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Comparing deliantra/server/server/player.C (file contents):
Revision 1.229 by root, Sat Jun 27 03:51:05 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 /* Here we remove duplicated skills (as duplicated spell objects have 545 /* Here we remove duplicated skills (as duplicated spell objects have
679 * _very_ confusing effects for players), which could for instance be 546 * _very_ confusing effects for players), which could for instance be
680 * generated by bad treasurelists. - elmex 547 * generated by multiple treasurelists specifying the same skills.
681 */ 548 */
682 if (op->type == SKILL) 549 if (op->type == SKILL)
683 { 550 {
684 for (object *tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
685 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
686 { 553 {
687 op->destroy (); 554 op->destroy ();
688 LOG (llevError,
689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
690 break; 555 break;
691 } 556 }
692 557
693 if (op->nrof > 1) 558 if (op->nrof > 1)
694 op->nrof = 1; 559 op->nrof = 1;
695 } 560 }
696 561
697 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
699 564
700 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
701 * 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
702 * merged properly. 567 * merged properly.
703 */ 568 */
704 if (need_identify (op)) 569 if (op->need_identify ())
705 { 570 {
706 SET_FLAG (op, FLAG_IDENTIFIED); 571 op->set_flag (FLAG_IDENTIFIED);
707 CLEAR_FLAG (op, FLAG_CURSED); 572 op->clr_flag (FLAG_CURSED);
708 CLEAR_FLAG (op, FLAG_DAMNED); 573 op->clr_flag (FLAG_DAMNED);
709 } 574 }
710 575
711 if (op->type == SPELL) 576 if (op->type == SPELL)
712 { 577 {
713 op->destroy (); 578 op->destroy ();
714 continue; 579 continue;
715 } 580 }
716 else if (op->type == SKILL) 581 else if (op->type == SKILL)
717 { 582 {
718 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
719 op->stats.exp = 0; 584 op->stats.exp = 0;
720 op->level = 1; 585 op->level = 1;
721 } 586 }
722 else /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
723 SET_FLAG (op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
724 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
725 590
726 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
727 pl->contr->link_skills (); 592 pl->contr->link_skills ();
728} 593}
742 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:");
743} 608}
744 609
745/* 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. */
746static int 611static int
747roll_stat (void) 612roll_stat ()
748{ 613{
749 int a[4], i, j, k; 614 int a[4], i, j, k;
750 615
751 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
752 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
753 618
754 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if (a[i] < k) 620 if (a[i] < k)
756 k = a[i], j = i; 621 k = a[i], j = i;
757 622
849player::chargen_race_done () 714player::chargen_race_done ()
850{ 715{
851 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
852 esrv_new_player (ob->contr); 717 esrv_new_player (ob->contr);
853 718
854 treasurelist *tl = treasurelist::find ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
855 if (tl) 720 if (tl)
856 create_treasure (tl, ob, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
857 722
858 INVOKE_PLAYER (BIRTH, ob->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
859 INVOKE_PLAYER (LOGIN, ob->contr);
860 724
861 ob->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
862 726
863 if (ob->msg) 727 if (ob->msg)
864 ob->msg = 0; 728 ob->msg = 0;
865 729
866 start_info (ob); 730 start_info (ob);
867 CLEAR_FLAG (ob, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
868 give_initial_items (ob, ob->randomitems); 732 give_initial_items (ob, ob->randomitems);
869 esrv_send_inventory (ob, ob); 733 esrv_send_inventory (ob, ob);
870 ob->update_stats (); 734 ob->update_stats ();
871 735
872 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
874 */ 738 */
875 if (*first_map_ext_path) 739 if (*first_map_ext_path)
876 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);
877 else 741 else
878 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;
879} 762}
880 763
881void 764void
882player::chargen_race_next () 765player::chargen_race_next ()
883{ 766{
912 ob->stats.hp = ob->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
913 ob->stats.sp = ob->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
914 ob->stats.grace = 0; 797 ob->stats.grace = 0;
915} 798}
916 799
917void 800static void
918flee_player (object *op) 801flee_player (object *op)
919{ 802{
920 int dir, diff; 803 int dir, diff;
921 rv_vector rv; 804 rv_vector rv;
922 805
923 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
924 { 807 {
925 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
926 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
927 return; 810 return;
928 } 811 }
929 812
930 if (!op->enemy) 813 if (!op->enemy)
931 { 814 {
932 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
933 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
934 return; 817 return;
935 } 818 }
936 819
937 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))
938 { 821 {
939 op->enemy = NULL; 822 op->enemy = NULL;
940 CLEAR_FLAG (op, FLAG_SCARED); 823 op->clr_flag (FLAG_SCARED);
941 return; 824 return;
942 } 825 }
943 826
944 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
945 828
946 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
947 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
948 { 831 {
949 int m = 1 - rndm (2) * 2; 832 int m = 1 - rndm (2) * 2;
950 833
951 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))))
952 return; 835 return;
953 } 836 }
954 837
955 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
956 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
957 op->enemy = NULL; 840 op->enemy = NULL;
958} 841}
959 842
960/* 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.
961 * 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
966{ 849{
967 object *tmp, *next; 850 object *tmp, *next;
968 int stop = 0; 851 int stop = 0;
969 int wvratio; 852 int wvratio;
970 853
971 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
972 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
973 return 1; 856 return 1;
974 857
975 next = op->below; 858 next = op->below;
976 859
977 int cnt = MAX_ITEM_PER_DROP; 860 int cnt = MAX_ITEM_PER_ACTION;
978#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)
979 862
980 /* 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
981 * destroyed */ 864 * destroyed */
982 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1008 if (op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
1009 { 892 {
1010 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
1011 const char *str = tmp->name 894 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d", 895 ? format ("item name: %s item type: %d weight/value: %d",
1013 &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))))
1014 : format ("item name: %s item type: %d weight/value: %d", 897 : format ("item name: %s item type: %d weight/value: %d",
1015 &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))));
1016 899
1017 new_draw_info (NDI_UNIQUE, 0, op, str); 900 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 } 901 }
1019 902
1020 if (op->contr->mode & PU_INHIBIT) 903 if (op->contr->mode & PU_INHIBIT)
1053 * fighting */ 936 * fighting */
1054 if (op->contr->mode & PU_INHIBIT) 937 if (op->contr->mode & PU_INHIBIT)
1055 return 1; 938 return 1;
1056 939
1057 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 941 if (tmp->flag [FLAG_UNPAID])
1059 continue; 942 continue;
1060 943
1061 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
1062 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)
1063 continue; 946 continue;
1064 947
1065 /* all food and drink if desired */ 948 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
1067 if (op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
1070 CHK_PICK_PICKUP; 953 CHK_PICK_PICKUP;
1071 continue; 954 continue;
1072 } 955 }
1073 956
1074 if (op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
1075 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]))
1076 { 959 {
1077 CHK_PICK_PICKUP; 960 CHK_PICK_PICKUP;
1078 continue; 961 continue;
1079 } 962 }
1080 963
1107 continue; 990 continue;
1108 } 991 }
1109 992
1110 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 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)
1113 { 999 {
1114 CHK_PICK_PICKUP; 1000 CHK_PICK_PICKUP;
1115 continue; 1001 continue;
1116 } 1002 }
1117 1003
1118 /* pick up all magical items */ 1004 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1120 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])
1121 { 1008 {
1122 CHK_PICK_PICKUP; 1009 CHK_PICK_PICKUP;
1123 continue; 1010 continue;
1124 } 1011 }
1125 1012
1132 } 1019 }
1133 } 1020 }
1134 1021
1135 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1136 if (op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1137 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)
1138 { 1028 {
1139 CHK_PICK_PICKUP; 1029 CHK_PICK_PICKUP;
1140 continue; 1030 continue;
1141 } 1031 }
1142 1032
1191 CHK_PICK_PICKUP; 1081 CHK_PICK_PICKUP;
1192 continue; 1082 continue;
1193 } 1083 }
1194 1084
1195 if (op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1197 { 1087 {
1198 CHK_PICK_PICKUP; 1088 CHK_PICK_PICKUP;
1199 continue; 1089 continue;
1200 } 1090 }
1201 1091
1206 continue; 1096 continue;
1207 } 1097 }
1208 1098
1209 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1212 { 1102 {
1213 CHK_PICK_PICKUP; 1103 CHK_PICK_PICKUP;
1214 continue; 1104 continue;
1215 } 1105 }
1216 1106
1251 fprintf (stderr, "%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1252 } 1142 }
1253 else 1143 else
1254 fprintf (stderr, "%s", tmp->arch->archname); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1255 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1256 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))));
1257#endif 1147#endif
1258 CHK_PICK_PICKUP; 1148 CHK_PICK_PICKUP;
1259 continue; 1149 continue;
1260 } 1150 }
1261 } /* the new pickup model */ 1151 } /* the new pickup model */
1262 } 1152 }
1263 1153
1264 return !stop; 1154 return !stop;
1265} 1155}
1266 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
1267/* 1192/*
1268 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1269 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1270 * found object is returned. 1195 * found object is returned.
1271 */ 1196 */
1272object * 1197static object *
1273find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1274{ 1199{
1275 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp); 1202 return splay (tmp);
1278 1203
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 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))
1281 if (object *arrow = find_arrow (tmp, type)) 1206 if (object *arrow = find_arrow (tmp, type))
1282 { 1207 {
1283 splay (tmp); 1208 splay (tmp);
1284 return arrow; 1209 return arrow;
1285 } 1210 }
1291 * 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
1292 * 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
1293 * 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
1294 * 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.
1295 */ 1220 */
1296object * 1221static object *
1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1298{ 1223{
1299 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1300 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1301 1226
1302 if (!type) 1227 if (!type)
1303 return NULL; 1228 return NULL;
1304 1229
1305 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1306 { 1231 {
1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1308 { 1233 {
1309 i = 0; 1234 i = 0;
1310 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1311 1236
1312 if (i > betterby) 1237 if (i > betterby)
1370 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1371 * op = the shooter 1296 * op = the shooter
1372 * type = bow->race 1297 * type = bow->race
1373 * dir = fire direction 1298 * dir = fire direction
1374 */ 1299 */
1375object * 1300static object *
1376pick_arrow_target (object *op, shstr_cmp type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1377{ 1302{
1378 object *tmp = NULL; 1303 object *tmp = NULL;
1379 maptile *m; 1304 maptile *m;
1380 int i, mflags, found, number; 1305 int i, mflags, found, number;
1393 y = op->y; 1318 y = op->y;
1394 1319
1395 /* find the first target */ 1320 /* find the first target */
1396 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1397 { 1322 {
1398 x += freearr_x[dir]; 1323 x += DIRX (dir);
1399 y += freearr_y[dir]; 1324 y += DIRY (dir);
1400 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401 1326
1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1403 { 1328 {
1404 tmp = 0; 1329 tmp = 0;
1413 break; 1338 break;
1414 } 1339 }
1415 1340
1416 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1417 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)
1418 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1419 break; 1344 break;
1420 } 1345 }
1421 1346
1422 if (!tmp) 1347 if (!tmp)
1423 return find_arrow (op, type); 1348 return find_arrow (op, type);
1427 1352
1428 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1429} 1354}
1430 1355
1431/* 1356/*
1432 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1433 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1434 * op is the object firing the bow. 1359 * op is the object firing the bow.
1435 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1436 * dir is the direction of fire. 1361 * dir is the direction of fire.
1437 * 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)
1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1468 return 0; 1393 return 0;
1469 } 1394 }
1470 1395
1471 // 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
1472 if (bow->below) 1397 splay (bow);
1473 {
1474 bow->remove ();
1475 op->insert (bow);
1476 }
1477 } 1398 }
1478 1399
1479 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1480 { 1401 {
1481 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);
1488 { 1409 {
1489 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1490 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);
1491 /* 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 */
1492 else 1413 else
1493 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1494 1415
1495 return 0; 1416 return 0;
1496 } 1417 }
1497 } 1418 }
1498 1419
1527 arrow->direction = dir; 1448 arrow->direction = dir;
1528 1449
1529 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 */
1530 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1531 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1532 arrow->spellarg = arrow->slaying; 1453 arrow->custom_name = arrow->slaying;
1533 1454
1534#if 0 1455#if 0
1535 if (player *pl = op->contr) 1456 if (player *pl = op->contr)
1536 { 1457 {
1537 float speed = pl->weapon_sp; 1458 float speed = pl->weapon_sp;
1547#endif 1468#endif
1548 1469
1549 SET_ANIMATION (arrow, arrow->direction); 1470 SET_ANIMATION (arrow, arrow->direction);
1550 1471
1551 /* update the speed */ 1472 /* update the speed */
1552 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1553 + bow->stats.dam / 7.f;
1554 1473
1555 arrow->set_speed (max (arrow->speed, 2.f));
1556 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 ));
1557 1479
1558 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;
1559 1481
1560 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1561 { 1483 {
1582 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);
1583 1505
1584 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1585 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1586 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1587 1510
1588 op->play_sound (sound_find ("fire_arrow")); 1511 op->play_sound (sound_find ("fire_arrow"));
1589 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1590 1513
1591 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1599 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1600 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1601 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1602 * hence the function name. 1525 * hence the function name.
1603 */ 1526 */
1604int 1527static int
1605player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1606{ 1529{
1607 int ret; 1530 int ret;
1608 1531
1609 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1616 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);
1617 } 1540 }
1618 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1619 { 1542 {
1620 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);
1621 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)));
1622 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)));
1623 } 1546 }
1624 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1625 { 1548 {
1626 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);
1627 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);
1637} 1560}
1638 1561
1639/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1640 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1641 */ 1564 */
1642void 1565static void
1643fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1644{ 1567{
1645 object *item = op->contr->ranged_ob; 1568 object *item = op->contr->ranged_ob;
1646 1569
1647 if (!item) 1570 if (!item)
1654 { 1577 {
1655 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1656 return; 1579 return;
1657 } 1580 }
1658 1581
1659 if (!op->change_weapon (item)) 1582 if (!op->apply (item))
1660 return; 1583 return;
1661 1584
1662 if (item->type == WAND) 1585 if (item->type == WAND)
1663 { 1586 {
1664 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1669 return; 1592 return;
1670 } 1593 }
1671 } 1594 }
1672 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1673 { 1596 {
1674 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);
1675 1598
1676 // 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
1677 // for a rod or horn, this fixes some broken rods. 1600 // for a rod or horn, this fixes some broken rods.
1678 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) 1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1679 { 1602 {
1680 op->contr->play_sound (sound_find ("wand_poof")); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1681 1604
1682 if (item->type == ROD) 1605 if (item->type == ROD)
1683 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));
1694 1617
1695 if (item->type == WAND) 1618 if (item->type == WAND)
1696 { 1619 {
1697 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1698 { 1621 {
1699 object *tmp;
1700
1701 if (item->arch) 1622 if (item->arch)
1702 { 1623 {
1703 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1704 item->face = item->arch->face; 1625 item->face = item->arch->face;
1705 item->set_speed (0); 1626 item->set_speed (0);
1706 } 1627 }
1707 1628
1708 if (object *pl = item->visible_to ()) 1629 if (object *pl = item->visible_to ())
1715} 1636}
1716 1637
1717/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1718 */ 1639 */
1719bool 1640bool
1720fire (object *op, int dir) 1641fire (object *who, int dir)
1721{ 1642{
1722 int spellcost = 0; 1643 int spellcost = 0;
1723 1644
1724 player *pl = op->contr; 1645 player *pl = who->contr;
1725 1646
1726 if (pl->golem) 1647 if (pl->golem)
1727 { 1648 {
1728 control_golem (op->contr->golem, dir); 1649 control_golem (who->contr->golem, dir);
1729 return false; 1650 return false;
1730 } 1651 }
1731 1652
1732 object *ob = pl->ranged_ob; 1653 object *ob = pl->ranged_ob;
1733 1654
1734 if (!ob) 1655 if (!ob)
1735 return false; 1656 return false;
1736 1657
1737 if (op->speed_left > 0.f) 1658 if (who->speed_left > 0.f)
1738 --op->speed_left; 1659 --who->speed_left;
1739 else 1660 else
1740 return false; 1661 return false;
1741 1662
1742 if (!op->change_weapon (ob)) 1663 if (!who->apply (ob))
1743 return false; 1664 return false;
1744 1665
1745 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1746 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1747 make_visible (op); 1668 make_visible (who);
1748 1669
1749 switch (ob->type) 1670 switch (ob->type)
1750 { 1671 {
1751 case BOW: 1672 case BOW:
1752 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1753 break; 1674 break;
1754 1675
1755 case SPELL: 1676 case SPELL:
1756 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1757 break; 1678 break;
1758 1679
1759 case BUILDER: 1680 case BUILDER:
1760 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1761 break; 1682 break;
1762 1683
1763 case SKILL: 1684 case SKILL:
1764 do_skill (op, op, ob, dir, 0); 1685 do_skill (who, who, ob, dir, 0);
1765 break; 1686 break;
1766 1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1767 default: 1692 default:
1768 fire_misc_object (op, dir); 1693 fire_misc_object (who, dir);
1769 break; 1694 break;
1770 } 1695 }
1771 1696
1772 return true; 1697 return true;
1773} 1698}
1774 1699
1775/* find_key 1700static object *
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1787{ 1702{
1788 object *tmp, *key; 1703 object *tmp, *key;
1789 1704
1790 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1791 if (!container->inv) 1706 if (!container->inv)
1794 /* 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 */
1795 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1796 { 1711 {
1797 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1798 break; 1713 break;
1714
1799 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1800 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1801 */ 1717 */
1802 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1803 break; 1719 break;
1804 } 1720 }
1809 * a key, return 1725 * a key, return
1810 */ 1726 */
1811 if (!tmp) 1727 if (!tmp)
1812 { 1728 {
1813 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1814 {
1815 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1816 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1817 {
1818 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1819 return key; 1733 return key;
1820 }
1821 }
1822 1734
1823 if (!tmp) 1735 if (!tmp)
1824 return NULL; 1736 return 0;
1825 } 1737 }
1826 1738
1827 /* 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,
1828 * see if we actually want to use it 1740 * see if we actually want to use it
1829 */ 1741 */
1830 if (pl != container) 1742 if (pl != container)
1831 { 1743 {
1832 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1833 if (!pl->contr) 1745 if (!pl->contr)
1834 return NULL; 1746 return 0;
1747
1835 /* cases where this fails: 1748 /* cases where this fails:
1836 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1837 * are not in the players inventory. 1750 * are not in the players inventory.
1838 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1839 * containers can be used. 1752 * containers can be used.
1843 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1844 * 1757 *
1845 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1846 * all the others. 1759 * all the others.
1847 */ 1760 */
1848 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1849 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1850 (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1851 { 1764 {
1852 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1853 "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));
1854 return NULL; 1767 return NULL;
1855 } 1768 }
1856 } 1769 }
1857 1770
1858 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);
1859} 1797}
1860 1798
1861/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1862 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1863 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1913 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
1914 */ 1852 */
1915bool 1853bool
1916move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
1917{ 1855{
1918 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 }
1919 1861
1920 sint16 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
1921 sint16 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
1922
1923 on_battleground = op_on_battleground (op, 0, 0);
1924 1864
1925 if (out_of_map (op->map, nx, ny)) 1865 if (out_of_map (op->map, nx, ny))
1926 return false; 1866 return false;
1927
1928 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1929 {
1930 --op->speed_left;
1931 return true;
1932 }
1933 1867
1934 /* 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
1935 * 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
1936 * 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
1937 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
1955 || mon->flag [FLAG_CAN_ROLL]) 1889 || mon->flag [FLAG_CAN_ROLL])
1956 && mon != op) 1890 && mon != op)
1957 break; 1891 break;
1958 } 1892 }
1959 1893
1960 if (!mon) /* This happens anytime the player tries to move */ 1894 /* no monster == player tries to move into a wall or so */
1961 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 }
1962 1920
1963 mon = mon->head_ (); 1921 mon = mon->head_ ();
1964 1922
1965 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))
1966 if (op->contr->weapon_sp_left > 0.f) 1924 if (op->contr->weapon_sp_left > 0.f)
1984 */ 1942 */
1985 if (op->type == PLAYER 1943 if (op->type == PLAYER
1986 && ((mon->owner && mon->owner->contr 1944 && ((mon->owner && mon->owner->contr
1987 && same_party (mon->owner->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
1988 || mon->owner == op) 1946 || mon->owner == op)
1989 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1990 { 1948 {
1991 /* 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 */
1992 if (op->contr->braced) 1950 if (op->contr->braced)
1993 return false; 1951 return false;
1994 1952
2005 return true; 1963 return true;
2006 } 1964 }
2007 else 1965 else
2008 return false; 1966 return false;
2009 } 1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
2010 1970
2011 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2012 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2013 * 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
2014 * attack them either. 1974 * attack them either.
2015 */ 1975 */
2016 if ((mon->type == PLAYER || mon->enemy != op) 1976 if ((mon->type == PLAYER || mon->enemy != op)
2017 && (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])
2018 && ((op->contr->peaceful 1978 && ((op->contr->peaceful
2019 || (mon->type == PLAYER && mon->contr->peaceful)) 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2020 && !on_battleground)) 1980 && !on_battleground))
2021 { 1981 {
2022 if (op->speed_left > 0.f) 1982 if (op->speed_left > 0.f)
2038 } 1998 }
2039 } 1999 }
2040 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2041 * 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.
2042 */ 2002 */
2043 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2044 { 2004 {
2045 if (op->speed_left > 0.f) 2005 if (op->speed_left > 0.f)
2046 { 2006 {
2047 --op->speed_left; 2007 --op->speed_left;
2048 2008
2057 * 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
2058 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2059 * 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
2060 * 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.
2061 */ 2021 */
2062 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2063 ((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)))
2064 { 2024 {
2065 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])
2066 { 2026 {
2067 --op->contr->weapon_sp_left; 2027 --op->contr->weapon_sp_left;
2079} 2039}
2080 2040
2081bool 2041bool
2082move_player (object *op, int dir) 2042move_player (object *op, int dir)
2083{ 2043{
2084 int pick;
2085
2086 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2087 return 0; 2045 return 0;
2088 2046
2089 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2090 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2091 { 2049 {
2092 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2093 return 0; 2051 return 0;
2094 } 2052 }
2095 2053
2096 /* peterm: added following line */ 2054 /* peterm: added following line */
2097 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2098 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2099 2057
2100 op->facing = dir; 2058 op->facing = dir;
2101 2059
2102 if (op->flag [FLAG_HIDDEN]) 2060 if (op->flag [FLAG_HIDDEN])
2103 do_hidden_move (op); 2061 do_hidden_move (op);
2104 2062
2105 bool retval; 2063 bool retval;
2064 int pick = 0;
2106 2065
2107 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2108 retval = RESULT_INT (0); 2067 retval = RESULT_INT (0);
2109 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2110 retval = fire (op, dir); 2069 retval = fire (op, dir);
2141 * players. 2100 * players.
2142 */ 2101 */
2143bool 2102bool
2144handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2145{ 2104{
2146 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2147 { 2106 {
2148 if (op->speed_left > 0.f) 2107 if (op->speed_left > 0.f)
2149 { 2108 {
2150 --op->speed_left; 2109 --op->speed_left;
2151 flee_player (op); 2110 flee_player (op);
2167 return move_player (op, op->direction); 2126 return move_player (op, op->direction);
2168 2127
2169 return false; 2128 return false;
2170} 2129}
2171 2130
2172int 2131static int
2173save_life (object *op) 2132save_life (object *op)
2174{ 2133{
2175 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2176 return 0; 2135 return 0;
2177 2136
2178 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2179 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2180 { 2139 {
2181 op->play_sound (sound_find ("ob_evaporate")); 2140 op->play_sound (sound_find ("ob_evaporate"));
2182 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));
2183 2142
2184 tmp->destroy (); 2143 tmp->destroy ();
2185 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2186 2145
2187 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2188 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2189 2148
2190 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2191 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2192 2151
2193 op->update_stats (); 2152 op->update_stats ();
2194 return 1; 2153 return 1;
2195 } 2154 }
2196 2155
2197 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2198 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2199 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2200 return 0; 2159 return 0;
2201} 2160}
2202 2161
2203/* 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
2210{ 2169{
2211 while (op) 2170 while (op)
2212 { 2171 {
2213 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' */
2214 2173
2215 if (QUERY_FLAG (op, FLAG_UNPAID)) 2174 if (op->flag [FLAG_UNPAID])
2216 op->insert_at (env); 2175 op->insert_at (env);
2217 else if (op->inv) 2176 else if (op->inv)
2218 drop_unpaid_items (op->inv, env); 2177 drop_unpaid_items (op->inv, env);
2219 2178
2220 op = next; 2179 op = next;
2226{ 2185{
2227 if (!flag [FLAG_REMOVED]) 2186 if (!flag [FLAG_REMOVED])
2228 ::drop_unpaid_items (inv, this); 2187 ::drop_unpaid_items (inv, this);
2229} 2188}
2230 2189
2231/*
2232 * Returns pointer a static string containing gravestone text
2233 * Moved from apply.c to player.c - player.c is what
2234 * actually uses this function. player.c may not be quite the
2235 * best, a misc file for object actions is probably better,
2236 * but there isn't one in the server directory.
2237 */
2238const char *
2239gravestone_text (object *op)
2240{
2241 static dynbuf_text buf;
2242
2243 buf << "---- R.I.P. ----\n\n"
2244 << op->name;
2245
2246 if (op->type == PLAYER)
2247 buf << " the " << op->contr->title;
2248
2249 buf << "\n\n";
2250
2251 buf << "who was level ";
2252 buf << (sint32)op->level << "\n\n" // OO breakdown
2253 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2254
2255 if (op->type == PLAYER)
2256 buf << "by " << op->contr->killer_name () << ".\n\n";
2257
2258 {
2259 static char buf2[128];
2260 time_t now = time (NULL);
2261 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2262 buf << buf2;
2263 }
2264
2265 return buf;
2266}
2267
2268void 2190void
2269do_some_living (object *op) 2191do_some_living (object *op)
2270{ 2192{
2271 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2272 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2273 int over_hp, over_sp, over_grace;
2274 int i;
2275 int rate_hp = 1200; 2195 int rate_hp = 1200;
2276 int rate_sp = 2500; 2196 int rate_sp = 2500;
2277 int rate_grace = 2000; 2197 int rate_grace = 2000;
2278 const int max_hp = 1; 2198 const int max_hp = 1;
2279 const int max_sp = 1; 2199 const int max_sp = 1;
2280 const int max_grace = 1; 2200 const int max_grace = 1;
2281 2201
2202#if 0
2282 if (op->contr->hidden) 2203 if (op->contr->hidden)
2283 { 2204 {
2284 op->invisible = 1000; 2205 op->invisible = 1000;
2285 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2286 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2287 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2288 */ 2209 */
2289 if (pticks & 2) 2210 if (server_tick & 2)
2290 op->invisible--; 2211 op->invisible--;
2291 } 2212 }
2213 else
2214#endif
2292 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2293 { 2216 {
2294 if (!op->invisible--) 2217 if (!op->invisible--)
2295 { 2218 {
2296 make_visible (op); 2219 make_visible (op);
2297 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.");
2331 if (--op->last_grace < 0) 2254 if (--op->last_grace < 0)
2332 { 2255 {
2333 if (op->stats.grace < op->stats.maxgrace / 2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2334 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2335 2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2336 if (max_grace > 1) 2261 if (max_grace > 1)
2337 { 2262 {
2338 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2263 int over_grace = temp / rate_grace;
2264
2339 if (over_grace > 0) 2265 if (over_grace > 0)
2340 { 2266 {
2341 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;
2342 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2343 op->last_grace = 0; 2268 op->last_grace = 0;
2344 } 2269 }
2345 else 2270 else
2346 { 2271 op->last_grace = rate_grace / temp;
2347 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2348 }
2349 } 2272 }
2350 else 2273 else
2351 { 2274 op->last_grace = rate_grace / temp;
2352 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2275
2353 }
2354 /* wearing stuff doesn't detract from grace generation. */ 2276 /* wearing stuff doesn't detract from grace generation. */
2355 } 2277 }
2356 2278
2357 if (op->stats.food > 0) 2279 if (op->stats.food > 0)
2358 { 2280 {
2364 if (op->stats.sp < op->stats.maxsp) 2286 if (op->stats.sp < op->stats.maxsp)
2365 { 2287 {
2366 op->stats.sp++; 2288 op->stats.sp++;
2367 2289
2368 /* dms do not consume food */ 2290 /* dms do not consume food */
2369 if (!QUERY_FLAG (op, FLAG_WIZ)) 2291 if (!op->flag [FLAG_WIZ])
2370 { 2292 {
2371 op->stats.food--; 2293 op->stats.food--;
2372 2294
2373 if (op->contr->digestion < 0) 2295 if (op->contr->digestion < 0)
2374 op->stats.food += op->contr->digestion; 2296 op->stats.food += op->contr->digestion;
2377 } 2299 }
2378 } 2300 }
2379 2301
2380 if (max_sp > 1) 2302 if (max_sp > 1)
2381 { 2303 {
2382 over_sp = (gen_sp + 10) / rate_sp; 2304 int over_sp = (gen_sp + 10) / rate_sp;
2383 if (over_sp > 0) 2305 if (over_sp > 0)
2384 { 2306 {
2385 if (op->stats.sp < op->stats.maxsp) 2307 if (op->stats.sp < op->stats.maxsp)
2386 { 2308 {
2387 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2408 if (op->stats.hp < op->stats.maxhp) 2330 if (op->stats.hp < op->stats.maxhp)
2409 { 2331 {
2410 op->stats.hp++; 2332 op->stats.hp++;
2411 2333
2412 /* dms do not consume food */ 2334 /* dms do not consume food */
2413 if (!QUERY_FLAG (op, FLAG_WIZ)) 2335 if (!op->flag [FLAG_WIZ])
2414 { 2336 {
2415 op->stats.food--; 2337 op->stats.food--;
2416 2338
2417 if (op->contr->digestion < 0) 2339 if (op->contr->digestion < 0)
2418 op->stats.food += op->contr->digestion; 2340 op->stats.food += op->contr->digestion;
2419 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))
2420 op->stats.food = last_food; 2342 op->stats.food = last_food;
2421 } 2343 }
2422 } 2344 }
2423 2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2424 if (max_hp > 1) 2348 if (max_hp > 1)
2425 { 2349 {
2426 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2350 int over_hp = temp / rate_hp;
2427 2351
2428 if (over_hp > 0) 2352 if (over_hp > 0)
2429 { 2353 {
2430 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;
2431 op->last_heal = 0; 2355 op->last_heal = 0;
2432 } 2356 }
2433 else 2357 else
2434 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2435 } 2359 }
2436 else 2360 else
2437 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2361 op->last_heal = rate_hp / temp;
2438 } 2362 }
2439 } 2363 }
2440 2364
2441 /* Digestion */ 2365 /* Digestion */
2442 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2445 penalty = max (0, -op->contr->digestion); 2369 penalty = max (0, -op->contr->digestion);
2446 2370
2447 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);
2448 2372
2449 /* dms do not consume food */ 2373 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2451 op->stats.food--; 2375 op->stats.food--;
2452 } 2376 }
2453 2377
2454 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2455 { 2379 {
2456 object *flesh = 0; 2380 object *flesh = 0;
2457 2381
2458 for_inv_removable (op, tmp) 2382 for_inv_removable (op, tmp)
2459 { 2383 {
2460 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2461 continue; 2385 continue;
2462 2386
2463 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2464 { 2388 {
2465 op->statusmsg ("You blindly grab for a bite of food. " 2389 op->statusmsg ("You blindly grab for a bite of food. "
2466 "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.>");
2467 manual_apply (op, tmp, 0); 2391 op->apply (tmp);
2468 2392
2469 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2470 break; 2394 break;
2471 } 2395 }
2472 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2478 */ 2402 */
2479 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2480 { 2404 {
2481 op->statusmsg ("You blindly grab for a bite of food. " 2405 op->statusmsg ("You blindly grab for a bite of food. "
2482 "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.>");
2483 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2484 } 2408 }
2485 2409
2486 // If player is still starving, alert him! 2410 // If player is still starving, alert him!
2487 if (op->stats.food < 0) 2411 if (op->stats.food < 0)
2488 op->failmsg ("You are starving! " 2412 op->failmsg ("You are starving! "
2500 op->contr->killer->destroy (); 2424 op->contr->killer->destroy ();
2501 } 2425 }
2502 } 2426 }
2503 2427
2504 /* killer should be set here already */ 2428 /* killer should be set here already */
2505 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2506 kill_player (op); 2430 kill_player (op);
2507 } 2431 }
2508} 2432}
2509 2433
2510/* 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.
2525 return; 2449 return;
2526 2450
2527 dynbuf_text deathtab; 2451 dynbuf_text deathtab;
2528 2452
2529 /* restore player */ 2453 /* restore player */
2530 at = archetype::find ("poisoning"); 2454 at = archetype::find (shstr_poisoning);
2531 if (object *tmp = present_arch_in_ob (at, op)) 2455 if (object *tmp = present_arch_in_ob (at, op))
2532 { 2456 {
2533 tmp->destroy (); 2457 tmp->destroy ();
2534 deathtab << "Your body feels cleansed...\r"; 2458 deathtab << "Your body feels cleansed...\r";
2535 } 2459 }
2536 2460
2537 at = archetype::find ("confusion"); 2461 at = archetype::find (shstr_confusion);
2538 if (object *tmp = present_arch_in_ob (at, op)) 2462 if (object *tmp = present_arch_in_ob (at, op))
2539 { 2463 {
2540 tmp->destroy (); 2464 tmp->destroy ();
2541 deathtab << "Your mind feels clearer...\r"; 2465 deathtab << "Your mind feels clearer...\r";
2542 } 2466 }
2544 cure_disease (op, 0, 0); /* remove any disease */ 2468 cure_disease (op, 0, 0); /* remove any disease */
2545 2469
2546 max_it (op->stats.hp , op->stats.maxhp); 2470 max_it (op->stats.hp , op->stats.maxhp);
2547 max_it (op->stats.sp , op->stats.maxsp); 2471 max_it (op->stats.sp , op->stats.maxsp);
2548 max_it (op->stats.grace, op->stats.maxgrace); 2472 max_it (op->stats.grace, op->stats.maxgrace);
2549
2550 if (op->stats.food <= 0) 2473 max_it (op->stats.food , 200);
2551 op->stats.food = 999;
2552 2474
2553 // remove all spell effects that are active 2475 // remove all spell effects that are active
2554 // to avoid long-term effects such as word-of-recall 2476 // to avoid long-term effects such as word-of-recall
2555 for (object *item = op->inv; item; ) 2477 for (object *item = op->inv; item; )
2556 { 2478 {
2569 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2570 { 2492 {
2571 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";
2572 2494
2573 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2574 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2575 { 2497
2576 tmp->name = format ("%s's finger" , &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2577 tmp->name_pl = format ("%s's fingers", &op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2578 tmp->msg = format ( 2500 tmp->msg = format (
2579 "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",
2580 &op->name, op->contr->title, 2502 &op->name, op->contr->title,
2581 (int)op->level, 2503 (int)op->level,
2582 op->contr->killer_name () 2504 op->contr->killer_name ()
2583 ); 2505 );
2584 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2585 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2586 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2587 }
2588 2509
2589 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2590 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2591 op->contr->braced = 0; 2512 op->contr->braced = 0;
2592 2513
2654 lost_a_stat = 1; 2575 lost_a_stat = 1;
2655 } 2576 }
2656 else 2577 else
2657 { 2578 {
2658 /* deplete a stat */ 2579 /* deplete a stat */
2659 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2660 object *dep; 2581 object *dep;
2661 2582
2662 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2663 if (!dep) 2584 if (!dep)
2664 { 2585 {
2665 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2666 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2667 } 2588 }
2668 lose_this_stat = 1; 2589 lose_this_stat = 1;
2669 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2670 { 2591 {
2682 2603
2683 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2684 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2685 { 2606 {
2686 lose_this_stat = 0; 2607 lose_this_stat = 0;
2687 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2688 retain the stat. */ 2609 retain the stat. */
2689 } 2610 }
2690 else 2611 else
2691 { 2612 {
2692 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)
2708 * difference. 2629 * difference.
2709 */ 2630 */
2710 if (this_stat >= -50) 2631 if (this_stat >= -50)
2711 { 2632 {
2712 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2713 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2715 op->update_stats (); 2636 op->update_stats ();
2716 lost_a_stat = 1; 2637 lost_a_stat = 1;
2717 } 2638 }
2718 } 2639 }
2736#endif 2657#endif
2737 2658
2738 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2739 * exp loss on the stone. 2660 * exp loss on the stone.
2740 */ 2661 */
2741 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2742 tmp->name = format ("%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2743 tmp->name_pl = format ("%s's gravestones", &op->name); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2744 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",
2745 &op->name, op->contr->title, op->contr->killer_name ()); 2666 &op->name, op->contr->title, op->contr->killer_name ());
2746 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2785 if (will_kill_again) 2706 if (will_kill_again)
2786 { 2707 {
2787 object *force; 2708 object *force;
2788 int at; 2709 int at;
2789 2710
2790 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2791 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2792 force->speed = 0.1f;
2793 force->speed_left = -5.f; 2713 force->speed_left = -5.f;
2794 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2795 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2796 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2797 force->resist[at] = 100; 2719 force->resist[at] = 100;
2798 2720
2799 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2801 } 2723 }
2802 2724
2803 op->contr->infobox (MSG_CHANNEL ("death"), deathtab); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2804} 2726}
2805 2727
2806void 2728static void
2807loot_object (object *op) 2729loot_object (object *op)
2808{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2809 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2810 2732
2811 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2812 2734
2813 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2814 { 2736 {
2821 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2822 2744
2823 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2824 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2825 2747
2826 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))))
2827 { 2749 {
2828 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2829 { 2751 {
2830 tmp->decrease (rndm (1, tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2831 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2842 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
2843 * 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
2844 * was changed. 2766 * was changed.
2845 */ 2767 */
2846void 2768void
2847fix_weight (void) 2769fix_weight ()
2848{ 2770{
2849 for_all_players (pl) 2771 for_all_players (pl)
2850 { 2772 {
2851 sint32 old = pl->ob->carrying; 2773 weight_t old = pl->ob->carrying;
2852 2774
2853 pl->ob->update_weight (); 2775 pl->ob->update_weight ();
2854 2776
2855 if (old != pl->ob->carrying) 2777 if (old != pl->ob->carrying)
2856 { 2778 {
2859 } 2781 }
2860 } 2782 }
2861} 2783}
2862 2784
2863void 2785void
2864fix_luck (void) 2786fix_luck ()
2865{ 2787{
2866 for_all_players (pl) 2788 for_all_players (pl)
2867 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
2868 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
2869} 2791}
2921} 2843}
2922 2844
2923int 2845int
2924is_true_undead (object *op) 2846is_true_undead (object *op)
2925{ 2847{
2926 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
2927 return 1; 2849 return 1;
2928 2850
2929 return 0; 2851 return 0;
2930} 2852}
2931 2853
2952 level = -(10 + (2 * ob->map->darklevel ())); 2874 level = -(10 + (2 * ob->map->darklevel ()));
2953 2875
2954 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
2955 for (i = 0, x = ob->x, y = ob->y; 2877 for (i = 0, x = ob->x, y = ob->y;
2956 i <= SIZEOFFREE1; 2878 i <= SIZEOFFREE1;
2957 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))
2958 { 2880 {
2959 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2960 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
2961 continue; 2883 continue;
2962 2884
3029 2951
3030 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3031 player = 1; 2953 player = 1;
3032 2954
3033 else 2955 else
3034 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3035 2957
3036 /* search adjacent squares */ 2958 /* search adjacent squares */
3037 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3038 { 2960 {
3039 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3040 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3041 m = who->map; 2963 m = who->map;
3042 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3043 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3044 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3045 */ 2967 */
3048 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)))
3049 continue; 2971 continue;
3050 2972
3051 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)
3052 { 2974 {
3053 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])
3054 return 1; 2976 return 1;
3055 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3056 {
3057 /*don't let a hidden DM prevent you from hiding */
3058 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3059 return 1; 2978 return 1;
3060 }
3061 } 2979 }
3062 } 2980 }
3063 return 0; 2981 return 0;
3064} 2982}
3065 2983
3066/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3067 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3068 * 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
3069 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3070 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3071 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3072 * in? Realistically, most of us can't see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3073 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3074 * 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
3075 * 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.
3076 * -b.t. 2994 * -b.t.
3077 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3078 */ 2996 */
3079int 2997int
3080player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3081{ 2999{
3095 3013
3096 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3097 3015
3098 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3099 * through the object and find if it has any 3017 * through the object and find if it has any
3100 * part that is in the los array but isn't on 3018 * part that is in the los array but isn't on
3101 * a blocked los square. 3019 * a blocked los square.
3102 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3103 */ 3021 */
3104 while (op) 3022 while (op)
3105 { 3023 {
3108 3026
3109 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3110 return 1; 3028 return 1;
3111 3029
3112 op = op->more; 3030 op = op->more;
3113 }
3114
3115 return 0;
3116}
3117
3118/* routine for both players and monsters. We call this when
3119 * there is a possibility for our action distrubing our hiding
3120 * place or invisiblity spell. Artefact invisiblity causes
3121 * "noise" instead. If we arent invisible to begin with, we
3122 * return 0.
3123 */
3124int
3125action_makes_visible (object *op)
3126{
3127 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3128 {
3129 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3130 {
3131 // artefact invisibility is permanent, but we still make noise
3132 // this is important for game-balance.
3133 if (op->contr)
3134 op->make_noise ();
3135
3136 return 0;
3137 }
3138
3139 if (op->contr && op->contr->tmp_invis == 0)
3140 return 0;
3141
3142 /* If monsters, they should become visible */
3143 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3144 {
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3146 return 1;
3147 }
3148 } 3031 }
3149 3032
3150 return 0; 3033 return 0;
3151} 3034}
3152 3035
3167 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3168 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3169 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3170 for (object *tmp = op->below; tmp; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3171 { 3054 {
3172 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3173 { 3056 {
3174 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3057 if (tmp->flag [FLAG_NO_PICK]
3175 && tmp->type == BATTLEGROUND 3058 && tmp->type == BATTLEGROUND
3176 && tmp->name == shstr_battleground 3059 && tmp->name == shstr_battleground
3177 && EXIT_X (tmp) && EXIT_Y (tmp)) 3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3178 { 3061 {
3179 /* before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3180 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))
3181 {
3182 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)
3183 { 3066 {
3184 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3185 {
3186 if (x && y) 3067 if (x && y)
3187 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3188 3069
3189 return 1; 3070 return 1;
3190 }
3191 } 3071 }
3192 }
3193 3072
3194 if (x && y) 3073 if (x && y)
3195 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3196 3075
3197 return 1; 3076 return 1;
3335 else 3214 else
3336 j = 1; 3215 j = 1;
3337 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3338 } 3217 }
3339 } 3218 }
3219
3340 strcat (buf, "."); 3220 strcat (buf, ".");
3341 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3342 } 3222 }
3343 3223
3344 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3345 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3346 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3347 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3348 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3349 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3350 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3351 3231
3352 /* print message if there is one */ 3232 /* print message if there is one */
3353 if (item->msg != NULL) 3233 if (item->msg != NULL)
3354 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3355 } 3235 }
3356 else 3236 else
3357 { 3237 {
3358 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3359 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3360 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));
3361 who->insert (tmp); 3241 who->insert (tmp);
3362 } 3242 }
3363} 3243}
3364 3244
3365/** 3245//-GPL
3366 * Unready an object for a player. This function does nothing if the object was
3367 * not readied.
3368 */
3369void
3370player_unready_range_ob (player *pl, object *ob)
3371{
3372 if (pl->ob->current_weapon == ob)
3373 pl->ob->current_weapon = 0;
3374
3375 if (pl->combat_ob == ob)
3376 pl->combat_ob = 0;
3377
3378 if (pl->ranged_ob == ob)
3379 pl->ranged_ob = 0;
3380}
3381 3246
3382sint8 3247sint8
3383player::darkness_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3384{ 3249{
3385 if (!ns) 3250 if (!ns)
3412{ 3277{
3413 play_sound (sound_find ("generic_failure")); 3278 play_sound (sound_find ("generic_failure"));
3414 statusmsg (msg, color); 3279 statusmsg (msg, color);
3415} 3280}
3416 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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