype = 1 << attacknum; 1257 attacktype = 1 << attacknum;
1451 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1452 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1259 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1453 { 1260 {
1454 tmp = arrow; 1261 tmp = arrow;
1455 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1456 } 1263 }
1457 } 1264 }
1265
1458 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1459 { 1267 {
1460 tmp = arrow; 1268 tmp = arrow;
1461 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1462 } 1270 }
1271
1463 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1464 { 1273 {
1465 tmp = arrow; 1274 tmp = arrow;
1466 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1467 } 1276 }
1468 } 1277 }
1469 } 1278 }
1470 } 1279 }
1280
1471 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1472 return find_arrow (op, type); 1282 return find_arrow (op, type);
1473 1283
1474 *better = betterby; 1284 *better = betterby;
1475 return tmp; 1285 return tmp;
1479 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1480 * op = the shooter 1290 * op = the shooter
1481 * type = bow->race 1291 * type = bow->race
1482 * dir = fire direction 1292 * dir = fire direction
1483 */ 1293 */
1484 1294static object *
1485object *
1486pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1487{ 1296{
1488 object *tmp = NULL; 1297 object *tmp = NULL;
1489 maptile *m; 1298 maptile *m;
1490 int i, mflags, found, number; 1299 int i, mflags, found, number;
1491 sint16 x, y; 1300 sint16 x, y;
1506 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1507 { 1316 {
1508 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1509 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1510 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1511 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1512 { 1322 {
1513 tmp = NULL; 1323 tmp = 0;
1514 break; 1324 break;
1515 } 1325 }
1516 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)
1517 { 1327 {
1518 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1519 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1520 */ 1330 */
1521 tmp = NULL; 1331 tmp = 0;
1522 break; 1332 break;
1523 } 1333 }
1334
1524 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1525 {
1526 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)
1527 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1528 {
1529 found++;
1530 break;
1531 }
1532 if (found)
1533 break; 1338 break;
1534 }
1535 } 1339 }
1536 if (tmp == NULL) 1340
1341 if (!tmp)
1537 return find_arrow (op, type); 1342 return find_arrow (op, type);
1538 1343
1539 if (tmp->head) 1344 if (tmp->head)
1540 tmp = tmp->head; 1345 tmp = tmp->head;
1541 1346
1554 */ 1359 */
1555int 1360int
1556fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1361fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1557{ 1362{
1558 object *left, *bow; 1363 object *left, *bow;
1559 int bowspeed, mflags; 1364 int mflags;
1560 maptile *m; 1365 maptile *m;
1561 1366
1562 if (!dir) 1367 if (!dir)
1563 { 1368 {
1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1369 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1565 return 0; 1370 return 0;
1566 } 1371 }
1567 1372
1568 if (op->type == PLAYER) 1373 if (op->contr)
1569 bow = op->contr->ranges[range_bow]; 1374 bow = op->current_weapon;
1570 else 1375 else
1571 { 1376 {
1572 for (bow = op->inv; bow; bow = bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1573 /* Don't check for applied - monsters don't apply bows - in that way, they 1378 /* Don't check for applied - monsters don't apply bows - in that way, they
1574 * don't need to switch back and forth between bows and weapons. 1379 * don't need to switch back and forth between bows and weapons.
1579 if (!bow) 1384 if (!bow)
1580 { 1385 {
1581 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1582 return 0; 1387 return 0;
1583 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1584 } 1392 }
1585 1393
1586 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1587 { 1395 {
1588 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);
1589 return 0; 1397 return 0;
1590 } 1398 }
1591
1592 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1593
1594 /* penalize ROF for bestarrow */
1595 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1596 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1597
1598 if (bowspeed < 1)
1599 bowspeed = 1;
1600 1399
1601 if (arrow == NULL) 1400 if (arrow == NULL)
1602 { 1401 {
1603 if ((arrow = find_arrow (op, bow->race)) == NULL) 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1604 { 1403 {
1605 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1606 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);
1607 /* 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 */
1608 else 1407 else
1609 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1610 return 0; 1410 return 0;
1611 } 1411 }
1612 } 1412 }
1613 1413
1614 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1622 } 1422 }
1623 1423
1624 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1625 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1626 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1627 arrow->destroy (); 1428 arrow->destroy ();
1628 return 0; 1429 return 0;
1629 } 1430 }
1630 1431
1631 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1632 arrow = get_split_ob (arrow, 1); 1433 arrow = arrow->split ();
1633 if (!arrow) 1434 if (!arrow)
1634 { 1435 {
1635 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1636 return 0; 1437 return 0;
1637 } 1438 }
1638 1439
1639 arrow->set_owner (op); 1440 arrow->set_owner (op);
1640 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1641 arrow->direction = dir; 1442 arrow->direction = dir;
1642 1443
1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1445 arrow->stats.hp = arrow->stats.dam;
1446 arrow->stats.grace = arrow->attacktype;
1447 arrow->custom_name = arrow->slaying;
1448
1449#if 0
1450 if (player *pl = op->contr)
1451 {
1452 float speed = pl->weapon_sp;
1453
1454 /* penalize ROF for bestarrow */
1455 if (pl->bowtype == bow_bestarrow)
1456 speed *= .9f;
1457 else
1458 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1459
1460 op->speed_left += speed - op->speed;
1461 }
1462#endif
1463
1464 SET_ANIMATION (arrow, arrow->direction);
1465
1466 /* update the speed */
1467
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 ));
1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1475
1643 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1644 { 1477 {
1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1646 op->update_stats ();
1647 }
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1651 arrow->stats.hp = arrow->stats.dam;
1652 arrow->stats.grace = arrow->attacktype;
1653 if (arrow->slaying != NULL)
1654 arrow->spellarg = strdup (arrow->slaying);
1655
1656 /* Note that this was different for monsters - they got their level
1657 * added to the damage. I think the strength bonus is more proper.
1658 */
1659
1660 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1661
1662 /* update the speed */
1663 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1665
1666 arrow->set_speed (max (arrow->speed, 1.0));
1667 arrow->speed_left = 0;
1668
1669 if (op->type == PLAYER)
1670 {
1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1672 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1673 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1674
1675 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1479 wc -= dex_bonus[op->stats.Dex];
1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1676 } 1485 }
1677 else 1486 else
1678 { 1487 {
1679 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1680 arrow->level = op->level; 1488 arrow->level = op->level;
1681 } 1489 arrow->stats.wc -= bow->magic;
1682 1490
1683 if (arrow->attacktype == AT_PHYSICAL) 1491 if (!arrow->slaying)
1492 arrow->slaying = bow->slaying;
1493
1684 arrow->attacktype |= bow->attacktype; 1494 arrow->attacktype |= bow->attacktype;
1495 }
1685 1496
1686 if (bow->slaying) 1497 wc -= arrow->level;
1687 arrow->slaying = bow->slaying; 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1688 1499
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1689 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1691 1504
1692 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1693 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1694 1507
1695 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1696 move_arrow (arrow); 1509 move_arrow (arrow);
1697
1698 if (op->type == PLAYER)
1699 {
1700 if (left->destroyed ())
1701 esrv_del_item (op->contr, left->count);
1702 else
1703 esrv_send_item (op, left);
1704 }
1705 1510
1706 return 1; 1511 return 1;
1707} 1512}
1708 1513
1709/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1711 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1712 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1713 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1714 * hence the function name. 1519 * hence the function name.
1715 */ 1520 */
1716int 1521static int
1717player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1718{ 1523{
1719 int ret = 0, wcmod = 0; 1524 int ret;
1720 1525
1721 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1722 { 1527 {
1723 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->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);
1724 } 1529 }
1725 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)
1726 { 1531 {
1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1728 wcmod = -1;
1729
1730 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);
1731 } 1534 }
1732 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1733 { 1536 {
1734 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);
1735 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)]);
1736 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)]);
1737 } 1540 }
1738 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1739 { 1542 {
1740 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);
1741 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);
1742 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);
1743
1744 } 1546 }
1745 else 1547 else
1746 { 1548 {
1747 /* Simple case */ 1549 /* Simple case */
1748 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1749 } 1551 }
1552
1750 return ret; 1553 return ret;
1751} 1554}
1752
1753 1555
1754/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1755 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1756 */ 1558 */
1757void 1559static void
1758fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1759{ 1561{
1760 object *item; 1562 object *item = op->contr->ranged_ob;
1761 1563
1762 if (!op->contr->ranges[range_misc]) 1564 if (!item)
1763 { 1565 {
1764 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1765 return; 1567 return;
1766 } 1568 }
1767 1569
1768 item = op->contr->ranges[range_misc];
1769 if (!item->inv) 1570 if (!item->inv)
1770 { 1571 {
1771 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1772 return; 1573 return;
1773 } 1574 }
1575
1576 if (!op->apply (item))
1577 return;
1578
1774 if (item->type == WAND) 1579 if (item->type == WAND)
1775 { 1580 {
1776 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1777 { 1582 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1583 op->contr->play_sound (sound_find ("wand_poof"));
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1585
1780 return; 1586 return;
1781 } 1587 }
1782 } 1588 }
1783 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1784 { 1590 {
1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1592
1593 // using the maximum of the rods charge allows at least one spell cast
1594 // for a rod or horn, this fixes some broken rods.
1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1786 { 1596 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1598
1788 if (item->type == ROD) 1599 if (item->type == ROD)
1789 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));
1790 else 1601 else
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1603
1792 return; 1604 return;
1793 } 1605 }
1794 } 1606 }
1795 1607
1796 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1797 { 1609 {
1798 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
1799 if (item->type == WAND) 1612 if (item->type == WAND)
1800 { 1613 {
1801 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1802 { 1615 {
1803 object *tmp;
1804
1805 if (item->arch) 1616 if (item->arch)
1806 { 1617 {
1807 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1808 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
1809 item->set_speed (0); 1620 item->set_speed (0);
1810 } 1621 }
1811 1622
1812 if ((tmp = item->in_player ())) 1623 if (object *pl = item->visible_to ())
1813 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1814 } 1625 }
1815 } 1626 }
1816 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item); 1628 drain_rod_charge (item);
1818 } 1629 }
1819} 1630}
1820 1631
1821/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1822 */ 1633 */
1823void 1634bool
1824fire (object *op, int dir) 1635fire (object *who, int dir)
1825{ 1636{
1826 int spellcost = 0; 1637 int spellcost = 0;
1827 1638
1639 player *pl = who->contr;
1640
1641 if (pl->golem)
1642 {
1643 control_golem (who->contr->golem, dir);
1644 return false;
1645 }
1646
1647 object *ob = pl->ranged_ob;
1648
1649 if (!ob)
1650 return false;
1651
1652 if (who->speed_left > 0.f)
1653 --who->speed_left;
1654 else
1655 return false;
1656
1657 if (!who->apply (ob))
1658 return false;
1659
1828 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1830 make_visible (op); 1662 make_visible (who);
1831 1663
1832 switch (op->contr->shoottype) 1664 switch (ob->type)
1833 { 1665 {
1834 case range_none: 1666 case BOW:
1835 return;
1836
1837 case range_bow:
1838 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1839 return; 1668 break;
1840 1669
1841 case range_magic: /* Casting spells */ 1670 case SPELL:
1842 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1843 return; 1672 break;
1844 1673
1845 case range_misc: 1674 case BUILDER:
1846 fire_misc_object (op, dir);
1847 return;
1848
1849 case range_golem: /* Control summoned monsters from scrolls */
1850 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1851 {
1852 op->contr->ranges[range_golem] = 0;
1853 op->contr->shoottype = range_none;
1854 }
1855 else
1856 control_golem (op->contr->ranges[range_golem], dir);
1857 return;
1858
1859 case range_skill:
1860 if (!op->chosen_skill)
1861 {
1862 if (op->type == PLAYER)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1864 return;
1865 }
1866 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1867 return;
1868 case range_builder:
1869 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1870 return; 1676 break;
1677
1678 case SKILL:
1679 do_skill (who, who, ob, dir, 0);
1680 break;
1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1871 default: 1686 default:
1872 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1687 fire_misc_object (who, dir);
1873 return; 1688 break;
1874 } 1689 }
1875}
1876 1690
1691 return true;
1692}
1877 1693
1878 1694static object *
1879/* find_key
1880 * We try to find a key for the door as passed. If we find a key
1881 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic
1883 * for both is the same - just the specific key is different.
1884 * pl is the player,
1885 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers.
1888 */
1889
1890object *
1891find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1892{ 1696{
1893 object *tmp, *key; 1697 object *tmp, *key;
1894 1698
1895 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) 1700 if (!container->inv)
1897 return NULL; 1701 return 0;
1898 1702
1899 /* 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 */
1900 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1705 {
1902 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1707 break;
1708
1904 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1906 */ 1711 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1713 break;
1909 } 1714 }
1715
1910 /* No key found - lets search inventories now */ 1716 /* No key found - lets search inventories now */
1911 /* If we find and use a key in an inventory, return at that time. 1717 /* If we find and use a key in an inventory, return at that time.
1912 * otherwise, if we search all the inventories and still don't find 1718 * otherwise, if we search all the inventories and still don't find
1913 * a key, return 1719 * a key, return
1914 */ 1720 */
1915 if (!tmp) 1721 if (!tmp)
1916 { 1722 {
1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door)) != NULL) 1726 if ((key = find_key_ (pl, tmp, door)))
1923 return key; 1727 return key;
1924 } 1728
1925 }
1926 if (!tmp) 1729 if (!tmp)
1927 return NULL; 1730 return 0;
1928 } 1731 }
1732
1929 /* 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,
1930 * see if we actually want to use it 1734 * see if we actually want to use it
1931 */ 1735 */
1932 if (pl != container) 1736 if (pl != container)
1933 { 1737 {
1934 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1935 if (!pl->contr) 1739 if (!pl->contr)
1936 return NULL; 1740 return 0;
1741
1937 /* cases where this fails: 1742 /* cases where this fails:
1938 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1939 * are not in the players inventory. 1744 * are not in the players inventory.
1940 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1941 * containers can be used. 1746 * containers can be used.
1945 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1946 * 1751 *
1947 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1948 * all the others. 1753 * all the others.
1949 */ 1754 */
1950 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1951 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1953 { 1758 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "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));
1956 return NULL; 1761 return NULL;
1957 } 1762 }
1958 } 1763 }
1764
1959 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);
1960} 1791}
1961 1792
1962/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1964 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1965 * 0 otherwise 1796 * 0 otherwise
1966 */ 1797 */
1967static int 1798static int
1968player_attack_door (object *op, object *door) 1799player_attack_door (object *op, object *door)
1969{ 1800{
1970 /* If its a door, try to find a use a key. If we do destroy the door, 1801 /* If its a door, try to find a key. If we do destroy the door,
1971 * might as well return immediately as there is nothing more to do - 1802 * might as well return immediately as there is nothing more to do -
1972 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
1973 */ 1804 */
1974 object *key = find_key (op, op, door); 1805 object *key = find_key (op, op, door);
1975 1806
1976 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
1977 if (key) 1808 if (key)
1978 { 1809 {
1979 object *container = key->env; 1810 object *container = key->env;
1980 1811
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982 if (action_makes_visible (op)) 1812 if (action_makes_visible (op))
1983 make_visible (op); 1813 make_visible (op);
1814
1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 spring_trap (door->inv, op); 1816 spring_trap (door->inv, op);
1817
1986 if (door->type == DOOR) 1818 if (door->type == DOOR)
1987 {
1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1819 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1989 }
1990 else if (door->type == LOCKED_DOOR) 1820 else if (door->type == LOCKED_DOOR)
1991 { 1821 {
1992 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1822 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1993 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
1994 } 1824 }
1825
1995 /* Do this after we print the message */ 1826 /* Do this after we print the message */
1996 decrease_ob (key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
1997 /* Need to update the weight the container the key was in */ 1828
1998 if (container != op)
1999 esrv_update_item (UPD_WEIGHT, op, container);
2000 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
2001 } 1830 }
2002 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2003 { 1832 {
2004 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1834 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2006 return 1; 1835 return 1;
2007 } 1836 }
1837
2008 return 0; 1838 return 0;
2009} 1839}
2010 1840
2011/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
2012 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2013 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2014 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2015 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2016 */ 1846 */
2017void 1847bool
2018move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
2019{ 1849{
2020 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2021 sint16 nx, ny; 1851 {
2022 int on_battleground; 1852 --op->speed_left;
2023 maptile *m; 1853 return true;
1854 }
2024 1855
2025 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2026 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2027 1858
2028 on_battleground = op_on_battleground (op, 0, 0); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2029 1861
2030 /* 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
2031 * 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
2032 * 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
2033 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2034 * move to some space, it then means that if we are braced, we should 1866 * move to some space, it then means that if we are braced, we should
2035 * do nothing at all. As it is, if we are braced, we go through 1867 * do nothing at all. As it is, if we are braced, we go through
2036 * quite a bit of processing. However, it probably is less than what 1868 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses. 1869 * move_ob uses.
2038 */ 1870 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1871 maptile *m = op->map->xy_find (nx, ny);
1872
1873 /* Go through all the objects, and find ones of interest. Only stop if
1874 * we find a monster - that is something we know we want to attack.
1875 * if its a door or barrel (can roll) see if there may be monsters
1876 * on the space
1877 */
1878 object *mon;
1879 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1880 {
1881 if ((mon->flag [FLAG_ALIVE]
1882 || mon->type == LOCKED_DOOR
1883 || mon->flag [FLAG_CAN_ROLL])
1884 && mon != op)
1885 break;
2040 { 1886 }
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1887
1888 /* no monster == player tries to move into a wall or so */
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)
2042 { 1893 {
2043 m = op->map->xy_find (nx, ny); 1894 if (ob->move_block == MOVE_ALL)
2044 if (!m) 1895 move_into_wall (op, ob);
2045 return; /* Don't think this should happen */ 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 }
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
1923 }
1924
1925 /* The following deals with possibly attacking peaceful
1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2046 } 1958 }
2047 else 1959 else
2048 m = op->map;
2049
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return; 1960 return false;
1961 }
2052 1962
2053 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space
2058 */
2059 while (tmp)
2060 {
2061 if (tmp == op)
2062 {
2063 tmp = tmp->above;
2064 continue;
2065 }
2066 1964
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp;
2070 break;
2071 }
2072
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */
2081
2082 if (mon->head)
2083 mon = mon->head;
2084
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (player_attack_door (op, mon))
2087 return;
2088
2089 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them.
2095 */
2096
2097 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive.
2100 */
2101 if ((op->type == PLAYER)
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2106#else
2107 && mon->owner == op
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 {
2111 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced)
2113 return;
2114
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob (mon, dir, op);
2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2120 return;
2121 }
2122
2123 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2125 * 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
2126 * attack them either. 1968 * attack them either.
2127 */ 1969 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2129 (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])
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 1972 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2139 { 1977 {
1978 --op->speed_left;
1979
2140 if (!op->contr->braced) 1980 if (!op->contr->braced)
2141 { 1981 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2144 } 1984 }
2145 else 1985 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2147 1987
2148 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2149 make_visible (op); 1989 make_visible (op);
2150 }
2151 1990
1991 return true;
1992 }
1993 }
2152 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2153 * 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.
2154 */ 1996 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2156 { 2000 {
2001 --op->speed_left;
2002
2157 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2159 make_visible (op); 2005 make_visible (op);
2160 }
2161 2006
2007 return true;
2008 }
2009 }
2162 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2163 * 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
2164 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2165 * 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
2166 * 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.
2167 */ 2015 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2169 ((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)))
2170 { 2018 {
2171 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit)
2178 { 2020 {
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 }
2183 2022
2184 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2024
2200 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2201 make_visible (op); 2026 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2027
2206int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2207move_player (object *op, int dir) 2036move_player (object *op, int dir)
2208{ 2037{
2209 int pick;
2210
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2212 return 0; 2039 return 0;
2213 2040
2214 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2216 { 2043 {
2217 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2218 return 0; 2045 return 0;
2219 } 2046 }
2220 2047
2221 /* peterm: added following line */ 2048 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224 2051
2225 op->facing = dir; 2052 op->facing = dir;
2226 2053
2227 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2228 do_hidden_move (op); 2055 do_hidden_move (op);
2229 2056
2057 bool retval;
2058 int pick = 0;
2059
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2061 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2233 fire (op, dir); 2063 retval = fire (op, dir);
2234 else 2064 else
2235 { 2065 {
2236 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2067 pick = check_pick (op);
2238 } 2068 }
2239 2069
2240 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing. 2071 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2080 * for players.
2251 */ 2081 */
2252 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2253 return 0; 2083
2084 return retval;
2254} 2085}
2255 2086
2256/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2257 * new client/server stuff. 2088 * new client/server stuff.
2258 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2259 * the new speed values for commands. 2090 * the new speed values for commands.
2260 * 2091 *
2261 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2262 */ 2095 */
2263int 2096bool
2264handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2265{ 2098{
2266 if (op->contr->hidden) 2099 if (op->flag [FLAG_SCARED])
2267 {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2)
2274 op->invisible--;
2275 } 2100 {
2276 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2101 if (op->speed_left > 0.f)
2277 {
2278 op->invisible--;
2279 if (!op->invisible)
2280 {
2281 make_visible (op);
2282 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2283 } 2102 {
2284 }
2285
2286 if (QUERY_FLAG (op, FLAG_SCARED))
2287 {
2288 flee_player (op);
2289 /* If player is still scared, that is his action for this tick */
2290 if (QUERY_FLAG (op, FLAG_SCARED))
2291 {
2292 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2293 return 0; 2106 return true;
2294 } 2107 }
2108 else
2109 return false;
2295 } 2110 }
2296
2297 /* I've been seeing crashes where the golem has been destroyed, but
2298 * the player object still points to the defunct golem. The code that
2299 * destroys the golem looks correct, and it doesn't always happen, so
2300 * put this in a a workaround to clean up the golem pointer.
2301 */
2302 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2303 op->contr->ranges[range_golem] = 0;
2304 2111
2305 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2114 * called, so we recheck it here.
2308 */ 2115 */
2309 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2310 return 1; 2117 return true;
2311 2118
2312 if (op->speed_left > 0)
2313 {
2314 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2315 {
2316 /* All move commands take 1 tick, at least for now */
2317 op->speed_left--;
2318
2319 /* Instead of all the stuff below, let move_player take care
2320 * of it. Also, some of the skill stuff is only put in
2321 * there, as well as the confusion stuff.
2322 */
2323 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2324 2121
2325 return op->speed_left > 0;
2326 }
2327 }
2328
2329 return 0; 2122 return false;
2330} 2123}
2331 2124
2332int 2125static int
2333save_life (object *op) 2126save_life (object *op)
2334{ 2127{
2335 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2336 return 0; 2129 return 0;
2337 2130
2338 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2339 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2340 { 2133 {
2341 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2342 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));
2343 2136
2344 if (op->contr)
2345 esrv_del_item (op->contr, tmp->count);
2346
2347 tmp->destroy (); 2137 tmp->destroy ();
2348 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2349 2139
2350 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2351 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2352 2142
2353 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2354 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2355 2145
2356 op->update_stats (); 2146 op->update_stats ();
2357 return 1; 2147 return 1;
2358 } 2148 }
2359 2149
2360 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2361 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2362 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2363 return 0; 2153 return 0;
2364} 2154}
2365 2155
2366/* 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
2367 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2368 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2369 * from. 2159 * from.
2370 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2371void 2177void
2372remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2373{ 2179{
2374 object *next; 2180 if (!flag [FLAG_REMOVED])
2375 2181 ::drop_unpaid_items (inv, this);
2376 while (op)
2377 {
2378 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2379
2380 if (QUERY_FLAG (op, FLAG_UNPAID))
2381 {
2382 if (env->type == PLAYER)
2383 esrv_del_item (env->contr, op->count);
2384
2385 op->insert_at (env);
2386 }
2387 else if (op->inv)
2388 remove_unpaid_objects (op->inv, env);
2389
2390 op = next;
2391 }
2392}
2393
2394/*
2395 * Returns pointer a static string containing gravestone text
2396 * Moved from apply.c to player.c - player.c is what
2397 * actually uses this function. player.c may not be quite the
2398 * best, a misc file for object actions is probably better,
2399 * but there isn't one in the server directory.
2400 */
2401char *
2402gravestone_text (object *op)
2403{
2404 static char buf2[MAX_BUF];
2405 char buf[MAX_BUF];
2406 time_t now = time (NULL);
2407
2408 strcpy (buf2, " R.I.P.\n\n");
2409 if (op->type == PLAYER)
2410 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2411 else
2412 sprintf (buf, "%s\n", &op->name);
2413
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 if (op->type == PLAYER)
2417 sprintf (buf, "who was in level %d when killed\n", op->level);
2418 else
2419 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2420
2421 strncat (buf2, " ", 20 - strlen (buf) / 2);
2422 strcat (buf2, buf);
2423 if (op->type == PLAYER)
2424 {
2425 sprintf (buf, "by %s.\n\n", op->contr->killer);
2426 strncat (buf2, " ", 21 - strlen (buf) / 2);
2427 strcat (buf2, buf);
2428 }
2429
2430 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2431 strncat (buf2, " ", 20 - strlen (buf) / 2);
2432 strcat (buf2, buf);
2433
2434 return buf2;
2435} 2182}
2436 2183
2437void 2184void
2438do_some_living (object *op) 2185do_some_living (object *op)
2439{ 2186{
2440 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2441 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2442 int over_hp, over_sp, over_grace;
2443 int i;
2444 int rate_hp = 1200; 2189 int rate_hp = 1200;
2445 int rate_sp = 2500; 2190 int rate_sp = 2500;
2446 int rate_grace = 2000; 2191 int rate_grace = 2000;
2447 const int max_hp = 1; 2192 const int max_hp = 1;
2448 const int max_sp = 1; 2193 const int max_sp = 1;
2449 const int max_grace = 1; 2194 const int max_grace = 1;
2450 2195
2451 if (op->contr->outputs_sync) 2196#if 0
2197 if (op->contr->hidden)
2198 {
2199 op->invisible = 1000;
2200 /* the socket code flashes the player visible/invisible
2201 * depending on the value of invisible, so we need to
2202 * alternate it here for it to work correctly.
2203 */
2204 if (server_tick & 2)
2205 op->invisible--;
2452 { 2206 }
2453 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2207 else
2454 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2208#endif
2455 flush_output_element (op, &op->contr->outputs[i]); 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2210 {
2211 if (!op->invisible--)
2212 {
2213 make_visible (op);
2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2215 }
2456 } 2216 }
2457 2217
2458 if (op->contr->ns->state == ST_PLAYING) 2218 if (op->contr->ns->state == ST_PLAYING)
2459 { 2219 {
2460 /* these next three if clauses make it possible to SLOW DOWN 2220 /* these next three if clauses make it possible to SLOW DOWN
2481 { 2241 {
2482 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2483 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2484 } 2244 }
2485 2245
2486 /* Regenerate Spell Points */ 2246 /* Regenerate Grace */
2487 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2247 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2248 if (--op->last_grace < 0)
2488 { 2249 {
2489 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2490 if (op->stats.sp < op->stats.maxsp) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2251 op->stats.grace++; /* no penalty in food for regaining grace */
2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2255 if (max_grace > 1)
2491 { 2256 {
2492 op->stats.sp++; 2257 int over_grace = temp / rate_grace;
2493 /* dms do not consume food */ 2258
2494 if (!QUERY_FLAG (op, FLAG_WIZ)) 2259 if (over_grace > 0)
2495 { 2260 {
2496 op->stats.food--; 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2497 if (op->contr->digestion < 0) 2262 op->last_grace = 0;
2498 op->stats.food += op->contr->digestion;
2499 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2500 op->stats.food = last_food;
2501 } 2263 }
2264 else
2265 op->last_grace = rate_grace / temp;
2502 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2503 2269
2504 if (max_sp > 1) 2270 /* wearing stuff doesn't detract from grace generation. */
2271 }
2272
2273 if (op->stats.food > 0)
2274 {
2275 /* Regenerate Spell Points */
2276 if (!op->contr->golem && --op->last_sp < 0)
2505 { 2277 {
2506 over_sp = (gen_sp + 10) / rate_sp; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2507 if (over_sp > 0) 2279
2280 if (op->stats.sp < op->stats.maxsp)
2508 { 2281 {
2509 if (op->stats.sp < op->stats.maxsp) 2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!op->flag [FLAG_WIZ])
2510 { 2286 {
2511 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2512
2513 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2514 op->stats.sp--; 2287 op->stats.food--;
2515 2288
2516 if (op->stats.sp > op->stats.maxsp) 2289 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion;
2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2517 op->stats.sp = op->stats.maxsp; 2292 op->stats.food = last_food;
2518 } 2293 }
2294 }
2295
2296 if (max_sp > 1)
2297 {
2298 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2519 op->last_sp = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2520 } 2316 }
2521 else 2317 else
2522 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2523 } 2319 }
2524 else
2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2526 }
2527 2320
2528 /* Regenerate Grace */ 2321 /* Regenerate Hit Points */
2529 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2530 if (--op->last_grace < 0) 2322 if (--op->last_heal < 0)
2531 {
2532 if (op->stats.grace < op->stats.maxgrace / 2)
2533 op->stats.grace++; /* no penalty in food for regaining grace */
2534
2535 if (max_grace > 1)
2536 { 2323 {
2537 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2324 if (op->stats.hp < op->stats.maxhp)
2538 if (over_grace > 0)
2539 { 2325 {
2540 op->stats.sp += over_grace 2326 op->stats.hp++;
2541 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2327
2328 /* dms do not consume food */
2329 if (!op->flag [FLAG_WIZ])
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2338 }
2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2342 if (max_hp > 1)
2343 {
2344 int over_hp = temp / rate_hp;
2345
2346 if (over_hp > 0)
2347 {
2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2542 op->last_grace = 0; 2349 op->last_heal = 0;
2350 }
2351 else
2352 op->last_heal = rate_hp / temp;
2543 } 2353 }
2544 else 2354 else
2545 {
2546 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2547 }
2548 }
2549 else
2550 {
2551 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2552 }
2553 /* wearing stuff doesn't detract from grace generation. */
2554 }
2555
2556 /* Regenerate Hit Points */
2557 if (--op->last_heal < 0)
2558 {
2559 if (op->stats.hp < op->stats.maxhp)
2560 {
2561 op->stats.hp++;
2562 /* dms do not consume food */
2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 {
2565 op->stats.food--;
2566 if (op->contr->digestion < 0)
2567 op->stats.food += op->contr->digestion;
2568 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2569 op->stats.food = last_food;
2570 }
2571 }
2572
2573 if (max_hp > 1)
2574 {
2575 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2576 if (over_hp > 0)
2577 {
2578 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2579 op->last_heal = 0; 2355 op->last_heal = rate_hp / temp;
2580 }
2581 else
2582 {
2583 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2584 }
2585 }
2586 else
2587 {
2588 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2589 } 2356 }
2590 } 2357 }
2591 2358
2592 /* Digestion */ 2359 /* Digestion */
2593 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2594 { 2361 {
2595#ifdef COZY_SERVER 2362 int bonus = max (0, op->contr->digestion),
2596 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2363 penalty = max (0, -op->contr->digestion);
2597 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2598#else
2599 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2600#endif
2601 2364
2602 if (op->contr->gen_hp > 0)
2603 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2604 else
2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2606 2366
2607 /* dms do not consume food */ 2367 /* dms do not consume food */
2608 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2609 op->stats.food--; 2369 op->stats.food--;
2610 } 2370 }
2611 2371
2612 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2613 { 2373 {
2614 object *tmp, *flesh = 0; 2374 object *flesh = 0;
2615 2375
2616 for (tmp = op->inv; tmp; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2617 { 2377 {
2618 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2379 continue;
2380
2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 { 2382 {
2620 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2383 op->statusmsg ("You blindly grab for a bite of food. "
2621 { 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->apply (tmp);
2623 manual_apply (op, tmp, 0); 2386
2624 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2625 break; 2388 break;
2626 } 2389 }
2627 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2628 flesh = tmp; 2391 flesh = tmp;
2629 } /* End if paid for object */ 2392 }
2630 } /* end of for loop */
2631 2393
2632 /* If player is still starving, it means they don't have any food, so 2394 /* If player is still starving, it means they don't have any food, so
2633 * eat flesh instead. 2395 * eat flesh instead.
2634 */ 2396 */
2635 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2636 { 2398 {
2637 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2399 op->statusmsg ("You blindly grab for a bite of food. "
2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2638 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2639 } 2402 }
2403
2404 // If player is still starving, alert him!
2405 if (op->stats.food < 0)
2406 op->failmsg ("You are starving! "
2407 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2408 }
2409
2410 if (op->stats.food < 0)
2640 } 2411 {
2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2641 2414
2642 while (op->stats.food < 0 && op->stats.hp >= 0) 2415 if (op->stats.hp < 0)
2643 op->stats.food++, op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2644 2421
2422 /* killer should be set here already */
2645 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2646 kill_player (op); 2424 kill_player (op);
2647 } 2425 }
2648} 2426}
2649 2427
2650/* 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.
2653 * file. 2431 * file.
2654 */ 2432 */
2655void 2433void
2656kill_player (object *op) 2434kill_player (object *op)
2657{ 2435{
2658 char buf[MAX_BUF];
2659 int x, y; 2436 int x, y;
2660
2661 //int i;
2662 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2663
2664 /* int z;
2665 int num_stats_lose;
2666 int lost_a_stat;
2667 int lose_this_stat;
2668 int this_stat; */
2669 int will_kill_again; 2438 int will_kill_again;
2670 archetype *at; 2439 archetype *at;
2671 object *tmp; 2440 object *tmp;
2672 2441
2673 if (save_life (op)) 2442 if (save_life (op))
2674 return; 2443 return;
2675 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 }
2676 2480
2677 /* 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
2678 * 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.
2679 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2680 */ 2484 */
2681 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2682 { 2486 {
2683 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";
2684 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2685
2686 /* restore player */
2687 at = archetype::find ("poisoning");
2688 if (object *tmp = present_arch_in_ob (at, op))
2689 {
2690 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2692 }
2693
2694 at = archetype::find ("confusion");
2695 if (object *tmp = present_arch_in_ob (at, op))
2696 {
2697 tmp->destroy ();
2698 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2699 }
2700
2701 cure_disease (op, 0); /* remove any disease */
2702 op->stats.hp = op->stats.maxhp;
2703 if (op->stats.food <= 0)
2704 op->stats.food = 999;
2705 2488
2706 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2707 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2708 { 2491
2709 sprintf (buf, "%s's finger", &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2710 tmp->name = buf; 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2711 sprintf (buf, " This finger has been cut off %s\n" 2494 tmp->msg = format (
2712 " the %s, when he was defeated at\n 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",
2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2496 &op->name, op->contr->title,
2714 tmp->msg = buf; 2497 (int)op->level,
2498 op->contr->killer_name ()
2499 );
2715 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2716 tmp->materialname = NULL; 2501 tmp->material = name_to_material (shstr_organic);
2717 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2718 }
2719 2503
2720 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2721 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2722 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2723 return; 2509 return;
2724 } 2510 }
2725 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2726 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2727 2516
2728 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2729 2518
2730 if (op->stats.food < 0) 2519 op->contr->play_sound (sound_find ("player_dies"));
2731 {
2732 sprintf (buf, "%s starved to death.", &op->name);
2733 strcpy (op->contr->killer, "starvation");
2734 }
2735 else
2736 sprintf (buf, "%s died.", &op->name);
2737
2738 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2739 2520
2740 /* save the map location for corpse, gravestone */ 2521 /* save the map location for corpse, gravestone */
2741 x = op->x; 2522 x = op->x;
2742 y = op->y; 2523 y = op->y;
2743 map = op->map; 2524 map = op->map;
2771 2552
2772 lost_a_stat = 0; 2553 lost_a_stat = 0;
2773 2554
2774 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2775 { 2556 {
2776 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2777 2558
2778 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2779 { 2560 {
2780 /* 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
2781 * what he lost. 2562 * what he lost.
2788 lost_a_stat = 1; 2569 lost_a_stat = 1;
2789 } 2570 }
2790 else 2571 else
2791 { 2572 {
2792 /* deplete a stat */ 2573 /* deplete a stat */
2793 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2794 object *dep; 2575 object *dep;
2795 2576
2796 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2797 if (!dep) 2578 if (!dep)
2798 { 2579 {
2799 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2800 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2801 } 2582 }
2802 lose_this_stat = 1; 2583 lose_this_stat = 1;
2803 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2804 { 2585 {
2832 } 2613 }
2833 } 2614 }
2834 2615
2835 if (lose_this_stat) 2616 if (lose_this_stat)
2836 { 2617 {
2837 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2838 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2839 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2840 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2841 * 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
2842 * difference. 2623 * difference.
2843 */ 2624 */
2844 if (this_stat >= -50) 2625 if (this_stat >= -50)
2845 { 2626 {
2846 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2847 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2849 op->update_stats (); 2630 op->update_stats ();
2850 lost_a_stat = 1; 2631 lost_a_stat = 1;
2851 } 2632 }
2852 } 2633 }
2853 } 2634 }
2854 } 2635 }
2636
2855 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2856 if (!lost_a_stat) 2638 if (!lost_a_stat)
2857 { 2639 {
2858 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2859 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2860 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2861 2643
2862 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2863 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";
2864 else 2646 else
2865 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";
2866 } 2648 }
2867#else 2649#else
2868 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.";
2869#endif 2651#endif
2870 2652
2871 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2872 * exp loss on the stone. 2654 * exp loss on the stone.
2873 */ 2655 */
2874 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2875 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2876 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2877 sprintf (buf, "%s's gravestones", &op->name); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2878 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
2879 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2880 tmp->msg = buf;
2881 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2882 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2883 2663
2884 /**************************************/ 2664 /**************************************/
2885 /* */ 2665 /* */
2886 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2887 /* if we died cause of food, give us */
2888 /* food, and reset HP's... */
2889 /* */ 2667 /* */
2890 /**************************************/ 2668 /**************************************/
2891 2669
2892 /* remove any poisoning and confusion the character may be suffering. */
2893 /* restore player */
2894 at = archetype::find ("poisoning");
2895 tmp = present_arch_in_ob (at, op);
2896
2897 if (tmp)
2898 {
2899 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2901 }
2902
2903 at = archetype::find ("confusion");
2904 tmp = present_arch_in_ob (at, op);
2905 if (tmp)
2906 {
2907 tmp->destroy ();
2908 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2909 }
2910
2911 cure_disease (op, 0); /* remove any disease */
2912
2913 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2914 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2915 if (op->stats.food < 100)
2916 op->stats.food = 900;
2917 op->stats.hp = op->stats.maxhp;
2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2920 2672
2921 /* 2673 /*
2922 * Check to see if the player is in a shop. IF so, then check to see if
2923 * the player has any unpaid items. If so, remove them and put them back 2674 * Check to see if the player has any unpaid items. If so, remove them
2924 * in the map. 2675 * and put them back in the map.
2925 */ 2676 */
2926 2677 op->drop_unpaid_items ();
2927 if (is_in_shop (op))
2928 remove_unpaid_objects (op->inv, op);
2929 2678
2930 /****************************************/ 2679 /****************************************/
2931 /* */ 2680 /* */
2932 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2933 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
2951 if (will_kill_again) 2700 if (will_kill_again)
2952 { 2701 {
2953 object *force; 2702 object *force;
2954 int at; 2703 int at;
2955 2704
2956 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2957 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2958 force->speed = 0.1;
2959 force->speed_left = -5.0; 2707 force->speed_left = -5.f;
2960 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2961 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2962 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2963 force->resist[at] = 100; 2713 force->resist[at] = 100;
2964 2714
2965 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2966 op->update_stats (); 2716 op->update_stats ();
2967
2968 } 2717 }
2969 2718
2970 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2971} 2720}
2972 2721
2973void 2722static void
2974loot_object (object *op) 2723loot_object (object *op)
2975{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2976 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2977 2726
2978 if (op->container) 2727 op->close_container (); /* close open sack first */
2979 esrv_apply_container (op, op->container); /* close open sack first */
2980 2728
2981 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2982 { 2730 {
2983 next = tmp->below; 2731 next = tmp->below;
2984 2732
2985 if (tmp->invisible) 2733 if (tmp->invisible)
2986 continue; 2734 continue;
2987 2735
2988 tmp->remove (); 2736 tmp->remove ();
2989 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2738
2990 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2991 { /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2992 loot_object (tmp); 2741
2993 } 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2994 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2995 { 2743 {
2996 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2997 { 2745 {
2998 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2999 tmp2->destroy ();
3000 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
3001 } 2748 }
3002 else 2749 else
3003 tmp->destroy (); 2750 tmp->destroy ();
3004 } 2751 }
3010/* 2757/*
3011 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
3012 * 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
3013 * was changed. 2760 * was changed.
3014 */ 2761 */
3015
3016void 2762void
3017fix_weight (void) 2763fix_weight ()
3018{ 2764{
3019 for_all_players (pl) 2765 for_all_players (pl)
3020 { 2766 {
3021 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2767 weight_t old = pl->ob->carrying;
3022 2768
3023 if (old == sum) 2769 pl->ob->update_weight ();
3024 continue; 2770
2771 if (old != pl->ob->carrying)
2772 {
3025 pl->ob->update_stats (); 2773 pl->ob->update_stats ();
3026 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2775 }
3027 } 2776 }
3028} 2777}
3029 2778
3030void 2779void
3031fix_luck (void) 2780fix_luck ()
3032{ 2781{
3033 for_all_players (pl) 2782 for_all_players (pl)
3034 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
3035 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
3036} 2785}
3073} 2822}
3074 2823
3075void 2824void
3076make_visible (object *op) 2825make_visible (object *op)
3077{ 2826{
3078 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3079 op->invisible = 0; 2828 op->invisible = 0;
2829
3080 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3081 { 2831 {
3082 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3083 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3084 } 2834 }
2835
3085 update_object (op, UP_OBJ_FACE); 2836 update_object (op, UP_OBJ_CHANGE);
3086} 2837}
3087 2838
3088int 2839int
3089is_true_undead (object *op) 2840is_true_undead (object *op)
3090{ 2841{
3091 object *tmp = NULL; 2842 if (op->arch->flag [FLAG_UNDEAD])
3092
3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3094 return 1; 2843 return 1;
3095 2844
3096 return 0; 2845 return 0;
3097} 2846}
3098 2847
3099/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3100 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3101 * indicate greater hideability. 2850 * indicate greater hideability.
3102 */ 2851 */
3103
3104int 2852int
3105hideability (object *ob) 2853hideability (object *ob)
3106{ 2854{
3107 int i, level = 0, mflag; 2855 int i, level = 0, mflag;
3108 sint16 x, y; 2856 sint16 x, y;
3109 2857
3110 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3111 return 0; 2859 return 0;
3112 2860
3113 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3114 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3115 2863
3116 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3117 * 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
3118 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3119 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3120 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3121 2869
3122 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3123 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2871 for (i = 0, x = ob->x, y = ob->y;
2872 i <= SIZEOFFREE1;
2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3124 { 2874 {
3125 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3126 if (mflag & P_OUT_OF_MAP) 2876 if (mflag & P_OUT_OF_MAP)
3127 {
3128 continue; 2877 continue;
3129 } 2878
3130 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3131 level += 2; 2880 level += 2;
3132 else /* open terrain! */ 2881 else /* open terrain! */
3133 level -= 1; 2882 level -= 1;
3134 } 2883 }
3142/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3143 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3144 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3145 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3146 */ 2895 */
3147
3148void 2896void
3149do_hidden_move (object *op) 2897do_hidden_move (object *op)
3150{ 2898{
3151 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3152 object *skop;
3153 2900
3154 if (!op || !op->map) 2901 if (!op || !op->map)
3155 return; 2902 return;
3156 2903
3157 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2904 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2905 int num = random_roll (0, 19, op, PREFER_LOW);
3158 2906
3159 /* its *extremely* hard to run and sneak/hide at the same time! */ 2907 /* its *extremely* hard to run and sneak/hide at the same time! */
3160 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3161 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3162 { 2910 {
3172 num -= hide; 2920 num -= hide;
3173 2921
3174 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3175 { 2923 {
3176 make_visible (op); 2924 make_visible (op);
2925
3177 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3178 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2927 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3179 } 2928 }
3180 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3181 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2930 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3196 2945
3197 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3198 player = 1; 2947 player = 1;
3199 2948
3200 else 2949 else
3201 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3202 2951
3203 /* search adjacent squares */ 2952 /* search adjacent squares */
3204 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3205 { 2954 {
3206 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3215 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)))
3216 continue; 2965 continue;
3217 2966
3218 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)
3219 { 2968 {
3220 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])
3221 return 1; 2970 return 1;
3222 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding */
3225 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1; 2972 return 1;
3227 }
3228 } 2973 }
3229 } 2974 }
3230 return 0; 2975 return 0;
3231} 2976}
3232 2977
3233/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3234 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3235 * 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
3236 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3237 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3238 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3239 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3240 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3241 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3242 * 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.
3243 * -b.t. 2988 * -b.t.
3244 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3245 */ 2990 */
3246
3247int 2991int
3248player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3249{ 2993{
3250 rv_vector rv; 2994 rv_vector rv;
3251 int dx, dy; 2995 int dx, dy;
3263 3007
3264 get_rangevector (pl, op, &rv, 0x1); 3008 get_rangevector (pl, op, &rv, 0x1);
3265 3009
3266 /* starting with the 'head' part, lets loop 3010 /* starting with the 'head' part, lets loop
3267 * through the object and find if it has any 3011 * through the object and find if it has any
3268 * part that is in the los array but isnt on 3012 * part that is in the los array but isn't on
3269 * a blocked los square. 3013 * a blocked los square.
3270 * we use the archetype to figure out offsets. 3014 * we use the archetype to figure out offsets.
3271 */ 3015 */
3272 while (op) 3016 while (op)
3273 { 3017 {
3274 dx = rv.distance_x + op->arch->clone.x; 3018 dx = rv.distance_x + op->arch->x;
3275 dy = rv.distance_y + op->arch->clone.y; 3019 dy = rv.distance_y + op->arch->y;
3276 3020
3277 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3278 * code, so we need to restrict ourselves to that range of values
3279 * for any meaningful values.
3280 */
3281 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3282 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3283 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3284 return 1; 3022 return 1;
3023
3285 op = op->more; 3024 op = op->more;
3286 } 3025 }
3287 return 0;
3288}
3289 3026
3290/* routine for both players and monsters. We call this when
3291 * there is a possibility for our action distrubing our hiding
3292 * place or invisiblity spell. Artefact invisiblity is not
3293 * effected by this. If we arent invisible to begin with, we
3294 * return 0.
3295 */
3296int
3297action_makes_visible (object *op)
3298{
3299
3300 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3301 {
3302 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3303 return 0;
3304
3305 if (op->contr && op->contr->tmp_invis == 0)
3306 return 0;
3307
3308 /* If monsters, they should become visible */
3309 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3310 {
3311 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3312 return 1;
3313 }
3314 }
3315 return 0; 3027 return 0;
3316} 3028}
3317 3029
3318/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3319 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3324 * Default is to do the same as before, so only people wanting to have different points need worry about this 3036 * Default is to do the same as before, so only people wanting to have different points need worry about this
3325 */ 3037 */
3326int 3038int
3327op_on_battleground (object *op, int *x, int *y) 3039op_on_battleground (object *op, int *x, int *y)
3328{ 3040{
3329 object *tmp;
3330
3331 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3332 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3042 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3333 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3334 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3335 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3336 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3337 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3338 { 3048 {
3339 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3340 { 3050 {
3341 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3051 if (tmp->flag [FLAG_NO_PICK]
3342 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3052 && tmp->type == BATTLEGROUND
3053 && tmp->name == shstr_battleground
3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3343 { 3055 {
3344 /*before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3345 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))
3346 {
3347 object *invtmp;
3348
3349 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3350 { 3060 {
3351 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3352 {
3353 if (x != NULL && y != NULL) 3061 if (x && y)
3354 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3355 return 1; 3064 return 1;
3356 }
3357 } 3065 }
3358 } 3066
3359 if (x != NULL && y != NULL) 3067 if (x && y)
3360 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3361 return 1; 3070 return 1;
3362 } 3071 }
3363 } 3072 }
3364 } 3073 }
3074
3365 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3366 return 0; 3076 return 0;
3367} 3077}
3368 3078
3369/* 3079/*
3385 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3386 int i = 0, j = 0; 3096 int i = 0, j = 0;
3387 3097
3388 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3389 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3390 trlist = find_treasurelist ("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3391 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3392 trlist = find_treasurelist ("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3393 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3394 trlist = find_treasurelist ("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3395 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3396 trlist = find_treasurelist ("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3397 3107
3398 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3399 return; 3109 return;
3400 3110
3401 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3111 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3405 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3115 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3406 return; 3116 return;
3407 } 3117 }
3408 3118
3409 /* everything seems okay - now bring on the gift: */ 3119 /* everything seems okay - now bring on the gift: */
3410 item = &(tr->item->clone); 3120 item = tr->item;
3411 3121
3412 if (item->type == SPELL) 3122 if (item->type == SPELL)
3413 { 3123 {
3414 if (check_spell_known (who, item->name)) 3124 if (check_spell_known (who, item->name))
3415 return; 3125 return;
3474 { 3184 {
3475 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3476 object *skin; 3186 object *skin;
3477 3187
3478 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3479 shstr_cmp dragon_skin_force ("dragon_skin_force");
3480 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3189 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3481 ; 3190 ;
3482 3191
3483 if (!skin) 3192 if (!skin)
3484 return; 3193 return;
3485 3194
3499 else 3208 else
3500 j = 1; 3209 j = 1;
3501 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3502 } 3211 }
3503 } 3212 }
3213
3504 strcat (buf, "."); 3214 strcat (buf, ".");
3505 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3506 } 3216 }
3507 3217
3508 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3509 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3510 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3511 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3512 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3513 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3514 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3515 3225
3516 /* print message if there is one */ 3226 /* print message if there is one */
3517 if (item->msg != NULL) 3227 if (item->msg != NULL)
3518 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3519 } 3229 }
3520 else 3230 else
3521 { 3231 {
3522 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3523 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3524 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));
3525 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3526 if (who->type == PLAYER)
3527 esrv_send_item (who, tmp);
3528 } 3236 }
3529} 3237}
3530 3238
3531/** 3239//-GPL
3532 * Unready an object for a player. This function does nothing if the object was 3240
3533 * not readied. 3241sint8
3534 */ 3242player::darkness_at (maptile *map, int x, int y) const
3243{
3244 if (!ns)
3245 return LOS_BLOCKED;
3246
3247 int dx, dy;
3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3535void 3257void
3536player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3537{ 3259{
3538 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3539
3540 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3541 {
3542 if (pl->ranges[i] == ob)
3543 {
3544 pl->ranges[i] = NULL;
3545 if (pl->shoottype == i)
3546 {
3547 pl->shoottype = range_none;
3548 }
3549 }
3550 }
3551} 3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
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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