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Comparing deliantra/server/server/player.C (file contents):
Revision 1.263 by root, Sat Apr 3 22:30:21 2010 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26
27#include <algorithm>
28#include <functional>
26 29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
75 75
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82 80
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false; 133 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
143 135
144 for (object *op = ob->inv; op; op = op->below) 136 ob->update_stats ();
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151 137
152 case SPELL: 138 ns->floorbox_update ();
153 case WAND: 139 esrv_send_inventory (ob, ob);
154 case ROD: 140 esrv_add_spells (this, 0);
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173 141
174 activate (); 142 activate ();
175 143
176 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
213player::set_object (object *op) 181player::set_object (object *op)
214{ 182{
215 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
217 185
218 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
219 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
220 188
221 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
222} 190}
223 191
266 234
267 attachable::do_destroy (); 235 attachable::do_destroy ();
268 236
269 if (ob) 237 if (ob)
270 { 238 {
271 ob->destroy_inv (false); 239 ob->contr = 0;
272 ob->destroy (); 240 ob->destroy ();
273 } 241 }
274 242
275 ob = observe = viewpoint = 0; 243 ob = observe = viewpoint = 0;
276} 244}
362#endif 330#endif
363 return op; 331 return op;
364} 332}
365 333
366/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
367 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
368 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
369 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
370 * the deviation is 338 * the deviation is
371 */ 339 */
372#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
408 */ 376 */
409int 377int
410path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
411{ 379{
412 rv_vector rv; 380 rv_vector rv;
413 sint16 x, y;
414 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
415 maptile *m, *lastmap;
416 382
417 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
418 384
419 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
420 return 0; 386 return 0;
421 387
422 x = mon->x; 388 mapxy pos (mon);
423 y = mon->y;
424 m = mon->map;
425 dir = rv.direction; 389 dir = rv.direction;
426 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428 392
429 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
430 if (diff > max) 394 if (diff > max)
431 return 0; 395 return 0;
432 396
433 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
434 { 398 {
435 lastx = x; 399 mapxy lastpos = pos;
436 lasty = y;
437 lastmap = m;
438 x = lastx + freearr_x[dir];
439 y = lasty + freearr_y[dir];
440 400
441 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
442 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
443 402
444 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
445 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
446 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
447 { 407 {
448 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
449 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
450 */ 410 */
451 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
452 if (rv.direction != dir) 412 if (rv.direction != dir)
453 { 413 {
454 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
455 * the values so it will try again. 415 * the values so it will try again.
456 */ 416 */
457 x = lastx;
458 y = lasty;
459 m = lastmap; 417 pos = lastpos;
460 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
461 } 419 }
462 else 420 else
463 { 421 {
464 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
465 * either the left or right. 423 * either the left or right.
466 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
467 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
468 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
469 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
470 * stepping back and forth 428 * stepping back and forth
471 */ 429 */
472 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
473 { 431 {
474 if (i == 0) 432 if (i == 0)
475 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
476 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
477 * since the direction that the creature should move in 436 * since the direction that the creature should move in
478 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
479 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
480 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
482 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
483 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
484 * the last direction the creature has successfully 443 * the last direction the creature has successfully
485 * moved. 444 * moved.
486 */ 445 */
487
488 x = lastx + freearr_x[absdir (lastdir + i)];
489 y = lasty + freearr_y[absdir (lastdir + i)];
490 m = lastmap; 446 pos = lastpos;
491 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
492 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
493 continue; 450 continue;
494 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
495 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
496 continue; 455 continue;
497 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
498 continue; 458 continue;
499 459
500 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
501 break; 461 break;
502 } 462 }
463
503 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
504 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
505 */ 466 */
506 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
507 return 0; 468 return 0;
469
508 diff--; 470 diff--;
509 lastdir = dir; 471 lastdir = dir;
510 max--; 472 max--;
511 if (!firstdir) 473 if (!firstdir)
512 firstdir = dir + i; 474 firstdir = dir + i;
516 { 478 {
517 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
518 diff--; 480 diff--;
519 max--; 481 max--;
520 lastdir = dir; 482 lastdir = dir;
483
521 if (!firstdir) 484 if (!firstdir)
522 firstdir = dir; 485 firstdir = dir;
523 } 486 }
524 487
525 if (diff <= 1) 488 if (diff <= 1)
526 { 489 {
527 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
528 * headed toward player for entire distance. 491 * headed toward player for entire distance.
529 */ 492 */
530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
532 } 495 }
533 496
534 if (diff > max) 497 if (diff > max)
535 return 0; 498 return 0;
551 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
552 { 515 {
553 next = op->below; 516 next = op->below;
554 517
555 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
556 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
557 */ 520 */
558 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
559 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
560 523
561 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
562 * by this player due to race restrictions 525 * by this player due to race restrictions
563 */ 526 */
564 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
565 { 528 {
566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 529 if ((!pl->flag [FLAG_USE_ARMOUR]
567 && 530 &&
568 (op->type == ARMOUR || op->type == BOOTS 531 (op->type == ARMOUR || op->type == BOOTS
569 || op->type == CLOAK || op->type == HELMET 532 || op->type == CLOAK || op->type == HELMET
570 || op->type == SHIELD || op->type == GLOVES 533 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE)) 534 || op->type == BRACERS || op->type == GIRDLE))
572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
573 { 536 {
574 op->destroy (); 537 op->destroy ();
575 continue; 538 continue;
576 } 539 }
577 } 540 }
578 541
579 /* Here we remove duplicated skills (as duplicated spell objects have 542 /* Here we remove duplicated skills (as duplicated spell objects have
580 * _very_ confusing effects for players), which could for instance be 543 * _very_ confusing effects for players), which could for instance be
581 * generated by bad treasurelists. - elmex 544 * generated by multiple treasurelists specifying the same skills.
582 */ 545 */
583 if (op->type == SKILL) 546 if (op->type == SKILL)
584 { 547 {
585 for (object *tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
586 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
587 { 550 {
588 op->destroy (); 551 op->destroy ();
589 LOG (llevError,
590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
591 break; 552 break;
592 } 553 }
593 554
594 if (op->nrof > 1) 555 if (op->nrof > 1)
595 op->nrof = 1; 556 op->nrof = 1;
596 } 557 }
597 558
598 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
600 561
601 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
602 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
603 * merged properly. 564 * merged properly.
604 */ 565 */
605 if (need_identify (op)) 566 if (op->need_identify ())
606 { 567 {
607 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
608 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
609 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
610 } 571 }
611 572
612 if (op->type == SPELL) 573 if (op->type == SPELL)
613 { 574 {
614 op->destroy (); 575 op->destroy ();
615 continue; 576 continue;
616 } 577 }
617 else if (op->type == SKILL) 578 else if (op->type == SKILL)
618 { 579 {
619 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
620 op->stats.exp = 0; 581 op->stats.exp = 0;
621 op->level = 1; 582 op->level = 1;
622 } 583 }
623 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
624 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
625 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
626 587
627 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
628 pl->contr->link_skills (); 589 pl->contr->link_skills ();
629} 590}
648roll_stat () 609roll_stat ()
649{ 610{
650 int a[4], i, j, k; 611 int a[4], i, j, k;
651 612
652 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
653 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
654 615
655 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
656 if (a[i] < k) 617 if (a[i] < k)
657 k = a[i], j = i; 618 k = a[i], j = i;
658 619
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl) 717 if (tl)
757 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
758 719
759 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
760 INVOKE_PLAYER (LOGIN, ob->contr);
761 721
762 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
763 723
764 if (ob->msg) 724 if (ob->msg)
765 ob->msg = 0; 725 ob->msg = 0;
766 726
767 start_info (ob); 727 start_info (ob);
768 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
769 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
770 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
771 ob->update_stats (); 731 ob->update_stats ();
772 732
773 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
775 */ 735 */
776 if (*first_map_ext_path) 736 if (*first_map_ext_path)
777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
778 else 738 else
779 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
780} 759}
781 760
782void 761void
783player::chargen_race_next () 762player::chargen_race_next ()
784{ 763{
822 rv_vector rv; 801 rv_vector rv;
823 802
824 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
825 { 804 {
826 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
827 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
828 return; 807 return;
829 } 808 }
830 809
831 if (!op->enemy) 810 if (!op->enemy)
832 { 811 {
833 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
834 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
835 return; 814 return;
836 } 815 }
837 816
838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
839 { 818 {
840 op->enemy = NULL; 819 op->enemy = NULL;
841 CLEAR_FLAG (op, FLAG_SCARED); 820 op->clr_flag (FLAG_SCARED);
842 return; 821 return;
843 } 822 }
844 823
845 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
846 825
852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
853 return; 832 return;
854 } 833 }
855 834
856 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
857 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
858 op->enemy = NULL; 837 op->enemy = NULL;
859} 838}
860 839
861/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
862 * It returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
954 * fighting */ 933 * fighting */
955 if (op->contr->mode & PU_INHIBIT) 934 if (op->contr->mode & PU_INHIBIT)
956 return 1; 935 return 1;
957 936
958 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 938 if (tmp->flag [FLAG_UNPAID])
960 continue; 939 continue;
961 940
962 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
964 continue; 943 continue;
965 944
966 /* all food and drink if desired */ 945 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
968 if (op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
971 CHK_PICK_PICKUP; 950 CHK_PICK_PICKUP;
972 continue; 951 continue;
973 } 952 }
974 953
975 if (op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
977 { 956 {
978 CHK_PICK_PICKUP; 957 CHK_PICK_PICKUP;
979 continue; 958 continue;
980 } 959 }
981 960
1019 continue; 998 continue;
1020 } 999 }
1021 1000
1022 /* pick up all magical items */ 1001 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1026 { 1005 {
1027 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
1028 continue; 1007 continue;
1029 } 1008 }
1030 1009
1114 continue; 1093 continue;
1115 } 1094 }
1116 1095
1117 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1120 { 1099 {
1121 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1122 continue; 1101 continue;
1123 } 1102 }
1124 1103
1173} 1152}
1174 1153
1175/* routine for both players and monsters. We call this when 1154/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding 1155 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes 1156 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we 1157 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0. 1158 * return 0.
1180 */ 1159 */
1181static int 1160static int
1182action_makes_visible (object *op) 1161action_makes_visible (object *op)
1183{ 1162{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1163 if (op->invisible && op->flag [FLAG_ALIVE])
1185 { 1164 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1165 if (op->flag [FLAG_MAKE_INVIS])
1187 { 1166 {
1188 // artefact invisibility is permanent, but we still make noise 1167 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance. 1168 // this is important for game-balance.
1190 if (op->contr) 1169 if (op->contr)
1191 op->make_noise (); 1170 op->make_noise ();
1207 return 0; 1186 return 0;
1208} 1187}
1209 1188
1210/* 1189/*
1211 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1212 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1213 * found object is returned. 1192 * found object is returned.
1214 */ 1193 */
1215static object * 1194static object *
1216find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1217{ 1196{
1218 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp); 1199 return splay (tmp);
1221 1200
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type)) 1203 if (object *arrow = find_arrow (tmp, type))
1225 { 1204 {
1226 splay (tmp); 1205 splay (tmp);
1227 return arrow; 1206 return arrow;
1228 } 1207 }
1245 if (!type) 1224 if (!type)
1246 return NULL; 1225 return NULL;
1247 1226
1248 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1249 { 1228 {
1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1251 { 1230 {
1252 i = 0; 1231 i = 0;
1253 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1254 1233
1255 if (i > betterby) 1234 if (i > betterby)
1356 break; 1335 break;
1357 } 1336 }
1358 1337
1359 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1362 break; 1341 break;
1363 } 1342 }
1364 1343
1365 if (!tmp) 1344 if (!tmp)
1366 return find_arrow (op, type); 1345 return find_arrow (op, type);
1370 1349
1371 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1372} 1351}
1373 1352
1374/* 1353/*
1375 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1376 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1377 * op is the object firing the bow. 1356 * op is the object firing the bow.
1378 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1379 * dir is the direction of fire. 1358 * dir is the direction of fire.
1380 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1427 { 1406 {
1428 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1431 else 1410 else
1432 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1433 1412
1434 return 0; 1413 return 0;
1435 } 1414 }
1436 } 1415 }
1437 1416
1486#endif 1465#endif
1487 1466
1488 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1489 1468
1490 /* update the speed */ 1469 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493 1470
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1496 1476
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498 1478
1499 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1500 { 1480 {
1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1522 1502
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1524 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1526 1507
1527 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1528 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1529 1510
1530 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1633 1614
1634 if (item->type == WAND) 1615 if (item->type == WAND)
1635 { 1616 {
1636 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1637 { 1618 {
1638 object *tmp;
1639
1640 if (item->arch) 1619 if (item->arch)
1641 { 1620 {
1642 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1643 item->face = item->arch->face; 1622 item->face = item->arch->face;
1644 item->set_speed (0); 1623 item->set_speed (0);
1645 } 1624 }
1646 1625
1647 if (object *pl = item->visible_to ()) 1626 if (object *pl = item->visible_to ())
1728 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1729 { 1708 {
1730 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1731 break; 1710 break;
1732 1711
1733 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1734 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1735 */ 1714 */
1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1737 break; 1716 break;
1738 } 1717 }
1775 * 1754 *
1776 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1777 * all the others. 1756 * all the others.
1778 */ 1757 */
1779 if (pl->contr->usekeys == key_inventory 1758 if (pl->contr->usekeys == key_inventory
1780 || !QUERY_FLAG (container, FLAG_APPLIED) 1759 || !container->flag [FLAG_APPLIED]
1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1782 { 1761 {
1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1785 return NULL; 1764 return NULL;
1792/* find_key 1771/* find_key
1793 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1797 * pl is the player, 1776 * pl is the player,
1798 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1801 */ 1780 */
1802object * 1781object *
1803find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1907 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op) 1887 && mon != op)
1909 break; 1888 break;
1910 } 1889 }
1911 1890
1912 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1913 return false; /* into a wall */ 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
1914 1917
1915 mon = mon->head_ (); 1918 mon = mon->head_ ();
1916 1919
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
1936 */ 1939 */
1937 if (op->type == PLAYER 1940 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op) 1943 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 { 1945 {
1943 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced) 1947 if (op->contr->braced)
1945 return false; 1948 return false;
1946 1949
1966 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
1967 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
1968 * attack them either. 1971 * attack them either.
1969 */ 1972 */
1970 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1972 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
1973 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
1974 && !on_battleground)) 1977 && !on_battleground))
1975 { 1978 {
1976 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
1992 } 1995 }
1993 } 1996 }
1994 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
1995 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
1996 */ 1999 */
1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 { 2001 {
1999 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
2000 { 2003 {
2001 --op->speed_left; 2004 --op->speed_left;
2002 2005
2011 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
2012 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2013 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2014 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2015 */ 2018 */
2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2018 { 2021 {
2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2020 { 2023 {
2021 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2033} 2036}
2034 2037
2035bool 2038bool
2036move_player (object *op, int dir) 2039move_player (object *op, int dir)
2037{ 2040{
2038 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2039 return 0; 2042 return 0;
2040 2043
2041 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2042 if (dir < 0 || dir >= 9) 2045 if (dir < 0 || dir > 8)
2043 { 2046 {
2044 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2045 return 0; 2048 return 0;
2046 } 2049 }
2047 2050
2048 /* peterm: added following line */ 2051 /* peterm: added following line */
2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2050 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2051 2054
2052 op->facing = dir; 2055 op->facing = dir;
2053 2056
2054 if (op->flag [FLAG_HIDDEN]) 2057 if (op->flag [FLAG_HIDDEN])
2094 * players. 2097 * players.
2095 */ 2098 */
2096bool 2099bool
2097handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2098{ 2101{
2099 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2100 { 2103 {
2101 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2102 { 2105 {
2103 --op->speed_left; 2106 --op->speed_left;
2104 flee_player (op); 2107 flee_player (op);
2123} 2126}
2124 2127
2125static int 2128static int
2126save_life (object *op) 2129save_life (object *op)
2127{ 2130{
2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2129 return 0; 2132 return 0;
2130 2133
2131 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2133 { 2136 {
2134 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2136 2139
2137 tmp->destroy (); 2140 tmp->destroy ();
2138 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2139 2142
2140 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2141 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2142 2145
2143 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2146 op->update_stats (); 2149 op->update_stats ();
2147 return 1; 2150 return 1;
2148 } 2151 }
2149 2152
2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2151 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2152 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2153 return 0; 2156 return 0;
2154} 2157}
2155 2158
2156/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2163{ 2166{
2164 while (op) 2167 while (op)
2165 { 2168 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167 2170
2168 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env); 2172 op->insert_at (env);
2170 else if (op->inv) 2173 else if (op->inv)
2171 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2172 2175
2173 op = next; 2176 op = next;
2184void 2187void
2185do_some_living (object *op) 2188do_some_living (object *op)
2186{ 2189{
2187 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2188 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2189 int over_hp, over_sp, over_grace;
2190 int i;
2191 int rate_hp = 1200; 2192 int rate_hp = 1200;
2192 int rate_sp = 2500; 2193 int rate_sp = 2500;
2193 int rate_grace = 2000; 2194 int rate_grace = 2000;
2194 const int max_hp = 1; 2195 const int max_hp = 1;
2195 const int max_sp = 1; 2196 const int max_sp = 1;
2196 const int max_grace = 1; 2197 const int max_grace = 1;
2197 2198
2199#if 0
2198 if (op->contr->hidden) 2200 if (op->contr->hidden)
2199 { 2201 {
2200 op->invisible = 1000; 2202 op->invisible = 1000;
2201 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2202 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2204 */ 2206 */
2205 if (pticks & 2) 2207 if (server_tick & 2)
2206 op->invisible--; 2208 op->invisible--;
2207 } 2209 }
2210 else
2211#endif
2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2209 { 2213 {
2210 if (!op->invisible--) 2214 if (!op->invisible--)
2211 { 2215 {
2212 make_visible (op); 2216 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2247 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2248 { 2252 {
2249 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2250 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2251 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2252 if (max_grace > 1) 2258 if (max_grace > 1)
2253 { 2259 {
2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2255 if (over_grace > 0) 2262 if (over_grace > 0)
2256 { 2263 {
2257 op->stats.sp += over_grace 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2258 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2259 op->last_grace = 0; 2265 op->last_grace = 0;
2260 } 2266 }
2261 else 2267 else
2262 { 2268 op->last_grace = rate_grace / temp;
2263 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2264 }
2265 } 2269 }
2266 else 2270 else
2267 { 2271 op->last_grace = rate_grace / temp;
2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2269 }
2270 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2271 } 2274 }
2272 2275
2273 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2274 { 2277 {
2280 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2281 { 2284 {
2282 op->stats.sp++; 2285 op->stats.sp++;
2283 2286
2284 /* dms do not consume food */ 2287 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2286 { 2289 {
2287 op->stats.food--; 2290 op->stats.food--;
2288 2291
2289 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2293 } 2296 }
2294 } 2297 }
2295 2298
2296 if (max_sp > 1) 2299 if (max_sp > 1)
2297 { 2300 {
2298 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0) 2302 if (over_sp > 0)
2300 { 2303 {
2301 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2302 { 2305 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2324 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2325 { 2328 {
2326 op->stats.hp++; 2329 op->stats.hp++;
2327 2330
2328 /* dms do not consume food */ 2331 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2330 { 2333 {
2331 op->stats.food--; 2334 op->stats.food--;
2332 2335
2333 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food; 2339 op->stats.food = last_food;
2337 } 2340 }
2338 } 2341 }
2339 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2340 if (max_hp > 1) 2345 if (max_hp > 1)
2341 { 2346 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2343 2348
2344 if (over_hp > 0) 2349 if (over_hp > 0)
2345 { 2350 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0; 2352 op->last_heal = 0;
2348 } 2353 }
2349 else 2354 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2351 } 2356 }
2352 else 2357 else
2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2354 } 2359 }
2355 } 2360 }
2356 2361
2357 /* Digestion */ 2362 /* Digestion */
2358 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2361 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2362 2367
2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2364 2369
2365 /* dms do not consume food */ 2370 /* dms do not consume food */
2366 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2367 op->stats.food--; 2372 op->stats.food--;
2368 } 2373 }
2369 2374
2370 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2371 { 2376 {
2372 object *flesh = 0; 2377 object *flesh = 0;
2373 2378
2374 for_inv_removable (op, tmp) 2379 for_inv_removable (op, tmp)
2375 { 2380 {
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2377 continue; 2382 continue;
2378 2383
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2380 { 2385 {
2381 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2416 op->contr->killer->destroy (); 2421 op->contr->killer->destroy ();
2417 } 2422 }
2418 } 2423 }
2419 2424
2420 /* killer should be set here already */ 2425 /* killer should be set here already */
2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2422 kill_player (op); 2427 kill_player (op);
2423 } 2428 }
2424} 2429}
2425 2430
2426/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2595 2600
2596 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2597 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2598 { 2603 {
2599 lose_this_stat = 0; 2604 lose_this_stat = 0;
2600 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2601 retain the stat. */ 2606 retain the stat. */
2602 } 2607 }
2603 else 2608 else
2604 { 2609 {
2605 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2621 * difference. 2626 * difference.
2622 */ 2627 */
2623 if (this_stat >= -50) 2628 if (this_stat >= -50)
2624 { 2629 {
2625 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2626 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2628 op->update_stats (); 2633 op->update_stats ();
2629 lost_a_stat = 1; 2634 lost_a_stat = 1;
2630 } 2635 }
2631 } 2636 }
2698 if (will_kill_again) 2703 if (will_kill_again)
2699 { 2704 {
2700 object *force; 2705 object *force;
2701 int at; 2706 int at;
2702 2707
2703 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2704 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2705 force->speed = 0.1f;
2706 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2707 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2708 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2709 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2710 force->resist[at] = 100; 2716 force->resist[at] = 100;
2711 2717
2712 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2717} 2723}
2718 2724
2719static void 2725static void
2720loot_object (object *op) 2726loot_object (object *op)
2721{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2722 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2723 2729
2724 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2725 2731
2726 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2727 { 2733 {
2734 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2735 2741
2736 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2737 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2738 2744
2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2740 { 2746 {
2741 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2742 { 2748 {
2743 tmp->decrease (rndm (1, tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2744 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2759void 2765void
2760fix_weight () 2766fix_weight ()
2761{ 2767{
2762 for_all_players (pl) 2768 for_all_players (pl)
2763 { 2769 {
2764 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2765 2771
2766 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2767 2773
2768 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2769 { 2775 {
2834} 2840}
2835 2841
2836int 2842int
2837is_true_undead (object *op) 2843is_true_undead (object *op)
2838{ 2844{
2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
2840 return 1; 2846 return 1;
2841 2847
2842 return 0; 2848 return 0;
2843} 2849}
2844 2850
2942 2948
2943 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
2944 player = 1; 2950 player = 1;
2945 2951
2946 else 2952 else
2947 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
2948 2954
2949 /* search adjacent squares */ 2955 /* search adjacent squares */
2950 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
2951 { 2957 {
2952 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
2961 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2962 continue; 2968 continue;
2963 2969
2964 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2965 { 2971 {
2966 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2967 return 1; 2973 return 1;
2968 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
2969 {
2970 /*don't let a hidden DM prevent you from hiding */
2971 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2972 return 1; 2975 return 1;
2973 }
2974 } 2976 }
2975 } 2977 }
2976 return 0; 2978 return 0;
2977} 2979}
2978 2980
2979/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2980 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2981 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
2982 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2983 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2984 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2985 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2986 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2987 * imply the way your head, or body is facing? It's possible 2989 * imply the way your head, or body is facing? It's possible
2988 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
2989 * -b.t. 2991 * -b.t.
2990 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2991 */ 2993 */
2992int 2994int
2993player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2994{ 2996{
3008 3010
3009 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3010 3012
3011 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3012 * through the object and find if it has any 3014 * through the object and find if it has any
3013 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
3014 * a blocked los square. 3016 * a blocked los square.
3015 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3016 */ 3018 */
3017 while (op) 3019 while (op)
3018 { 3020 {
3045 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3046 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3047 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3048 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3049 { 3051 {
3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3051 { 3053 {
3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3053 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3056 { 3058 {
3057 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3209 else 3211 else
3210 j = 1; 3212 j = 1;
3211 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3212 } 3214 }
3213 } 3215 }
3216
3214 strcat (buf, "."); 3217 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 } 3219 }
3217 3220
3218 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3219 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3220 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3221 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3222 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3224 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3225 3228
3226 /* print message if there is one */ 3229 /* print message if there is one */
3227 if (item->msg != NULL) 3230 if (item->msg != NULL)
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 } 3232 }
3271{ 3274{
3272 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color); 3276 statusmsg (msg, color);
3274} 3277}
3275 3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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