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Comparing deliantra/server/server/player.C (file contents):
Revision 1.226 by root, Thu Jan 1 20:49:48 2009 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
25
26//+GPL
27
28#include <algorithm>
29#include <functional>
23 30
24#include <global.h> 31#include <global.h>
25#include <sproto.h> 32#include <sproto.h>
26#include <sounds.h> 33#include <sounds.h>
27#include <living.h> 34#include <living.h>
28#include <object.h> 35#include <object.h>
29#include <spells.h> 36#include <spells.h>
30#include <skills.h> 37#include <skills.h>
31 38
32#include <algorithm>
33#include <functional>
34
35playervec players; 39playervec players;
36
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152}
153 40
154/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
155static void 42static void
156set_first_map (object *op) 43set_first_map (object *op)
157{ 44{
168 55
169 players.insert (this); 56 players.insert (this);
170 ob->remove (); 57 ob->remove ();
171 ob->map = 0; 58 ob->map = 0;
172 ob->activate_recursive (); 59 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
174 add_friendly_object (ob); 61 add_friendly_object (ob);
175} 62}
176 63
177void 64void
178player::deactivate () 65player::deactivate ()
190 ob->remove (); 77 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0; 79 ob->map = 0;
193 party = 0; 80 party = 0;
194 81
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this); 82 players.erase (this);
198} 83}
199 84
200// connect the player with a specific client 85// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
221 ob->race = ob->arch->race; 106 ob->race = ob->arch->race;
222 107
223 ob->update_weight (); 108 ob->update_weight ();
224 link_skills (); 109 link_skills ();
225 110
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name); 111 assign (title, ob->arch->object::name);
229 112
230 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
232 { 115 {
233 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
234 117
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
244 127
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246 129
247 esrv_new_player (this); 130 esrv_new_player (this);
248 131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
249 ob->update_stats (); 137 ob->update_stats ();
250 138
251 ns->floorbox_update (); 139 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
254 142
255 activate (); 143 activate ();
256 144
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
263} 147}
264 148
265void 149void
281 ns->reset_stats (); 165 ns->reset_stats ();
282 ns->pl = 0; 166 ns->pl = 0;
283 ns = 0; 167 ns = 0;
284 } 168 }
285 169
286 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
287 173
288 deactivate (); 174 deactivate ();
289} 175}
176
177//-GPL
290 178
291// the need for this function can be explained 179// the need for this function can be explained
292// by load_object not returning the object 180// by load_object not returning the object
293void 181void
294player::set_object (object *op) 182player::set_object (object *op)
295{ 183{
296 ob = observe = op; 184 ob = observe = viewpoint = op;
297 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
298 186
299 ob->speed = 1.0f; 187 ob->speed = 1.0f; // object still inactive, keep it that way
300 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
301 189
302 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330} 191}
331 192
332void 193void
333player::set_observe (object *op) 194player::set_observe (object *op)
334{ 195{
335 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
336 do_los = 1; 197 do_los = 1;
337} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
338 208
339player::player () 209player::player ()
340{ 210{
341 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 212 * we deal with that below this point.
365 235
366 attachable::do_destroy (); 236 attachable::do_destroy ();
367 237
368 if (ob) 238 if (ob)
369 { 239 {
370 ob->destroy_inv (false); 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
371 ob->destroy (); 243 ob->destroy ();
372 } 244 }
373 245
374 ob = observe = 0; 246 ob = observe = viewpoint = 0;
375} 247}
376 248
377player::~player () 249player::~player ()
378{ 250{
379 /* Clear item stack */ 251 /* Clear item stack */
380 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
381} 281}
382 282
383/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
385 * mode. 285 * mode.
387player * 287player *
388player::create () 288player::create ()
389{ 289{
390 player *pl = new player; 290 player *pl = new player;
391 291
392 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
393 293
394 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
397 297
398 set_first_map (pl->ob); 298 set_first_map (pl->ob);
399 299
400 return pl; 300 return pl;
401}
402
403/*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408archetype *
409get_player_archetype (archetype *at)
410{
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429} 301}
430 302
431object * 303object *
432get_nearest_player (object *mon) 304get_nearest_player (object *mon)
433{ 305{
461#endif 333#endif
462 return op; 334 return op;
463} 335}
464 336
465/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
466 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
467 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
468 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
469 * the deviation is 341 * the deviation is
470 */ 342 */
471#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
507 */ 379 */
508int 380int
509path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 382{
511 rv_vector rv; 383 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
514 maptile *m, *lastmap;
515 385
516 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
517 387
518 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
519 return 0; 389 return 0;
520 390
521 x = mon->x; 391 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 392 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527 395
528 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
529 if (diff > max) 397 if (diff > max)
530 return 0; 398 return 0;
531 399
532 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
533 { 401 {
534 lastx = x; 402 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 403
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 405
543 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
545 && (m == mon->map && blocked_link (mon, m, x, y)))) 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
546 { 410 {
547 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
549 */ 413 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 415 if (rv.direction != dir)
552 { 416 {
553 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 418 * the values so it will try again.
555 */ 419 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 420 pos = lastpos;
559 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
560 } 422 }
561 else 423 else
562 { 424 {
563 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
564 * either the left or right. 426 * either the left or right.
565 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth 431 * stepping back and forth
570 */ 432 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 434 {
573 if (i == 0) 435 if (i == 0)
574 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
575 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 439 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
581 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 446 * the last direction the creature has successfully
584 * moved. 447 * moved.
585 */ 448 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 449 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
592 continue; 453 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 458 continue;
596 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 461 continue;
598 462
599 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 464 break;
601 } 465 }
466
602 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
604 */ 469 */
605 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
606 return 0; 471 return 0;
472
607 diff--; 473 diff--;
608 lastdir = dir; 474 lastdir = dir;
609 max--; 475 max--;
610 if (!firstdir) 476 if (!firstdir)
611 firstdir = dir + i; 477 firstdir = dir + i;
615 { 481 {
616 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
617 diff--; 483 diff--;
618 max--; 484 max--;
619 lastdir = dir; 485 lastdir = dir;
486
620 if (!firstdir) 487 if (!firstdir)
621 firstdir = dir; 488 firstdir = dir;
622 } 489 }
623 490
624 if (diff <= 1) 491 if (diff <= 1)
625 { 492 {
626 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 494 * headed toward player for entire distance.
628 */ 495 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 498 }
632 499
633 if (diff > max) 500 if (diff > max)
634 return 0; 501 return 0;
650 for (object *next, *op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
651 { 518 {
652 next = op->below; 519 next = op->below;
653 520
654 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
656 */ 523 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
658 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
659 526
660 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 528 * by this player due to race restrictions
662 */ 529 */
663 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
664 { 531 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 532 if ((!pl->flag [FLAG_USE_ARMOUR]
666 && 533 &&
667 (op->type == ARMOUR || op->type == BOOTS 534 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET 535 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES 536 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE)) 537 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 539 {
673 op->destroy (); 540 op->destroy ();
674 continue; 541 continue;
675 } 542 }
676 } 543 }
677 544
678 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 548 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
685 { 550 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 553 {
694 op->destroy (); 554 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
696 continue;
697 } 556 }
698 557
699 if (op->nrof > 1) 558 if (op->nrof > 1)
700 op->nrof = 1; 559 op->nrof = 1;
701 } 560 }
702 561
703 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
705 564
706 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 567 * merged properly.
709 */ 568 */
710 if (need_identify (op)) 569 if (op->need_identify ())
711 { 570 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 571 op->set_flag (FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 572 op->clr_flag (FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 573 op->clr_flag (FLAG_DAMNED);
715 } 574 }
716 575
717 if (op->type == SPELL) 576 if (op->type == SPELL)
718 { 577 {
719 op->destroy (); 578 op->destroy ();
720 continue; 579 continue;
721 } 580 }
722 else if (op->type == SKILL) 581 else if (op->type == SKILL)
723 { 582 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0; 584 op->stats.exp = 0;
726 op->level = 1; 585 op->level = 1;
727 } 586 }
728 else /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
731 590
732 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
733 pl->contr->link_skills (); 592 pl->contr->link_skills ();
734} 593}
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 608}
750 609
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 611static int
753roll_stat (void) 612roll_stat ()
754{ 613{
755 int a[4], i, j, k; 614 int a[4], i, j, k;
756 615
757 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
759 618
760 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 620 if (a[i] < k)
762 k = a[i], j = i; 621 k = a[i], j = i;
763 622
855player::chargen_race_done () 714player::chargen_race_done ()
856{ 715{
857 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
858 esrv_new_player (ob->contr); 717 esrv_new_player (ob->contr);
859 718
860 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
861 if (tl) 720 if (tl)
862 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
863 722
864 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr);
866 724
867 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
868 726
869 if (ob->msg) 727 if (ob->msg)
870 ob->msg = 0; 728 ob->msg = 0;
871 729
872 start_info (ob); 730 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
875 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
876 ob->update_stats (); 734 ob->update_stats ();
877 735
878 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
880 */ 738 */
881 if (*first_map_ext_path) 739 if (*first_map_ext_path)
882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
883 else 741 else
884 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
885} 762}
886 763
887void 764void
888player::chargen_race_next () 765player::chargen_race_next ()
889{ 766{
918 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0; 797 ob->stats.grace = 0;
921} 798}
922 799
923void 800static void
924flee_player (object *op) 801flee_player (object *op)
925{ 802{
926 int dir, diff; 803 int dir, diff;
927 rv_vector rv; 804 rv_vector rv;
928 805
929 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
930 { 807 {
931 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
933 return; 810 return;
934 } 811 }
935 812
936 if (!op->enemy) 813 if (!op->enemy)
937 { 814 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
940 return; 817 return;
941 } 818 }
942 819
943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944 { 821 {
945 op->enemy = NULL; 822 op->enemy = NULL;
946 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
947 return; 824 return;
948 } 825 }
949 826
950 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
951 828
952 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
954 { 831 {
955 int m = 1 - rndm (2) * 2; 832 int m = 1 - rndm (2) * 2;
956 833
957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
958 return; 835 return;
959 } 836 }
960 837
961 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
963 op->enemy = NULL; 840 op->enemy = NULL;
964} 841}
965 842
966/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* check_pick sees if there is stuff to be picked up/picks up stuff.
967 * It returns 1 if the player should keep on moving, 0 if he should 844 * It returns 1 if the player should keep on moving, 0 if he should
972{ 849{
973 object *tmp, *next; 850 object *tmp, *next;
974 int stop = 0; 851 int stop = 0;
975 int wvratio; 852 int wvratio;
976 853
977 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
978 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
979 return 1; 856 return 1;
980 857
981 next = op->below; 858 next = op->below;
982 859
983 int cnt = MAX_ITEM_PER_DROP; 860 int cnt = MAX_ITEM_PER_ACTION;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985 862
986 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
987 * destroyed */ 864 * destroyed */
988 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1014 if (op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
1015 { 892 {
1016 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
1017 const char *str = tmp->name 894 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d", 895 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) 896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d", 897 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1022 899
1023 new_draw_info (NDI_UNIQUE, 0, op, str); 900 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 } 901 }
1025 902
1026 if (op->contr->mode & PU_INHIBIT) 903 if (op->contr->mode & PU_INHIBIT)
1059 * fighting */ 936 * fighting */
1060 if (op->contr->mode & PU_INHIBIT) 937 if (op->contr->mode & PU_INHIBIT)
1061 return 1; 938 return 1;
1062 939
1063 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 941 if (tmp->flag [FLAG_UNPAID])
1065 continue; 942 continue;
1066 943
1067 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
1069 continue; 946 continue;
1070 947
1071 /* all food and drink if desired */ 948 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
1073 if (op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
1076 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
1077 continue; 954 continue;
1078 } 955 }
1079 956
1080 if (op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1082 { 959 {
1083 CHK_PICK_PICKUP; 960 CHK_PICK_PICKUP;
1084 continue; 961 continue;
1085 } 962 }
1086 963
1113 continue; 990 continue;
1114 } 991 }
1115 992
1116 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
1119 { 999 {
1120 CHK_PICK_PICKUP; 1000 CHK_PICK_PICKUP;
1121 continue; 1001 continue;
1122 } 1002 }
1123 1003
1124 /* pick up all magical items */ 1004 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1127 { 1008 {
1128 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1129 continue; 1010 continue;
1130 } 1011 }
1131 1012
1138 } 1019 }
1139 } 1020 }
1140 1021
1141 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1142 if (op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET) 1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1144 { 1028 {
1145 CHK_PICK_PICKUP; 1029 CHK_PICK_PICKUP;
1146 continue; 1030 continue;
1147 } 1031 }
1148 1032
1197 CHK_PICK_PICKUP; 1081 CHK_PICK_PICKUP;
1198 continue; 1082 continue;
1199 } 1083 }
1200 1084
1201 if (op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1203 { 1087 {
1204 CHK_PICK_PICKUP; 1088 CHK_PICK_PICKUP;
1205 continue; 1089 continue;
1206 } 1090 }
1207 1091
1212 continue; 1096 continue;
1213 } 1097 }
1214 1098
1215 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1218 { 1102 {
1219 CHK_PICK_PICKUP; 1103 CHK_PICK_PICKUP;
1220 continue; 1104 continue;
1221 } 1105 }
1222 1106
1257 fprintf (stderr, "%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1258 } 1142 }
1259 else 1143 else
1260 fprintf (stderr, "%s", tmp->arch->archname); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1261 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1263#endif 1147#endif
1264 CHK_PICK_PICKUP; 1148 CHK_PICK_PICKUP;
1265 continue; 1149 continue;
1266 } 1150 }
1267 } /* the new pickup model */ 1151 } /* the new pickup model */
1268 } 1152 }
1269 1153
1270 return !stop; 1154 return !stop;
1271} 1155}
1272 1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1190}
1191
1273/* 1192/*
1274 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1275 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1276 * found object is returned. 1195 * found object is returned.
1277 */ 1196 */
1278object * 1197static object *
1279find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1280{ 1199{
1281 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp); 1202 return splay (tmp);
1284 1203
1285 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1287 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1288 { 1207 {
1289 splay (tmp); 1208 splay (tmp);
1290 return arrow; 1209 return arrow;
1291 } 1210 }
1297 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1298 * against the target. A full test is not performed, simply a basic test 1217 * against the target. A full test is not performed, simply a basic test
1299 * of resistances. The archer is making a quick guess at what he sees down 1218 * of resistances. The archer is making a quick guess at what he sees down
1300 * the hall. Failing that it does it's best to pick the highest plus arrow. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1301 */ 1220 */
1302object * 1221static object *
1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1304{ 1223{
1305 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1306 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1307 1226
1308 if (!type) 1227 if (!type)
1309 return NULL; 1228 return NULL;
1310 1229
1311 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1312 { 1231 {
1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1314 { 1233 {
1315 i = 0; 1234 i = 0;
1316 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1317 1236
1318 if (i > betterby) 1237 if (i > betterby)
1376 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1377 * op = the shooter 1296 * op = the shooter
1378 * type = bow->race 1297 * type = bow->race
1379 * dir = fire direction 1298 * dir = fire direction
1380 */ 1299 */
1381object * 1300static object *
1382pick_arrow_target (object *op, shstr_cmp type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1383{ 1302{
1384 object *tmp = NULL; 1303 object *tmp = NULL;
1385 maptile *m; 1304 maptile *m;
1386 int i, mflags, found, number; 1305 int i, mflags, found, number;
1399 y = op->y; 1318 y = op->y;
1400 1319
1401 /* find the first target */ 1320 /* find the first target */
1402 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1403 { 1322 {
1404 x += freearr_x[dir]; 1323 x += DIRX (dir);
1405 y += freearr_y[dir]; 1324 y += DIRY (dir);
1406 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407 1326
1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1409 { 1328 {
1410 tmp = 0; 1329 tmp = 0;
1419 break; 1338 break;
1420 } 1339 }
1421 1340
1422 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1424 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1425 break; 1344 break;
1426 } 1345 }
1427 1346
1428 if (!tmp) 1347 if (!tmp)
1429 return find_arrow (op, type); 1348 return find_arrow (op, type);
1433 1352
1434 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1435} 1354}
1436 1355
1437/* 1356/*
1438 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1439 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1440 * op is the object firing the bow. 1359 * op is the object firing the bow.
1441 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1442 * dir is the direction of fire. 1361 * dir is the direction of fire.
1443 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1474 return 0; 1393 return 0;
1475 } 1394 }
1476 1395
1477 // optimisation: move object to top so we will find it quickly again 1396 // optimisation: move object to top so we will find it quickly again
1478 if (bow->below) 1397 splay (bow);
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1483 } 1398 }
1484 1399
1485 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1486 { 1401 {
1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1494 { 1409 {
1495 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1496 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1497 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1498 else 1413 else
1499 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1500 1415
1501 return 0; 1416 return 0;
1502 } 1417 }
1503 } 1418 }
1504 1419
1533 arrow->direction = dir; 1448 arrow->direction = dir;
1534 1449
1535 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1536 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1537 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1538 1453 arrow->custom_name = arrow->slaying;
1539 if (arrow->slaying)
1540 arrow->spellarg = strdup (arrow->slaying);
1541 1454
1542#if 0 1455#if 0
1543 if (player *pl = op->contr) 1456 if (player *pl = op->contr)
1544 { 1457 {
1545 float speed = pl->weapon_sp; 1458 float speed = pl->weapon_sp;
1555#endif 1468#endif
1556 1469
1557 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1558 1471
1559 /* update the speed */ 1472 /* update the speed */
1560 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1561 + bow->stats.dam / 7.f;
1562 1473
1563 arrow->set_speed (max (arrow->speed, 2.f));
1564 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1565 1479
1566 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1567 1481
1568 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1569 { 1483 {
1590 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1591 1505
1592 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1593 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1594 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1595 1510
1596 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1597 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1598 1513
1599 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1607 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1608 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1609 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1610 * hence the function name. 1525 * hence the function name.
1611 */ 1526 */
1612int 1527static int
1613player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1614{ 1529{
1615 int ret; 1530 int ret;
1616 1531
1617 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1625 } 1540 }
1626 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1627 { 1542 {
1628 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);
1629 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1631 } 1546 }
1632 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1633 { 1548 {
1634 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1635 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1645} 1560}
1646 1561
1647/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1648 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1649 */ 1564 */
1650void 1565static void
1651fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1652{ 1567{
1653 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1654 1569
1655 if (!item) 1570 if (!item)
1662 { 1577 {
1663 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1664 return; 1579 return;
1665 } 1580 }
1666 1581
1667 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1668 return; 1583 return;
1669 1584
1670 if (item->type == WAND) 1585 if (item->type == WAND)
1671 { 1586 {
1672 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1677 return; 1592 return;
1678 } 1593 }
1679 } 1594 }
1680 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1681 { 1596 {
1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1683 1598
1684 // using the maximum of the rods charge allows at least one spell cast 1599 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods. 1600 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1687 { 1602 {
1688 op->contr->play_sound (sound_find ("wand_poof")); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1689 1604
1690 if (item->type == ROD) 1605 if (item->type == ROD)
1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1702 1617
1703 if (item->type == WAND) 1618 if (item->type == WAND)
1704 { 1619 {
1705 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1706 { 1621 {
1707 object *tmp;
1708
1709 if (item->arch) 1622 if (item->arch)
1710 { 1623 {
1711 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1712 item->face = item->arch->face; 1625 item->face = item->arch->face;
1713 item->set_speed (0); 1626 item->set_speed (0);
1714 } 1627 }
1715 1628
1716 if (object *pl = item->visible_to ()) 1629 if (object *pl = item->visible_to ())
1723} 1636}
1724 1637
1725/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1726 */ 1639 */
1727bool 1640bool
1728fire (object *op, int dir) 1641fire (object *who, int dir)
1729{ 1642{
1730 int spellcost = 0; 1643 int spellcost = 0;
1731 1644
1732 player *pl = op->contr; 1645 player *pl = who->contr;
1733 1646
1734 if (pl->golem) 1647 if (pl->golem)
1735 { 1648 {
1736 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1737 return false; 1650 return false;
1738 } 1651 }
1739 1652
1740 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1741 1654
1742 if (!ob) 1655 if (!ob)
1743 return false; 1656 return false;
1744 1657
1745 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1746 --op->speed_left; 1659 --who->speed_left;
1747 else 1660 else
1748 return false; 1661 return false;
1749 1662
1750 if (!op->change_weapon (ob)) 1663 if (!who->apply (ob))
1751 return false; 1664 return false;
1752 1665
1753 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1754 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1755 make_visible (op); 1668 make_visible (who);
1756 1669
1757 switch (ob->type) 1670 switch (ob->type)
1758 { 1671 {
1759 case BOW: 1672 case BOW:
1760 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1761 break; 1674 break;
1762 1675
1763 case SPELL: 1676 case SPELL:
1764 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1765 break; 1678 break;
1766 1679
1767 case BUILDER: 1680 case BUILDER:
1768 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1769 break; 1682 break;
1770 1683
1771 case SKILL: 1684 case SKILL:
1772 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1773 break; 1686 break;
1774 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1775 default: 1692 default:
1776 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1777 break; 1694 break;
1778 } 1695 }
1779 1696
1780 return true; 1697 return true;
1781} 1698}
1782 1699
1783/* find_key 1700static object *
1784 * We try to find a key for the door as passed. If we find a key
1785 * and successfully use it, we return the key, otherwise NULL
1786 * This function merges both normal and locked door, since the logic
1787 * for both is the same - just the specific key is different.
1788 * pl is the player,
1789 * inv is the objects inventory to searched
1790 * door is the door we are trying to match against.
1791 * This function can be called recursively to search containers.
1792 */
1793object *
1794find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1795{ 1702{
1796 object *tmp, *key; 1703 object *tmp, *key;
1797 1704
1798 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1799 if (!container->inv) 1706 if (!container->inv)
1802 /* First, lets try to find a key in the top level inventory */ 1709 /* First, lets try to find a key in the top level inventory */
1803 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1804 { 1711 {
1805 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1806 break; 1713 break;
1714
1807 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1808 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1809 */ 1717 */
1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1811 break; 1719 break;
1812 } 1720 }
1817 * a key, return 1725 * a key, return
1818 */ 1726 */
1819 if (!tmp) 1727 if (!tmp)
1820 { 1728 {
1821 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1822 {
1823 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1824 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1825 {
1826 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1827 return key; 1733 return key;
1828 }
1829 }
1830 1734
1831 if (!tmp) 1735 if (!tmp)
1832 return NULL; 1736 return 0;
1833 } 1737 }
1834 1738
1835 /* We get down here if we have found a key. Now if its in a container, 1739 /* We get down here if we have found a key. Now if its in a container,
1836 * see if we actually want to use it 1740 * see if we actually want to use it
1837 */ 1741 */
1838 if (pl != container) 1742 if (pl != container)
1839 { 1743 {
1840 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1841 if (!pl->contr) 1745 if (!pl->contr)
1842 return NULL; 1746 return 0;
1747
1843 /* cases where this fails: 1748 /* cases where this fails:
1844 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1845 * are not in the players inventory. 1750 * are not in the players inventory.
1846 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1847 * containers can be used. 1752 * containers can be used.
1851 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1852 * 1757 *
1853 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1854 * all the others. 1759 * all the others.
1855 */ 1760 */
1856 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1857 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1859 { 1764 {
1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1862 return NULL; 1767 return NULL;
1863 } 1768 }
1864 } 1769 }
1865 1770
1866 return tmp; 1771 return tmp;
1772}
1773
1774/* find_key
1775 * We try to find a key for the door as passed. If we find a key
1776 * and successfully use it, we return the key, otherwise NULL
1777 * This function merges both normal and locked door, since the logic
1778 * for both is the same - just the specific key is different.
1779 * pl is the player,
1780 * inv is the objects inventory to searched
1781 * door is the door we are trying to match against.
1782 * This function can be called recursively to search containers.
1783 */
1784object *
1785find_key (object *pl, object *container, object *door)
1786{
1787 if (door->slaying && is_match_expr (door->slaying))
1788 {
1789 // for match expressions, we try to find the key by applying the match
1790 // to the op itself, which is supposed to find the "key", instead
1791 // of searching through containers ourselves.
1792
1793 return match_one (door->slaying, container, door, pl, pl);
1794 }
1795 else
1796 return find_key_ (pl, container, door);
1867} 1797}
1868 1798
1869/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1870 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1871 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1921 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
1922 */ 1852 */
1923bool 1853bool
1924move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
1925{ 1855{
1926 int on_battleground; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1857 {
1858 --op->speed_left;
1859 return true;
1860 }
1927 1861
1928 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
1929 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
1930
1931 on_battleground = op_on_battleground (op, 0, 0);
1932 1864
1933 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1934 return false; 1866 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
1941 1867
1942 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
1943 * map, attack it. Note order of if statement is important - don't 1869 * map, attack it. Note order of if statement is important - don't
1944 * want to be calling move_ob if braced, because move_ob will move the 1870 * want to be calling move_ob if braced, because move_ob will move the
1945 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
1963 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
1964 && mon != op) 1890 && mon != op)
1965 break; 1891 break;
1966 } 1892 }
1967 1893
1968 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
1969 return false; /* into a wall */ 1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1970 1920
1971 mon = mon->head_ (); 1921 mon = mon->head_ ();
1972 1922
1973 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1974 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
1992 */ 1942 */
1993 if (op->type == PLAYER 1943 if (op->type == PLAYER
1994 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
1995 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
1996 || mon->owner == op) 1946 || mon->owner == op)
1997 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1998 { 1948 {
1999 /* If we're braced, we don't want to switch places with it */ 1949 /* If we're braced, we don't want to switch places with it */
2000 if (op->contr->braced) 1950 if (op->contr->braced)
2001 return false; 1951 return false;
2002 1952
2013 return true; 1963 return true;
2014 } 1964 }
2015 else 1965 else
2016 return false; 1966 return false;
2017 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
2018 1970
2019 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2020 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2021 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2022 * attack them either. 1974 * attack them either.
2023 */ 1975 */
2024 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
2025 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2026 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
2027 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2028 && !on_battleground)) 1980 && !on_battleground))
2029 { 1981 {
2030 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
2046 } 1998 }
2047 } 1999 }
2048 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2049 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2050 */ 2002 */
2051 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2052 { 2004 {
2053 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
2054 { 2006 {
2055 --op->speed_left; 2007 --op->speed_left;
2056 2008
2065 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
2066 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2067 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2068 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2069 */ 2021 */
2070 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2071 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2072 { 2024 {
2073 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2074 { 2026 {
2075 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
2087} 2039}
2088 2040
2089bool 2041bool
2090move_player (object *op, int dir) 2042move_player (object *op, int dir)
2091{ 2043{
2092 int pick;
2093
2094 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2095 return 0; 2045 return 0;
2096 2046
2097 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2098 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2099 { 2049 {
2100 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2101 return 0; 2051 return 0;
2102 } 2052 }
2103 2053
2104 /* peterm: added following line */ 2054 /* peterm: added following line */
2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2106 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2107 2057
2108 op->facing = dir; 2058 op->facing = dir;
2109 2059
2110 if (op->flag [FLAG_HIDDEN]) 2060 if (op->flag [FLAG_HIDDEN])
2111 do_hidden_move (op); 2061 do_hidden_move (op);
2112 2062
2113 bool retval; 2063 bool retval;
2064 int pick = 0;
2114 2065
2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2116 retval = RESULT_INT (0); 2067 retval = RESULT_INT (0);
2117 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2118 retval = fire (op, dir); 2069 retval = fire (op, dir);
2149 * players. 2100 * players.
2150 */ 2101 */
2151bool 2102bool
2152handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2153{ 2104{
2154 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2155 { 2106 {
2156 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2157 { 2108 {
2158 --op->speed_left; 2109 --op->speed_left;
2159 flee_player (op); 2110 flee_player (op);
2175 return move_player (op, op->direction); 2126 return move_player (op, op->direction);
2176 2127
2177 return false; 2128 return false;
2178} 2129}
2179 2130
2180int 2131static int
2181save_life (object *op) 2132save_life (object *op)
2182{ 2133{
2183 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2184 return 0; 2135 return 0;
2185 2136
2186 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2188 { 2139 {
2189 op->play_sound (sound_find ("ob_evaporate")); 2140 op->play_sound (sound_find ("ob_evaporate"));
2190 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2191 2142
2192 tmp->destroy (); 2143 tmp->destroy ();
2193 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2194 2145
2195 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2196 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2197 2148
2198 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2199 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2200 2151
2201 op->update_stats (); 2152 op->update_stats ();
2202 return 1; 2153 return 1;
2203 } 2154 }
2204 2155
2205 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2206 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2207 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2208 return 0; 2159 return 0;
2209} 2160}
2210 2161
2211/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2218{ 2169{
2219 while (op) 2170 while (op)
2220 { 2171 {
2221 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2222 2173
2223 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2224 op->insert_at (env); 2175 op->insert_at (env);
2225 else if (op->inv) 2176 else if (op->inv)
2226 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2227 2178
2228 op = next; 2179 op = next;
2234{ 2185{
2235 if (!flag [FLAG_REMOVED]) 2186 if (!flag [FLAG_REMOVED])
2236 ::drop_unpaid_items (inv, this); 2187 ::drop_unpaid_items (inv, this);
2237} 2188}
2238 2189
2239/*
2240 * Returns pointer a static string containing gravestone text
2241 * Moved from apply.c to player.c - player.c is what
2242 * actually uses this function. player.c may not be quite the
2243 * best, a misc file for object actions is probably better,
2244 * but there isn't one in the server directory.
2245 */
2246const char *
2247gravestone_text (object *op)
2248{
2249 static dynbuf_text buf;
2250
2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2254 if (op->type == PLAYER)
2255 buf << " the " << op->contr->title;
2256
2257 buf << "\n\n";
2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2263 if (op->type == PLAYER)
2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2265
2266 {
2267 static char buf2[128];
2268 time_t now = time (NULL);
2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2270 buf << buf2;
2271 }
2272
2273 return buf;
2274}
2275
2276void 2190void
2277do_some_living (object *op) 2191do_some_living (object *op)
2278{ 2192{
2279 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2280 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2281 int over_hp, over_sp, over_grace;
2282 int i;
2283 int rate_hp = 1200; 2195 int rate_hp = 1200;
2284 int rate_sp = 2500; 2196 int rate_sp = 2500;
2285 int rate_grace = 2000; 2197 int rate_grace = 2000;
2286 const int max_hp = 1; 2198 const int max_hp = 1;
2287 const int max_sp = 1; 2199 const int max_sp = 1;
2288 const int max_grace = 1; 2200 const int max_grace = 1;
2289 2201
2202#if 0
2290 if (op->contr->hidden) 2203 if (op->contr->hidden)
2291 { 2204 {
2292 op->invisible = 1000; 2205 op->invisible = 1000;
2293 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2294 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2296 */ 2209 */
2297 if (pticks & 2) 2210 if (server_tick & 2)
2298 op->invisible--; 2211 op->invisible--;
2299 } 2212 }
2213 else
2214#endif
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2301 { 2216 {
2302 if (!op->invisible--) 2217 if (!op->invisible--)
2303 { 2218 {
2304 make_visible (op); 2219 make_visible (op);
2305 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2339 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2340 { 2255 {
2341 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2342 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2343 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2344 if (max_grace > 1) 2261 if (max_grace > 1)
2345 { 2262 {
2346 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2347 if (over_grace > 0) 2265 if (over_grace > 0)
2348 { 2266 {
2349 op->stats.sp += over_grace 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2350 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2351 op->last_grace = 0; 2268 op->last_grace = 0;
2352 } 2269 }
2353 else 2270 else
2354 { 2271 op->last_grace = rate_grace / temp;
2355 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2356 }
2357 } 2272 }
2358 else 2273 else
2359 { 2274 op->last_grace = rate_grace / temp;
2360 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2361 }
2362 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2363 } 2277 }
2364 2278
2365 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2366 { 2280 {
2372 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2373 { 2287 {
2374 op->stats.sp++; 2288 op->stats.sp++;
2375 2289
2376 /* dms do not consume food */ 2290 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2378 { 2292 {
2379 op->stats.food--; 2293 op->stats.food--;
2380 2294
2381 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2382 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2385 } 2299 }
2386 } 2300 }
2387 2301
2388 if (max_sp > 1) 2302 if (max_sp > 1)
2389 { 2303 {
2390 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2391 if (over_sp > 0) 2305 if (over_sp > 0)
2392 { 2306 {
2393 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2394 { 2308 {
2395 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2416 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2417 { 2331 {
2418 op->stats.hp++; 2332 op->stats.hp++;
2419 2333
2420 /* dms do not consume food */ 2334 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2422 { 2336 {
2423 op->stats.food--; 2337 op->stats.food--;
2424 2338
2425 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2427 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food = last_food; 2342 op->stats.food = last_food;
2429 } 2343 }
2430 } 2344 }
2431 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2432 if (max_hp > 1) 2348 if (max_hp > 1)
2433 { 2349 {
2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2435 2351
2436 if (over_hp > 0) 2352 if (over_hp > 0)
2437 { 2353 {
2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2439 op->last_heal = 0; 2355 op->last_heal = 0;
2440 } 2356 }
2441 else 2357 else
2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2443 } 2359 }
2444 else 2360 else
2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2446 } 2362 }
2447 } 2363 }
2448 2364
2449 /* Digestion */ 2365 /* Digestion */
2450 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2453 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2454 2370
2455 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2456 2372
2457 /* dms do not consume food */ 2373 /* dms do not consume food */
2458 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2459 op->stats.food--; 2375 op->stats.food--;
2460 } 2376 }
2461 2377
2462 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2463 { 2379 {
2464 object *flesh = 0; 2380 object *flesh = 0;
2465 2381
2466 for_inv_removable (op, tmp) 2382 for_inv_removable (op, tmp)
2467 { 2383 {
2468 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2469 continue; 2385 continue;
2470 2386
2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2472 { 2388 {
2473 op->statusmsg ("You blindly grab for a bite of food. " 2389 op->statusmsg ("You blindly grab for a bite of food. "
2474 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2475 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2476 2392
2477 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2478 break; 2394 break;
2479 } 2395 }
2480 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2486 */ 2402 */
2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2488 { 2404 {
2489 op->statusmsg ("You blindly grab for a bite of food. " 2405 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2491 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2492 } 2408 }
2493 2409
2494 // If player is still starving, alert him! 2410 // If player is still starving, alert him!
2495 if (op->stats.food < 0) 2411 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! " 2412 op->failmsg ("You are starving! "
2508 op->contr->killer->destroy (); 2424 op->contr->killer->destroy ();
2509 } 2425 }
2510 } 2426 }
2511 2427
2512 /* killer should be set here already */ 2428 /* killer should be set here already */
2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2514 kill_player (op); 2430 kill_player (op);
2515 } 2431 }
2516} 2432}
2517 2433
2518/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2533 return; 2449 return;
2534 2450
2535 dynbuf_text deathtab; 2451 dynbuf_text deathtab;
2536 2452
2537 /* restore player */ 2453 /* restore player */
2538 at = archetype::find ("poisoning"); 2454 at = archetype::find (shstr_poisoning);
2539 if (object *tmp = present_arch_in_ob (at, op)) 2455 if (object *tmp = present_arch_in_ob (at, op))
2540 { 2456 {
2541 tmp->destroy (); 2457 tmp->destroy ();
2542 deathtab << "Your body feels cleansed...\r"; 2458 deathtab << "Your body feels cleansed...\r";
2543 } 2459 }
2544 2460
2545 at = archetype::find ("confusion"); 2461 at = archetype::find (shstr_confusion);
2546 if (object *tmp = present_arch_in_ob (at, op)) 2462 if (object *tmp = present_arch_in_ob (at, op))
2547 { 2463 {
2548 tmp->destroy (); 2464 tmp->destroy ();
2549 deathtab << "Your mind feels clearer...\r"; 2465 deathtab << "Your mind feels clearer...\r";
2550 } 2466 }
2552 cure_disease (op, 0, 0); /* remove any disease */ 2468 cure_disease (op, 0, 0); /* remove any disease */
2553 2469
2554 max_it (op->stats.hp , op->stats.maxhp); 2470 max_it (op->stats.hp , op->stats.maxhp);
2555 max_it (op->stats.sp , op->stats.maxsp); 2471 max_it (op->stats.sp , op->stats.maxsp);
2556 max_it (op->stats.grace, op->stats.maxgrace); 2472 max_it (op->stats.grace, op->stats.maxgrace);
2557
2558 if (op->stats.food <= 0) 2473 max_it (op->stats.food , 200);
2559 op->stats.food = 999;
2560 2474
2561 // remove all spell effects that are active 2475 // remove all spell effects that are active
2562 // to avoid long-term effects such as word-of-recall 2476 // to avoid long-term effects such as word-of-recall
2563 for (object *item = op->inv; item; ) 2477 for (object *item = op->inv; item; )
2564 { 2478 {
2577 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2578 { 2492 {
2579 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2580 2494
2581 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2582 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2583 { 2497
2584 tmp->name = format ("%s's finger" , &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2585 tmp->name_pl = format ("%s's fingers", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2586 tmp->msg = format ( 2500 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title, 2502 &op->name, op->contr->title,
2589 (int)op->level, 2503 (int)op->level,
2590 op->contr->killer_name () 2504 op->contr->killer_name ()
2591 ); 2505 );
2592 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2593 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2594 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2595 }
2596 2509
2597 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2598 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2599 op->contr->braced = 0; 2512 op->contr->braced = 0;
2600 2513
2662 lost_a_stat = 1; 2575 lost_a_stat = 1;
2663 } 2576 }
2664 else 2577 else
2665 { 2578 {
2666 /* deplete a stat */ 2579 /* deplete a stat */
2667 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2668 object *dep; 2581 object *dep;
2669 2582
2670 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2671 if (!dep) 2584 if (!dep)
2672 { 2585 {
2673 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2674 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2675 } 2588 }
2676 lose_this_stat = 1; 2589 lose_this_stat = 1;
2677 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2678 { 2591 {
2690 2603
2691 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2692 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2693 { 2606 {
2694 lose_this_stat = 0; 2607 lose_this_stat = 0;
2695 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2696 retain the stat. */ 2609 retain the stat. */
2697 } 2610 }
2698 else 2611 else
2699 { 2612 {
2700 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2716 * difference. 2629 * difference.
2717 */ 2630 */
2718 if (this_stat >= -50) 2631 if (this_stat >= -50)
2719 { 2632 {
2720 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2721 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2722 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2723 op->update_stats (); 2636 op->update_stats ();
2724 lost_a_stat = 1; 2637 lost_a_stat = 1;
2725 } 2638 }
2726 } 2639 }
2744#endif 2657#endif
2745 2658
2746 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2747 * exp loss on the stone. 2660 * exp loss on the stone.
2748 */ 2661 */
2749 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2750 tmp->name = format ("%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2751 tmp->name_pl = format ("%s's gravestones", &op->name); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2752 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2753 &op->name, op->contr->title, op->contr->killer_name ()); 2666 &op->name, op->contr->title, op->contr->killer_name ());
2754 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2793 if (will_kill_again) 2706 if (will_kill_again)
2794 { 2707 {
2795 object *force; 2708 object *force;
2796 int at; 2709 int at;
2797 2710
2798 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2799 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2800 force->speed = 0.1f;
2801 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2802 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2803 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2804 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2805 force->resist[at] = 100; 2719 force->resist[at] = 100;
2806 2720
2807 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2809 } 2723 }
2810 2724
2811 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2812} 2726}
2813 2727
2814void 2728static void
2815loot_object (object *op) 2729loot_object (object *op)
2816{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2817 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2818 2732
2819 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2820 2734
2821 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2822 { 2736 {
2829 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2830 2744
2831 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2832 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2833 2747
2834 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2835 { 2749 {
2836 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2837 { 2751 {
2838 tmp->decrease (rndm (1, tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2850 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2851 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
2852 * was changed. 2766 * was changed.
2853 */ 2767 */
2854void 2768void
2855fix_weight (void) 2769fix_weight ()
2856{ 2770{
2857 for_all_players (pl) 2771 for_all_players (pl)
2858 { 2772 {
2859 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2860 2774
2861 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2862 2776
2863 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2864 { 2778 {
2867 } 2781 }
2868 } 2782 }
2869} 2783}
2870 2784
2871void 2785void
2872fix_luck (void) 2786fix_luck ()
2873{ 2787{
2874 for_all_players (pl) 2788 for_all_players (pl)
2875 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2876 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2877} 2791}
2929} 2843}
2930 2844
2931int 2845int
2932is_true_undead (object *op) 2846is_true_undead (object *op)
2933{ 2847{
2934 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
2935 return 1; 2849 return 1;
2936 2850
2937 return 0; 2851 return 0;
2938} 2852}
2939 2853
2954 level = ob->map->darklevel () - 2; 2868 level = ob->map->darklevel () - 2;
2955 2869
2956 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
2957 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
2958 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
2959 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
2960 level = -(10 + (2 * ob->map->darklevel ())); 2874 level = -(10 + (2 * ob->map->darklevel ()));
2961 2875
2962 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
2963 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
2964 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
2965 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2966 { 2880 {
2967 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2968 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
2969 continue; 2883 continue;
2970 2884
3037 2951
3038 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3039 player = 1; 2953 player = 1;
3040 2954
3041 else 2955 else
3042 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3043 2957
3044 /* search adjacent squares */ 2958 /* search adjacent squares */
3045 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3046 { 2960 {
3047 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3048 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3049 m = who->map; 2963 m = who->map;
3050 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3051 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3052 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3053 */ 2967 */
3056 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3057 continue; 2971 continue;
3058 2972
3059 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3060 { 2974 {
3061 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3062 return 1; 2976 return 1;
3063 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3064 {
3065 /*don't let a hidden DM prevent you from hiding */
3066 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3067 return 1; 2978 return 1;
3068 }
3069 } 2979 }
3070 } 2980 }
3071 return 0; 2981 return 0;
3072} 2982}
3073 2983
3074/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3075 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3076 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3077 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3078 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3079 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3080 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3081 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3082 * imply the way your head, or body is facing? It's possible 2992 * imply the way your head, or body is facing? It's possible
3083 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3084 * -b.t. 2994 * -b.t.
3085 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3086 */ 2996 */
3087int 2997int
3088player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3089{ 2999{
3103 3013
3104 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3105 3015
3106 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3107 * through the object and find if it has any 3017 * through the object and find if it has any
3108 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
3109 * a blocked los square. 3019 * a blocked los square.
3110 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3111 */ 3021 */
3112 while (op) 3022 while (op)
3113 { 3023 {
3116 3026
3117 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3118 return 1; 3028 return 1;
3119 3029
3120 op = op->more; 3030 op = op->more;
3121 }
3122
3123 return 0;
3124}
3125
3126/* routine for both players and monsters. We call this when
3127 * there is a possibility for our action distrubing our hiding
3128 * place or invisiblity spell. Artefact invisiblity causes
3129 * "noise" instead. If we arent invisible to begin with, we
3130 * return 0.
3131 */
3132int
3133action_makes_visible (object *op)
3134{
3135 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3136 {
3137 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3138 {
3139 // artefact invisibility is permanent, but we still make noise
3140 // this is important for game-balance.
3141 if (op->contr)
3142 op->make_noise ();
3143
3144 return 0;
3145 }
3146
3147 if (op->contr && op->contr->tmp_invis == 0)
3148 return 0;
3149
3150 /* If monsters, they should become visible */
3151 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3152 {
3153 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3154 return 1;
3155 }
3156 } 3031 }
3157 3032
3158 return 0; 3033 return 0;
3159} 3034}
3160 3035
3175 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3176 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3177 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3178 for (object *tmp = op->below; tmp; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3179 { 3054 {
3180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3181 { 3056 {
3182 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3057 if (tmp->flag [FLAG_NO_PICK]
3183 && tmp->type == BATTLEGROUND 3058 && tmp->type == BATTLEGROUND
3184 && tmp->name == shstr_battleground 3059 && tmp->name == shstr_battleground
3185 && EXIT_X (tmp) && EXIT_Y (tmp)) 3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3186 { 3061 {
3187 /* before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3188 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3189 {
3190 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3191 { 3066 {
3192 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3193 {
3194 if (x && y) 3067 if (x && y)
3195 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3196 3069
3197 return 1; 3070 return 1;
3198 }
3199 } 3071 }
3200 }
3201 3072
3202 if (x && y) 3073 if (x && y)
3203 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3204 3075
3205 return 1; 3076 return 1;
3343 else 3214 else
3344 j = 1; 3215 j = 1;
3345 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3346 } 3217 }
3347 } 3218 }
3219
3348 strcat (buf, "."); 3220 strcat (buf, ".");
3349 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3350 } 3222 }
3351 3223
3352 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3353 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3354 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3355 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3356 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3357 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3358 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3359 3231
3360 /* print message if there is one */ 3232 /* print message if there is one */
3361 if (item->msg != NULL) 3233 if (item->msg != NULL)
3362 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3363 } 3235 }
3364 else 3236 else
3365 { 3237 {
3366 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3367 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3368 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3369 who->insert (tmp); 3241 who->insert (tmp);
3370 } 3242 }
3371} 3243}
3372 3244
3373/** 3245//-GPL
3374 * Unready an object for a player. This function does nothing if the object was
3375 * not readied.
3376 */
3377void
3378player_unready_range_ob (player *pl, object *ob)
3379{
3380 if (pl->ob->current_weapon == ob)
3381 pl->ob->current_weapon = 0;
3382
3383 if (pl->combat_ob == ob)
3384 pl->combat_ob = 0;
3385
3386 if (pl->ranged_ob == ob)
3387 pl->ranged_ob = 0;
3388}
3389 3246
3390sint8 3247sint8
3391player::darkness_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3392{ 3249{
3393 if (!ns) 3250 if (!ns)
3420{ 3277{
3421 play_sound (sound_find ("generic_failure")); 3278 play_sound (sound_find ("generic_failure"));
3422 statusmsg (msg, color); 3279 statusmsg (msg, color);
3423} 3280}
3424 3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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