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Comparing deliantra/server/server/player.C (file contents):
Revision 1.126 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205 80
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 82
221 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
222 97
223 ns->update_look = 0; 98 ns->update_look = 0;
224 ns->look_position = 0; 99 ns->look_position = 0;
225 100
226 clear_los (ob); 101 clear_los ();
227 102
228 ns->reset_stats (); 103 ns->reset_stats ();
229 104
230 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
233 108
234 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
235 link_player_skills (ob); 110 link_skills ();
236 111
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
240 113
241 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
243 { 116 {
244 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 118
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 122 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 124 skin = tmp;
255 125
256 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
257 } 127 }
258 128
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 130
261 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
262 143
263 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 146 switch (op->type)
266 { 147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
267 case WAND: 153 case WAND:
268 case ROD: 154 case ROD:
269 case HORN: 155 case HORN:
270 case BOW: 156 case BOW:
271 case SKILL: 157 case RANGED:
272 case SKILL_TOOL: 158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
273 case WEAPON: 162 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 163 combat_ob = op;
275 apply_special (ob, op, AP_APPLY); 164 op->flag [FLAG_APPLIED] = false;
276 break; 165 break;
277 } 166 }
278 167
279 ob->update_stats (); 168 ob->update_stats (); // we unapplied stuff above
280 ns->floorbox_update ();
281 169
282 esrv_send_inventory (ob, ob); 170 ob->current_weapon = 0;
283 esrv_add_spells (this, 0); 171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
284 173
285 activate (); 174 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290 175
291 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
293} 178}
294 179
295void 180void
296player::disconnect () 181player::disconnect ()
297{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
298 if (ns) 189 if (ns)
299 { 190 {
300 if (active) 191 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 193
305 ns->reset_stats (); 196 ns->reset_stats ();
306 ns->pl = 0; 197 ns->pl = 0;
307 ns = 0; 198 ns = 0;
308 } 199 }
309 200
310 if (ob) 201 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 202 // when ns = 0
203 observe = viewpoint = ob;
312 204
313 deactivate (); 205 deactivate ();
314} 206}
207
208//-GPL
315 209
316// the need for this function can be explained 210// the need for this function can be explained
317// by load_object not returning the object 211// by load_object not returning the object
318void 212void
319player::set_object (object *op) 213player::set_object (object *op)
320{ 214{
321 ob = op; 215 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
323 217
324 ob->speed_left = 0.5;
325 ob->speed = 1.0; 218 ob->speed = 1.0f;
219 ob->speed_left = 0.5f;
220
326 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
327} 222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
328 239
329player::player () 240player::player ()
330{ 241{
331 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 243 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
339 250
340 gen_sp_armour = 10; 251 gen_sp_armour = 10;
341 bowtype = bow_normal; 252 bowtype = bow_normal;
342 petmode = pet_normal; 253 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 254 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
346 do_los = 1; 256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
347} 260}
348 261
349void 262void
350player::do_destroy () 263player::do_destroy ()
351{ 264{
356 if (ob) 269 if (ob)
357 { 270 {
358 ob->destroy_inv (false); 271 ob->destroy_inv (false);
359 ob->destroy (); 272 ob->destroy ();
360 } 273 }
274
275 ob = observe = viewpoint = 0;
361} 276}
362 277
363player::~player () 278player::~player ()
364{ 279{
365 /* Clear item stack */ 280 /* Clear item stack */
366 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
367} 310}
368 311
369/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
371 * mode. 314 * mode.
373player * 316player *
374player::create () 317player::create ()
375{ 318{
376 player *pl = new player; 319 player *pl = new player;
377 320
378 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
379 322
380 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
383 326
384 set_first_map (pl->ob); 327 set_first_map (pl->ob);
385 328
386 return pl; 329 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 330}
416 331
417object * 332object *
418get_nearest_player (object *mon) 333get_nearest_player (object *mon)
419{ 334{
422 unsigned lastdist; 337 unsigned lastdist;
423 rv_vector rv; 338 rv_vector rv;
424 339
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 341 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 343 continue;
456 344
457 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
458 { 346 {
653 541
654 return firstdir; 542 return firstdir;
655} 543}
656 544
657void 545void
658give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
659{ 547{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 548 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 550
665 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
666 { 552 {
667 next = op->below; 553 next = op->below;
668 554
669 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 562 * by this player due to race restrictions
677 */ 563 */
678 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
679 { 565 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
681 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 573 {
686 op->destroy (); 574 op->destroy ();
687 continue; 575 continue;
688 } 576 }
689 } 577 }
690 578
691 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 582 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
698 { 584 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 587 {
707 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 591 break;
710 } 592 }
711 593
712 if (op->nrof > 1) 594 if (op->nrof > 1)
713 op->nrof = 1; 595 op->nrof = 1;
714 } 596 }
715 597
716 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 600
721 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 603 * merged properly.
724 */ 604 */
725 if (need_identify (op)) 605 if (need_identify (op))
726 { 606 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 610 }
611
731 if (op->type == SPELL) 612 if (op->type == SPELL)
732 { 613 {
733 op->destroy (); 614 op->destroy ();
734 continue; 615 continue;
735 } 616 }
737 { 618 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 620 op->stats.exp = 0;
740 op->level = 1; 621 op->level = 1;
741 } 622 }
742 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
746 626
747 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
748 link_player_skills (pl); 628 pl->contr->link_skills ();
749} 629}
750 630
751void 631void
752get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
753{ 633{
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764} 644}
765 645
766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int 647static int
768roll_stat (void) 648roll_stat ()
769{ 649{
770 int a[4], i, j, k; 650 int a[4], i, j, k;
771 651
772 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
784} 664}
785 665
786void 666void
787object::roll_stats () 667object::roll_stats ()
788{ 668{
789 int statsort [7]; 669 int statsort [NUM_STATS];
790 670
791 for (;;) 671 for (;;)
792 { 672 {
793 int sum = 0; 673 int sum = 0;
794 for (int i = 7; i--; ) 674 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 675 sum += statsort [i] = roll_stat ();
796 676
797 if (sum >= 82 && sum <= 116) 677 if (sum >= 82 && sum <= 116)
798 break; 678 break;
799 } 679 }
800 680
801 // Sort the stats so that rerolling is easier... 681 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 683
684 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 685 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 686
812 stats.exp = 0; 687 stats.exp = 0;
813 stats.ac = 0; 688 stats.ac = 0;
814 689
815 stats.hp = stats.maxhp; 690 stats.hp = stats.maxhp;
827} 702}
828 703
829void 704void
830object::swap_stats (int a, int b) 705object::swap_stats (int a, int b)
831{ 706{
832 int tmp = get_attr_value (&contr->orig_stats, a); 707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
834 set_attr_value (&contr->orig_stats, b, tmp);
835 708
709 for (int i = 0; i < NUM_STATS; ++i)
836 stats.Str = contr->orig_stats.Str; 710 stats.stat (i) = contr->orig_stats.stat (i);
837 stats.Dex = contr->orig_stats.Dex;
838 stats.Con = contr->orig_stats.Con;
839 stats.Int = contr->orig_stats.Int;
840 stats.Wis = contr->orig_stats.Wis;
841 stats.Pow = contr->orig_stats.Pow;
842 stats.Cha = contr->orig_stats.Cha;
843 711
844 //TODO: the following code looks so borked and should, at the very least, 712 //TODO: the following code looks so borked and should, at the very least,
845 // be merged with the similar code in roll_stats 713 // be merged with the similar code in roll_stats
846 stats.ac = 0; 714 stats.ac = 0;
847 715
866static void 734static void
867start_info (object *op) 735start_info (object *op)
868{ 736{
869 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
870 738
871 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
872 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
873 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
874 //new_draw_info (NDI_UNIQUE, 0, op, " ");
875} 741}
876 742
877/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
878 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
879 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
882 */ 748 */
883void 749void
884player::chargen_race_done () 750player::chargen_race_done ()
885{ 751{
886 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
887 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
888 754
889 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
890 if (tl) 756 if (tl)
891 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
892 758
893 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
894 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
895 761
896 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
897 763
898 if (ob->msg) 764 if (ob->msg)
899 ob->msg = 0; 765 ob->msg = 0;
900
901 /* We create this now because some of the unique maps will need it
902 * to save here.
903 */
904 {
905 char buf[MAX_BUF];
906 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
907 make_path_to_file (buf);
908 }
909 766
910 start_info (ob); 767 start_info (ob);
911 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
912 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
913 link_player_skills (ob);
914 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
915 ob->update_stats (); 771 ob->update_stats ();
916 772
917 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
918 * is one for this race 774 * is one for this race
919 */ 775 */
920 if (*first_map_ext_path) 776 if (*first_map_ext_path)
921 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
922 object *tmp;
923 char mapname[MAX_BUF];
924
925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
926 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = ob->x;
929 EXIT_Y (tmp) = ob->y;
930 ob->enter_exit (tmp); /* we don't really care if it succeeded;
931 * if the map isn't there, then stay on the
932 * default initial map */
933 tmp->destroy ();
934 }
935 else 778 else
936 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
937} 780}
938 781
939void 782void
949 int x = ob->x, y = ob->y; 792 int x = ob->x, y = ob->y;
950 793
951 ob->remove_statbonus (); 794 ob->remove_statbonus ();
952 ob->remove (); 795 ob->remove ();
953 ob->arch = get_player_archetype (ob->arch); 796 ob->arch = get_player_archetype (ob->arch);
954 ob->arch->clone.copy_to (ob); 797 ob->arch->copy_to (ob);
955 ob->instantiate (); 798 ob->instantiate ();
956 ob->stats = ob->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
957 ob->name = ob->name_pl = name; 800 ob->name = ob->name_pl = name;
958 ob->x = x; 801 ob->x = x;
959 ob->y = y; 802 ob->y = y;
960 SET_ANIMATION (ob, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (ob, ob->map, ob, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (ob->contr->title, ob->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
963 ob->add_statbonus (); 806 ob->add_statbonus ();
964 } 807 }
965 while (!allowed_class (ob)); 808 while (!allowed_class (ob));
966 809
967 update_object (ob, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
970 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
971 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
972 ob->stats.grace = 0; 815 ob->stats.grace = 0;
973} 816}
974 817
975void 818static void
976flee_player (object *op) 819flee_player (object *op)
977{ 820{
978 int dir, diff; 821 int dir, diff;
979 rv_vector rv; 822 rv_vector rv;
980 823
983 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
985 return; 828 return;
986 } 829 }
987 830
988 if (op->enemy == NULL) 831 if (!op->enemy)
989 { 832 {
990 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
991 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
992 return; 835 return;
993 } 836 }
994 837
995 /* Seen some crashes here. Since we don't store an
996 * op->enemy_count, it is possible that something destroys the
997 * actual enemy, and the object is recycled.
998 */
999 if (op->enemy->map == NULL)
1000 {
1001 CLEAR_FLAG (op, FLAG_SCARED);
1002 op->enemy = NULL;
1003 return;
1004 }
1005
1006 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1007 { 839 {
1008 op->enemy = NULL; 840 op->enemy = NULL;
1009 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1010 return; 842 return;
1013 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1014 846
1015 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1016 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1017 { 849 {
1018 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1019 851
1020 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1021 return; 853 return;
1022 } 854 }
1023 855
1024 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1025 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1034check_pick (object *op) 866check_pick (object *op)
1035{ 867{
1036 object *tmp, *next; 868 object *tmp, *next;
1037 int stop = 0; 869 int stop = 0;
1038 int wvratio; 870 int wvratio;
1039 char putstring[128];
1040 871
1041 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1042 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1043 return 1; 874 return 1;
1044 875
1045 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1046 880
1047 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1048 * destroyed */ 882 * destroyed */
1049 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1050 { 884 {
1051 tmp = next; 885 tmp = next;
1052 next = tmp->below; 886 next = tmp->below;
1053 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1054 if (op->destroyed ()) 894 if (op->destroyed ())
1055 return 0; 895 return 0;
1056 896
1057 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1058 continue; 898 continue;
1059 899
1060 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1061 { 901 {
1062 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1063 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1064 continue; 905 continue;
1065 } 906 }
1066 907
1067 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1068 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1069 { 970 {
1070 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1071 { 1034 {
1072 case 0: 1035 CHK_PICK_PICKUP;
1073 return 1; /* don't pick up */ 1036 continue;
1074 case 1:
1075 pick_up (op, tmp);
1076 return 1;
1077 case 2:
1078 pick_up (op, tmp);
1079 return 0;
1080 case 3:
1081 return 0; /* stop before pickup */
1082 case 4:
1083 pick_up (op, tmp);
1084 break;
1085 case 5:
1086 pick_up (op, tmp);
1087 stop = 1;
1088 break;
1089 case 6:
1090 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1091 pick_up (op, tmp);
1092 break;
1093
1094 case 7:
1095 if (tmp->type == MONEY || tmp->type == GEM)
1096 pick_up (op, tmp);
1097 break;
1098
1099 default:
1100 /* use value density */
1101 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1102 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1103 pick_up (op, tmp);
1104 } 1037 }
1105 } 1038 }
1106 else 1039
1107 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1108 /* NEW pickup handling */
1109 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1110 { 1046 {
1111 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1112 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 }
1121
1122 /* philosophy:
1123 * It's easy to grab an item type from a pile, as long as it's
1124 * generic. This takes no game-time. For more detailed pickups
1125 * and selections, select-items should be used. This is a
1126 * grab-as-you-run type mode that's really useful for arrows for
1127 * example.
1128 * The drawback: right now it has no frontend, so you need to
1129 * stick the bits you want into a calculator in hex mode and then
1130 * convert to decimal and then 'pickup <#>
1131 */
1132
1133 /* the first two modes are exclusive: if NOTHING we return, if
1134 * STOP then we stop. All the rest are applied sequentially,
1135 * meaning if any test passes, the item gets picked up. */
1136
1137 /* if mode is set to pick nothing up, return */
1138
1139 if (op->contr->mode & PU_NOTHING)
1140 return 1;
1141
1142 /* if mode is set to stop when encountering objects, return */
1143 /* take STOP before INHIBIT since it doesn't actually pick
1144 * anything up */
1145
1146 if (op->contr->mode & PU_STOP)
1147 return 0;
1148
1149 /* useful for going into stores and not losing your settings... */
1150 /* and for battles wher you don't want to get loaded down while
1151 * fighting */
1152 if (op->contr->mode & PU_INHIBIT)
1153 return 1;
1154
1155 /* prevent us from turning into auto-thieves :) */
1156 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157 continue; 1048 continue;
1049 }
1158 1050
1159 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1160 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1161 continue; 1056 continue;
1057 }
1162 1058
1163 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1164 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1165 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1166 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1167 { 1130 {
1168 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1169 continue; 1132 continue;
1170 } 1133 }
1134 }
1171 1135
1136 /* misc stuff that's useful */
1172 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1174 { 1139 {
1175 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1176 continue; 1141 continue;
1177 } 1142 }
1178 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1179 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1180 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1181 { 1151 */
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 /* spellbooks, skillscrolls and normal books/scrolls */
1187 if (op->contr->mode & PU_SPELLBOOK)
1188 if (tmp->type == SPELLBOOK)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_SKILLSCROLL)
1195 if (tmp->type == SKILLSCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* wands/staves/rods/horns */
1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* pick up all magical items */
1217 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_VALUABLES)
1225 { 1154 {
1226 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1227 { 1158 {
1228 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1229 continue;
1230 } 1160 }
1231 }
1232
1233 /* rings & amulets - talismans seems to be typed AMULET */
1234 if (op->contr->mode & PU_JEWELS)
1235 if (tmp->type == RING || tmp->type == AMULET)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* bows and arrows. Bows are good for selling! */
1250 if (op->contr->mode & PU_BOW)
1251 if (tmp->type == BOW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_ARROW)
1258 if (tmp->type == ARROW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* all kinds of armor etc. */
1265 if (op->contr->mode & PU_ARMOUR)
1266 if (tmp->type == ARMOUR)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_HELMET)
1273 if (tmp->type == HELMET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_SHIELD)
1280 if (tmp->type == SHIELD)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_BOOTS)
1287 if (tmp->type == BOOTS)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_GLOVES)
1294 if (tmp->type == GLOVES)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_CLOAK)
1301 if (tmp->type == CLOAK)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* hoping to catch throwing daggers here */
1308 if (op->contr->mode & PU_MISSILEWEAPON)
1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON)
1317 {
1318 if (tmp->type == WEAPON && tmp->name != NULL)
1319 {
1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327
1328 if (tmp->type == WEAPON && tmp->name == NULL)
1329 {
1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335 }
1336 }
1337
1338 /* misc stuff that's useful */
1339 if (op->contr->mode & PU_KEY)
1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 /* any of the last 4 bits set means we use the ratio for value
1347 * pickups */
1348 if (op->contr->mode & PU_RATIO)
1349 {
1350 /* use value density to decide what else to grab */
1351 /* >=7 was >= op->contr->mode */
1352 /* >=7 is the old standard setting. Now we take the last 4 bits
1353 * and multiply them by 5, giving 0..15*5== 5..75 */
1354 wvratio = (op->contr->mode & PU_RATIO) * 5;
1355 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356 {
1357 pick_up (op, tmp);
1358#if 0
1359 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1360 if (tmp->name != NULL)
1361 {
1362 fprintf (stderr, "%s", tmp->name);
1363 }
1364 else 1161 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1367 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1368#endif 1165#endif
1166 CHK_PICK_PICKUP;
1369 continue; 1167 continue;
1370 }
1371 } 1168 }
1372 } /* the new pickup model */ 1169 } /* the new pickup model */
1373 } 1170 }
1374 1171
1375 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1376} 1208}
1377 1209
1378/* 1210/*
1379 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1380 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1381 * found object is returned. 1213 * found object is returned.
1382 */ 1214 */
1383object * 1215static object *
1384find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1385{ 1217{
1386 object *tmp = 0;
1387
1388 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1390 tmp = find_arrow (op, type);
1391 else if (op->type == ARROW && op->race == type) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1392 return op; 1227 return arrow;
1228 }
1393 1229
1394 return tmp; 1230 return 0;
1395} 1231}
1396 1232
1397/* 1233/*
1398 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1399 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1400 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1401 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1402 */ 1238 */
1403object * 1239static object *
1404find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1405{ 1241{
1406 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1407 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1408 1244
1409 if (!type) 1245 if (!type)
1413 { 1249 {
1414 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1415 { 1251 {
1416 i = 0; 1252 i = 0;
1417 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1418 if (i > betterby) 1255 if (i > betterby)
1419 { 1256 {
1420 tmp = ntmp; 1257 tmp = ntmp;
1421 betterby = i; 1258 betterby = i;
1422 } 1259 }
1423 } 1260 }
1424 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1425 { 1262 {
1426 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1427 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1428 { 1265 {
1429 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1430 { 1267 {
1431 *better = 100; 1268 *better = 100;
1432 return arrow; 1269 return arrow;
1440 else 1277 else
1441 { 1278 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1280 {
1444 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1447 { 1284 {
1448 tmp = arrow; 1285 tmp = arrow;
1449 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1450 } 1287 }
1451 } 1288 }
1289
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1291 {
1454 tmp = arrow; 1292 tmp = arrow;
1455 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1456 } 1294 }
1295
1457 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1458 { 1297 {
1459 tmp = arrow; 1298 tmp = arrow;
1460 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1461 } 1300 }
1462 } 1301 }
1463 } 1302 }
1464 } 1303 }
1304
1465 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1466 return find_arrow (op, type); 1306 return find_arrow (op, type);
1467 1307
1468 *better = betterby; 1308 *better = betterby;
1469 return tmp; 1309 return tmp;
1473 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1474 * op = the shooter 1314 * op = the shooter
1475 * type = bow->race 1315 * type = bow->race
1476 * dir = fire direction 1316 * dir = fire direction
1477 */ 1317 */
1478object * 1318static object *
1479pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1480{ 1320{
1481 object *tmp = NULL; 1321 object *tmp = NULL;
1482 maptile *m; 1322 maptile *m;
1483 int i, mflags, found, number; 1323 int i, mflags, found, number;
1484 sint16 x, y; 1324 sint16 x, y;
1499 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1500 { 1340 {
1501 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1502 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1503 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1504 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1505 { 1346 {
1506 tmp = NULL; 1347 tmp = 0;
1507 break; 1348 break;
1508 } 1349 }
1509 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1510 { 1351 {
1511 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1512 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1513 */ 1354 */
1514 tmp = NULL; 1355 tmp = 0;
1515 break; 1356 break;
1516 } 1357 }
1358
1517 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1518 {
1519 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1520 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1521 {
1522 found++;
1523 break;
1524 }
1525 if (found)
1526 break; 1362 break;
1527 }
1528 } 1363 }
1529 if (tmp == NULL) 1364
1365 if (!tmp)
1530 return find_arrow (op, type); 1366 return find_arrow (op, type);
1531 1367
1532 if (tmp->head) 1368 if (tmp->head)
1533 tmp = tmp->head; 1369 tmp = tmp->head;
1534 1370
1547 */ 1383 */
1548int 1384int
1549fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1550{ 1386{
1551 object *left, *bow; 1387 object *left, *bow;
1552 int bowspeed, mflags; 1388 int mflags;
1553 maptile *m; 1389 maptile *m;
1554 1390
1555 if (!dir) 1391 if (!dir)
1556 { 1392 {
1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1558 return 0; 1394 return 0;
1559 } 1395 }
1560 1396
1561 if (player *pl = op->contr) 1397 if (op->contr)
1562 { 1398 bow = op->current_weapon;
1563 bow = pl->ranged_ob;
1564 if (!op->change_weapon (bow))
1565 return 0;
1566 }
1567 else 1399 else
1568 { 1400 {
1569 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons. 1403 * don't need to switch back and forth between bows and weapons.
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0; 1411 return 0;
1580 } 1412 }
1581 1413
1582 // optimisation: move object to top so we will find it quickly again 1414 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below) 1415 splay (bow);
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1589 } 1416 }
1590 1417
1591 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1592 { 1419 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1594 return 0; 1421 return 0;
1595 } 1422 }
1596
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605 1423
1606 if (arrow == NULL) 1424 if (arrow == NULL)
1607 { 1425 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 { 1427 {
1628 } 1446 }
1629 1447
1630 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1631 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1632 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1633 arrow->destroy (); 1452 arrow->destroy ();
1634 return 0; 1453 return 0;
1635 } 1454 }
1636 1455
1637 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1638 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1639 if (!arrow) 1458 if (!arrow)
1640 { 1459 {
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1642 return 0; 1461 return 0;
1643 } 1462 }
1647 arrow->direction = dir; 1466 arrow->direction = dir;
1648 1467
1649 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1650 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1651 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1652 1472
1653 if (arrow->slaying) 1473#if 0
1654 arrow->spellarg = strdup (arrow->slaying); 1474 if (player *pl = op->contr)
1475 {
1476 float speed = pl->weapon_sp;
1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1490 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0;
1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655 1498
1656 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1657 { 1500 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663
1664 arrow->stats.dam += op->stats.dam + arrow->magic;
1665
1666 /* update the speed */
1667 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1668 + bow->stats.dam / 7.0;
1669
1670 arrow->set_speed (max (arrow->speed, 2.0));
1671 arrow->speed_left = 0;
1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1675 if (op->type == PLAYER)
1676 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1502 wc -= dex_bonus[op->stats.Dex];
1679 1503
1680 if (!arrow->slaying) 1504 if (!arrow->slaying)
1681 arrow->slaying = op->slaying; 1505 arrow->slaying = op->slaying;
1682 1506
1683 arrow->attacktype |= op->attacktype; 1507 arrow->attacktype |= op->attacktype;
1691 arrow->slaying = bow->slaying; 1515 arrow->slaying = bow->slaying;
1692 1516
1693 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1694 } 1518 }
1695 1519
1696 arrow->stats.wc -= arrow->level; 1520 wc -= arrow->level;
1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1697 1522
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1698 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1699 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1700 1526
1701 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1702 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1703 1529
1704 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1705 move_arrow (arrow); 1531 move_arrow (arrow);
1706
1707 if (op->type == PLAYER)
1708 {
1709 if (left->destroyed ())
1710 esrv_del_item (op->contr, left->count);
1711 else
1712 esrv_send_item (op, left);
1713 }
1714 1532
1715 return 1; 1533 return 1;
1716} 1534}
1717 1535
1718/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1720 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1721 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1722 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1723 * hence the function name. 1541 * hence the function name.
1724 */ 1542 */
1725int 1543static int
1726player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1727{ 1545{
1728 int ret = 0, wcmod = 0; 1546 int ret;
1729 1547
1730 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1731 { 1549 {
1732 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1733 } 1551 }
1734 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1735 { 1553 {
1736 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1737 wcmod = -1;
1738
1739 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1740 } 1556 }
1741 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1742 { 1558 {
1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1744 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1745 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1746 } 1562 }
1747 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1748 { 1564 {
1749 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1751 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1752 } 1568 }
1753 else 1569 else
1754 { 1570 {
1756 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1757 } 1573 }
1758 1574
1759 return ret; 1575 return ret;
1760} 1576}
1761
1762 1577
1763/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1764 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1765 */ 1580 */
1766void 1581static void
1767fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1768{ 1583{
1769 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1770 1585
1771 if (!item) 1586 if (!item)
1778 { 1593 {
1779 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1780 return; 1595 return;
1781 } 1596 }
1782 1597
1783 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1784 return; 1599 return;
1785 1600
1786 if (item->type == WAND) 1601 if (item->type == WAND)
1787 { 1602 {
1788 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1789 { 1604 {
1790 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 op->contr->play_sound (sound_find ("wand_poof"));
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1792 1607
1793 return; 1608 return;
1794 } 1609 }
1795 } 1610 }
1796 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1797 { 1612 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1799 { 1618 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1801 1620
1802 if (item->type == ROD) 1621 if (item->type == ROD)
1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1804 else 1623 else
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808 } 1627 }
1809 } 1628 }
1810 1629
1811 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1812 { 1631 {
1813 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1814 if (item->type == WAND) 1634 if (item->type == WAND)
1815 { 1635 {
1816 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1817 { 1637 {
1818 object *tmp; 1638 object *tmp;
1819 1639
1820 if (item->arch) 1640 if (item->arch)
1821 { 1641 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1824 item->set_speed (0); 1644 item->set_speed (0);
1825 } 1645 }
1826 1646
1827 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1828 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1829 } 1649 }
1830 } 1650 }
1831 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1832 drain_rod_charge (item); 1652 drain_rod_charge (item);
1833 } 1653 }
1834} 1654}
1835 1655
1836/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1837 */ 1657 */
1838void 1658bool
1839fire (object *op, int dir) 1659fire (object *who, int dir)
1840{ 1660{
1841 int spellcost = 0; 1661 int spellcost = 0;
1842 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
1843 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1844 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1845 make_visible (op); 1686 make_visible (who);
1846
1847 player *pl = op->contr;
1848
1849 if (pl->golem)
1850 {
1851 control_golem (op->contr->golem, dir);
1852 return;
1853 }
1854
1855 object *ob = pl->ranged_ob;
1856
1857 if (!ob)
1858 return;
1859 1687
1860 switch (ob->type) 1688 switch (ob->type)
1861 { 1689 {
1862 case BOW: 1690 case BOW:
1863 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1864 break; 1692 break;
1865 1693
1866 case SPELL: 1694 case SPELL:
1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1868 break; 1696 break;
1869 1697
1870 case BUILDER: 1698 case BUILDER:
1871 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1872 break; 1700 break;
1873 1701
1874 case SKILL: 1702 case SKILL:
1875 case SKILL_TOOL:
1876 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1877 break; 1704 break;
1878 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1879 default: 1710 default:
1880 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1881 break; 1712 break;
1882 } 1713 }
1883}
1884 1714
1885/* find_key 1715 return true;
1886 * We try to find a key for the door as passed. If we find a key 1716}
1887 * and successfully use it, we return the key, otherwise NULL 1717
1888 * This function merges both normal and locked door, since the logic 1718static object *
1889 * for both is the same - just the specific key is different.
1890 * pl is the player,
1891 * inv is the objects inventory to searched
1892 * door is the door we are trying to match against.
1893 * This function can be called recursively to search containers.
1894 */
1895object *
1896find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1897{ 1720{
1898 object *tmp, *key; 1721 object *tmp, *key;
1899 1722
1900 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1901 if (!container->inv) 1724 if (!container->inv)
1904 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1905 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1906 { 1729 {
1907 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1908 break; 1731 break;
1732
1909 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1910 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1911 */ 1735 */
1912 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1913 break; 1737 break;
1919 * a key, return 1743 * a key, return
1920 */ 1744 */
1921 if (!tmp) 1745 if (!tmp)
1922 { 1746 {
1923 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 {
1925 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1926 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1927 {
1928 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1929 return key; 1751 return key;
1930 }
1931 }
1932 1752
1933 if (!tmp) 1753 if (!tmp)
1934 return NULL; 1754 return 0;
1935 } 1755 }
1936 1756
1937 /* We get down here if we have found a key. Now if its in a container, 1757 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 1758 * see if we actually want to use it
1939 */ 1759 */
1940 if (pl != container) 1760 if (pl != container)
1941 { 1761 {
1942 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1943 if (!pl->contr) 1763 if (!pl->contr)
1944 return NULL; 1764 return 0;
1765
1945 /* cases where this fails: 1766 /* cases where this fails:
1946 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1947 * are not in the players inventory. 1768 * are not in the players inventory.
1948 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1949 * containers can be used. 1770 * containers can be used.
1953 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1954 * 1775 *
1955 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1956 * all the others. 1777 * all the others.
1957 */ 1778 */
1958 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1959 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1960 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1961 { 1782 {
1962 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 return NULL; 1785 return NULL;
1965 } 1786 }
1966 } 1787 }
1967 1788
1968 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1969} 1815}
1970 1816
1971/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1974 * 0 otherwise 1820 * 0 otherwise
1975 */ 1821 */
1976static int 1822static int
1977player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
1978{ 1824{
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1826 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1982 */ 1828 */
1983 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
1984 1830
1985 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1986 if (key) 1832 if (key)
1987 { 1833 {
1988 object *container = key->env; 1834 object *container = key->env;
1989
1990 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1991 1835
1992 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1993 make_visible (op); 1837 make_visible (op);
1994 1838
1995 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1997 1841
1998 if (door->type == DOOR) 1842 if (door->type == DOOR)
1999 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2000 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
2001 { 1845 {
2002 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2003 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
2004 } 1848 }
2005 1849
2006 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2007 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2008 /* Need to update the weight the container the key was in */
2009 if (container != op)
2010 esrv_update_item (UPD_WEIGHT, op, container);
2011 1852
2012 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2013 } 1854 }
2014 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2015 { 1856 {
2016 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2017 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2018 return 1; 1859 return 1;
2019 } 1860 }
2020 1861
2021 return 0; 1862 return 0;
2022} 1863}
2025 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2026 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2027 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2028 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2029 */ 1870 */
2030void 1871bool
2031move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2032{ 1873{
2033 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2034 int on_battleground; 1875 {
2035 maptile *m; 1876 --op->speed_left;
1877 return true;
1878 }
2036 1879
2037 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2038 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2039 1882
2040 on_battleground = op_on_battleground (op, 0, 0); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2041 1885
2042 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
2043 * map, attack it. Note order of if statement is important - don't 1887 * map, attack it. Note order of if statement is important - don't
2044 * want to be calling move_ob if braced, because move_ob will move the 1888 * want to be calling move_ob if braced, because move_ob will move the
2045 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2046 * move to some space, it then means that if we are braced, we should 1890 * move to some space, it then means that if we are braced, we should
2047 * do nothing at all. As it is, if we are braced, we go through 1891 * do nothing at all. As it is, if we are braced, we go through
2048 * quite a bit of processing. However, it probably is less than what 1892 * quite a bit of processing. However, it probably is less than what
2049 * move_ob uses. 1893 * move_ob uses.
2050 */ 1894 */
2051 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1895 maptile *m = op->map->xy_find (nx, ny);
1896
1897 /* Go through all the objects, and find ones of interest. Only stop if
1898 * we find a monster - that is something we know we want to attack.
1899 * if its a door or barrel (can roll) see if there may be monsters
1900 * on the space
1901 */
1902 object *mon;
1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1904 {
1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2052 { 1910 }
2053 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1911
1912 if (!mon) /* This happens anytime the player tries to move */
1913 return false; /* into a wall */
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
2054 { 1923 }
2055 m = op->map->xy_find (nx, ny); 1924
2056 if (!m) 1925 /* The following deals with possibly attacking peaceful
2057 return; /* Don't think this should happen */ 1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2058 } 1958 }
2059 else 1959 else
2060 m = op->map;
2061
2062 if (!(tmp = m->at (nx, ny).bot))
2063 return; 1960 return false;
1961 }
2064 1962
2065 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2066 /* Go through all the objects, and find ones of interest. Only stop if
2067 * we find a monster - that is something we know we want to attack.
2068 * if its a door or barrel (can roll) see if there may be monsters
2069 * on the space
2070 */
2071 while (tmp)
2072 {
2073 if (tmp == op)
2074 {
2075 tmp = tmp->above;
2076 continue;
2077 }
2078 1964
2079 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2080 {
2081 mon = tmp;
2082 break;
2083 }
2084
2085 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2086 mon = tmp;
2087
2088 tmp = tmp->above;
2089 }
2090
2091 if (!mon) /* This happens anytime the player tries to move */
2092 return; /* into a wall */
2093
2094 if (mon->head)
2095 mon = mon->head;
2096
2097 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2098 if (player_attack_door (op, mon))
2099 return;
2100
2101 /* The following deals with possibly attacking peaceful
2102 * or frienddly creatures. Basically, all players are considered
2103 * unaggressive. If the moving player has peaceful set, then the
2104 * object should be pushed instead of attacked. It is assumed that
2105 * if you are braced, you will not attack friends accidently,
2106 * and thus will not push them.
2107 */
2108
2109 /* If the creature is a pet, push it even if the player is not
2110 * peaceful. Our assumption is the creature is a pet if the
2111 * player owns it and it is either friendly or unagressive.
2112 */
2113 if ((op->type == PLAYER)
2114#if COZY_SERVER
2115 &&
2116 ((mon->owner && mon->owner->contr
2117 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2118#else
2119 && mon->owner == op
2120#endif
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 {
2123 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced)
2125 return;
2126
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2128 push_ob (mon, dir, op);
2129 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op);
2131
2132 return;
2133 }
2134
2135 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2138 * attack them either. 1968 * attack them either.
2139 */ 1969 */
2140 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2141 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142#ifdef PROHIBIT_PLAYERKILL
2143 (op->contr->peaceful 1972 && ((op->contr->peaceful
2144 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2145 && mon->contr->
2146 peaceful)) &&
2147#else
2148 op->contr->peaceful &&
2149#endif
2150 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2151 { 1977 {
1978 --op->speed_left;
1979
2152 if (!op->contr->braced) 1980 if (!op->contr->braced)
2153 { 1981 {
2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2155 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2156 } 1984 }
2157 else 1985 else
2158 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2159 1987
2160 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2161 make_visible (op); 1989 make_visible (op);
2162 }
2163 1990
1991 return true;
1992 }
1993 }
2164 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2165 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2166 */ 1996 */
2167 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2168 { 2000 {
2001 --op->speed_left;
2002
2169 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2170 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2171 make_visible (op); 2005 make_visible (op);
2172 }
2173 2006
2007 return true;
2008 }
2009 }
2174 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2175 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2176 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2177 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2178 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2179 */ 2015 */
2180 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2181 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2182 { 2018 {
2183 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2184 /* If the player hasn't hit something this tick, and does
2185 * so, give them speed boost based on weapon speed. Doing
2186 * it here is better than process_players2, which basically
2187 * incurred a 1 tick offset.
2188 */
2189 if (!op->contr->has_hit)
2190 { 2020 {
2191 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2192
2193 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2194 }
2195 2022
2196 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2197
2198 /* If attacking another player, that player gets automatic
2199 * hitback, and doesn't loose luck either.
2200 * Disable hitback on the battleground or if the target is
2201 * the wiz.
2202 */
2203 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2204 {
2205 short luck = mon->stats.luck;
2206
2207 mon->contr->has_hit = 1;
2208 skill_attack (op, mon, 0, 0, 0);
2209 mon->stats.luck = luck;
2210 }
2211 2024
2212 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2213 make_visible (op); 2026 make_visible (op);
2214 }
2215 } /* if player should attack something */
2216}
2217 2027
2218int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2219move_player (object *op, int dir) 2036move_player (object *op, int dir)
2220{ 2037{
2221 int pick;
2222
2223 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2224 return 0; 2039 return 0;
2225 2040
2226 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2227 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2228 { 2043 {
2229 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2230 return 0; 2045 return 0;
2231 } 2046 }
2232 2047
2234 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2235 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2236 2051
2237 op->facing = dir; 2052 op->facing = dir;
2238 2053
2239 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2240 do_hidden_move (op); 2055 do_hidden_move (op);
2241 2056
2057 bool retval;
2058 int pick = 0;
2059
2242 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2243 /*nop */ ; 2061 retval = RESULT_INT (0);
2244 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2245 fire (op, dir); 2063 retval = fire (op, dir);
2246 else 2064 else
2247 { 2065 {
2248 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2249 pick = check_pick (op); 2067 pick = check_pick (op);
2250 } 2068 }
2251 2069
2252 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2253 * server can handle repeat firing. 2071 * server can handle repeat firing.
2260 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2261 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2262 * for players. 2080 * for players.
2263 */ 2081 */
2264 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2265 return 0; 2083
2084 return retval;
2266} 2085}
2267 2086
2268/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2269 * new client/server stuff. 2088 * new client/server stuff.
2270 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2271 * the new speed values for commands. 2090 * the new speed values for commands.
2272 * 2091 *
2273 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2274 */ 2095 */
2275int 2096bool
2276handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2277{ 2098{
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2100 {
2280 flee_player (op); 2101 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2102 {
2284 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2285 return 0; 2106 return true;
2286 } 2107 }
2108 else
2109 return false;
2287 } 2110 }
2288 2111
2289 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2290 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2291 * called, so we recheck it here. 2114 * called, so we recheck it here.
2292 */ 2115 */
2293 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2294 return 1; 2117 return true;
2295 2118
2296 if (op->speed_left > 0)
2297 {
2298 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2299 {
2300 /* All move commands take 1 tick, at least for now */
2301 op->speed_left--;
2302
2303 /* Instead of all the stuff below, let move_player take care
2304 * of it. Also, some of the skill stuff is only put in
2305 * there, as well as the confusion stuff.
2306 */
2307 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2308 2121
2309 return op->speed_left > 0;
2310 }
2311 }
2312
2313 return 0; 2122 return false;
2314} 2123}
2315 2124
2316int 2125static int
2317save_life (object *op) 2126save_life (object *op)
2318{ 2127{
2319 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2320 return 0; 2129 return 0;
2321 2130
2322 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2323 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2324 { 2133 {
2325 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2326 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2327
2328 if (op->contr)
2329 esrv_del_item (op->contr, tmp->count);
2330 2136
2331 tmp->destroy (); 2137 tmp->destroy ();
2332 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2333 2139
2334 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2335 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2336 2142
2337 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2338 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2339 2145
2340 op->update_stats (); 2146 op->update_stats ();
2341 return 1; 2147 return 1;
2342 } 2148 }
2343 2149
2347 return 0; 2153 return 0;
2348} 2154}
2349 2155
2350/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2351 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2352 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2353 * from. 2159 * from.
2354 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2355void 2177void
2356remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2357{ 2179{
2358 while (op) 2180 if (!flag [FLAG_REMOVED])
2359 { 2181 ::drop_unpaid_items (inv, this);
2360 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2361
2362 if (QUERY_FLAG (op, FLAG_UNPAID))
2363 {
2364 if (env->type == PLAYER)
2365 esrv_del_item (env->contr, op->count);
2366
2367 op->insert_at (env);
2368 }
2369 else if (op->inv)
2370 remove_unpaid_objects (op->inv, env);
2371
2372 op = next;
2373 }
2374}
2375
2376/*
2377 * Returns pointer a static string containing gravestone text
2378 * Moved from apply.c to player.c - player.c is what
2379 * actually uses this function. player.c may not be quite the
2380 * best, a misc file for object actions is probably better,
2381 * but there isn't one in the server directory.
2382 */
2383char *
2384gravestone_text (object *op)
2385{
2386 static char buf2[MAX_BUF];
2387 char buf[MAX_BUF];
2388 time_t now = time (NULL);
2389
2390 strcpy (buf2, " R.I.P.\n\n");
2391 if (op->type == PLAYER)
2392 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2393 else
2394 sprintf (buf, "%s\n", &op->name);
2395
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 if (op->type == PLAYER)
2399 sprintf (buf, "who was in level %d when killed\n", op->level);
2400 else
2401 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2402
2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2404 strcat (buf2, buf);
2405 if (op->type == PLAYER)
2406 {
2407 sprintf (buf, "by %s.\n\n", op->contr->killer);
2408 strncat (buf2, " ", 21 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 }
2411
2412 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415
2416 return buf2;
2417} 2182}
2418 2183
2419void 2184void
2420do_some_living (object *op) 2185do_some_living (object *op)
2421{ 2186{
2473 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2474 else 2239 else
2475 { 2240 {
2476 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2477 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2478 }
2479
2480 /* Regenerate Spell Points */
2481 if (!op->contr->golem && --op->last_sp < 0)
2482 {
2483 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2484 if (op->stats.sp < op->stats.maxsp)
2485 {
2486 op->stats.sp++;
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_sp > 1)
2499 {
2500 over_sp = (gen_sp + 10) / rate_sp;
2501 if (over_sp > 0)
2502 {
2503 if (op->stats.sp < op->stats.maxsp)
2504 {
2505 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2506
2507 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2508 op->stats.sp--;
2509
2510 if (op->stats.sp > op->stats.maxsp)
2511 op->stats.sp = op->stats.maxsp;
2512 }
2513 op->last_sp = 0;
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518 else
2519 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2520 } 2243 }
2521 2244
2522 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2523 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2524 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2545 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2546 } 2269 }
2547 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2548 } 2271 }
2549 2272
2273 if (op->stats.food > 0)
2274 {
2550 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2551 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2552 {
2553 if (op->stats.hp < op->stats.maxhp)
2554 { 2277 {
2555 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2556 /* dms do not consume food */ 2279
2557 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2558 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2559 op->stats.food--; 2287 op->stats.food--;
2288
2560 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2561 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2562 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2563 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2564 } 2294 }
2565 }
2566 2295
2567 if (max_hp > 1) 2296 if (max_sp > 1)
2568 {
2569 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2570 if (over_hp > 0)
2571 { 2297 {
2572 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2573 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2574 } 2316 }
2575 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2576 { 2325 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2578 } 2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2579 } 2351 }
2580 else 2352 else
2581 {
2582 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 } 2354 }
2584 } 2355 }
2585 2356
2586 /* Digestion */ 2357 /* Digestion */
2587 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2588 { 2359 {
2589#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2590 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 penalty = max (0, -op->contr->digestion);
2591 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2592#else
2593 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2594#endif
2595 2362
2596 if (op->contr->gen_hp > 0)
2597 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2598 else
2599 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2600 2364
2601 /* dms do not consume food */ 2365 /* dms do not consume food */
2602 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2603 op->stats.food--; 2367 op->stats.food--;
2604 } 2368 }
2605 2369
2606 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2607 { 2371 {
2608 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2609 2373
2610 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2611 { 2375 {
2612 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 { 2380 {
2614 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2615 { 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2616 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->apply (tmp);
2617 manual_apply (op, tmp, 0); 2384
2618 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2619 break; 2386 break;
2620 } 2387 }
2621 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2622 flesh = tmp; 2389 flesh = tmp;
2623 } /* End if paid for object */ 2390 }
2624 } /* end of for loop */
2625 2391
2626 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2627 * eat flesh instead. 2393 * eat flesh instead.
2628 */ 2394 */
2629 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2630 { 2396 {
2631 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2632 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2633 } 2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2406 }
2407
2408 if (op->stats.food < 0)
2634 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2635 2412
2636 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2637 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2638 2419
2420 /* killer should be set here already */
2639 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2640 kill_player (op); 2422 kill_player (op);
2641 } 2423 }
2642} 2424}
2643 2425
2647 * file. 2429 * file.
2648 */ 2430 */
2649void 2431void
2650kill_player (object *op) 2432kill_player (object *op)
2651{ 2433{
2652 char buf[MAX_BUF];
2653 int x, y; 2434 int x, y;
2654
2655 //int i;
2656 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2657
2658 /* int z;
2659 int num_stats_lose;
2660 int lost_a_stat;
2661 int lose_this_stat;
2662 int this_stat; */
2663 int will_kill_again; 2436 int will_kill_again;
2664 archetype *at; 2437 archetype *at;
2665 object *tmp; 2438 object *tmp;
2666 2439
2667 if (save_life (op)) 2440 if (save_life (op))
2668 return; 2441 return;
2669 2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2670 2478
2671 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2672 * in cities ONLY!!! It is very important that this doesn't get abused. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2673 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2674 */ 2482 */
2675 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2676 { 2484 {
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2679
2680 /* restore player */
2681 at = archetype::find ("poisoning");
2682 if (object *tmp = present_arch_in_ob (at, op))
2683 {
2684 tmp->destroy ();
2685 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2686 }
2687
2688 at = archetype::find ("confusion");
2689 if (object *tmp = present_arch_in_ob (at, op))
2690 {
2691 tmp->destroy ();
2692 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2693 }
2694
2695 cure_disease (op, 0); /* remove any disease */
2696 op->stats.hp = op->stats.maxhp;
2697 if (op->stats.food <= 0)
2698 op->stats.food = 999;
2699 2486
2700 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2701 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2702 { 2489
2703 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2704 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2705 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2706 " the %s, when he was defeated at\n level %d by %s.\n", 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2707 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2494 &op->name, op->contr->title,
2708 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2709 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2710 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2711 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2712 }
2713 2501
2714 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2715 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2716 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2717 return; 2507 return;
2718 } 2508 }
2719 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2720 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2721 2514
2722 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2723 2516
2724 if (op->stats.food < 0) 2517 op->contr->play_sound (sound_find ("player_dies"));
2725 {
2726 sprintf (buf, "%s starved to death.", &op->name);
2727 strcpy (op->contr->killer, "starvation");
2728 }
2729 else
2730 sprintf (buf, "%s died.", &op->name);
2731
2732 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2733 2518
2734 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2735 x = op->x; 2520 x = op->x;
2736 y = op->y; 2521 y = op->y;
2737 map = op->map; 2522 map = op->map;
2765 2550
2766 lost_a_stat = 0; 2551 lost_a_stat = 0;
2767 2552
2768 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2769 { 2554 {
2770 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2771 2556
2772 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2773 { 2558 {
2774 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2775 * what he lost. 2560 * what he lost.
2782 lost_a_stat = 1; 2567 lost_a_stat = 1;
2783 } 2568 }
2784 else 2569 else
2785 { 2570 {
2786 /* deplete a stat */ 2571 /* deplete a stat */
2787 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2788 object *dep; 2573 object *dep;
2789 2574
2790 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2791 if (!dep) 2576 if (!dep)
2792 { 2577 {
2793 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2794 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2795 } 2580 }
2796 lose_this_stat = 1; 2581 lose_this_stat = 1;
2797 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2798 { 2583 {
2826 } 2611 }
2827 } 2612 }
2828 2613
2829 if (lose_this_stat) 2614 if (lose_this_stat)
2830 { 2615 {
2831 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2832 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2833 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2834 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2835 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2836 * difference. 2621 * difference.
2844 lost_a_stat = 1; 2629 lost_a_stat = 1;
2845 } 2630 }
2846 } 2631 }
2847 } 2632 }
2848 } 2633 }
2634
2849 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2850 if (!lost_a_stat) 2636 if (!lost_a_stat)
2851 { 2637 {
2852 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2853 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2854 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2855 2641
2856 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2857 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2858 else 2644 else
2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2860 } 2646 }
2861#else 2647#else
2862 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2863#endif 2649#endif
2864 2650
2865 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2866 * exp loss on the stone. 2652 * exp loss on the stone.
2867 */ 2653 */
2868 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2869 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2870 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2871 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2872 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
2873 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2874 tmp->msg = buf;
2875 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2876 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2877 2661
2878 /**************************************/ 2662 /**************************************/
2879 /* */ 2663 /* */
2880 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2881 /* if we died cause of food, give us */
2882 /* food, and reset HP's... */
2883 /* */ 2665 /* */
2884 /**************************************/ 2666 /**************************************/
2885 2667
2886 /* remove any poisoning and confusion the character may be suffering. */
2887 /* restore player */
2888 at = archetype::find ("poisoning");
2889 tmp = present_arch_in_ob (at, op);
2890
2891 if (tmp)
2892 {
2893 tmp->destroy ();
2894 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2895 }
2896
2897 at = archetype::find ("confusion");
2898 tmp = present_arch_in_ob (at, op);
2899 if (tmp)
2900 {
2901 tmp->destroy ();
2902 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2903 }
2904
2905 cure_disease (op, 0); /* remove any disease */
2906
2907 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2908 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2909 if (op->stats.food < 100)
2910 op->stats.food = 900;
2911 op->stats.hp = op->stats.maxhp;
2912 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2913 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2914 2670
2915 /* 2671 /*
2916 * Check to see if the player has any unpaid items. If so, remove them 2672 * Check to see if the player has any unpaid items. If so, remove them
2917 * and put them back in the map. 2673 * and put them back in the map.
2918 */ 2674 */
2919 remove_unpaid_objects (op->inv, op); 2675 op->drop_unpaid_items ();
2920 2676
2921 /****************************************/ 2677 /****************************************/
2922 /* */ 2678 /* */
2923 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2944 object *force; 2700 object *force;
2945 int at; 2701 int at;
2946 2702
2947 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1; 2705 force->speed = 0.1f;
2950 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
2951 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100; 2710 force->resist[at] = 100;
2955 2711
2956 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2957 op->update_stats (); 2713 op->update_stats ();
2958
2959 } 2714 }
2960 2715
2961 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2962} 2717}
2963 2718
2964void 2719static void
2965loot_object (object *op) 2720loot_object (object *op)
2966{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2967 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2968 2723
2969 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2983 2738
2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2985 { 2740 {
2986 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2987 { 2742 {
2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2989 tmp2->destroy ();
2990 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2991 } 2745 }
2992 else 2746 else
2993 tmp->destroy (); 2747 tmp->destroy ();
2994 } 2748 }
3001 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3002 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
3003 * was changed. 2757 * was changed.
3004 */ 2758 */
3005void 2759void
3006fix_weight (void) 2760fix_weight ()
3007{ 2761{
3008 for_all_players (pl) 2762 for_all_players (pl)
3009 { 2763 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3011 2765
3012 if (old == sum) 2766 pl->ob->update_weight ();
3013 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
3014 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
3016 } 2773 }
3017} 2774}
3018 2775
3019void 2776void
3020fix_luck (void) 2777fix_luck ()
3021{ 2778{
3022 for_all_players (pl) 2779 for_all_players (pl)
3023 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
3024 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
3025} 2782}
3062} 2819}
3063 2820
3064void 2821void
3065make_visible (object *op) 2822make_visible (object *op)
3066{ 2823{
3067 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3068 op->invisible = 0; 2825 op->invisible = 0;
2826
3069 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3070 { 2828 {
3071 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3073 } 2831 }
3076} 2834}
3077 2835
3078int 2836int
3079is_true_undead (object *op) 2837is_true_undead (object *op)
3080{ 2838{
3081 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3082 return 1; 2840 return 1;
3083 2841
3084 return 0; 2842 return 0;
3085} 2843}
3086 2844
3087/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 2847 * indicate greater hideability.
3090 */ 2848 */
3091
3092int 2849int
3093hideability (object *ob) 2850hideability (object *ob)
3094{ 2851{
3095 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3096 sint16 x, y; 2853 sint16 x, y;
3097 2854
3098 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3099 return 0; 2856 return 0;
3100 2857
3101 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3102 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3103 2860
3104 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3105 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3106 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3107 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3108 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3109 2866
3110 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3111 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3112 { 2871 {
3113 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3115 {
3116 continue; 2874 continue;
3117 } 2875
3118 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3119 level += 2; 2877 level += 2;
3120 else /* open terrain! */ 2878 else /* open terrain! */
3121 level -= 1; 2879 level -= 1;
3122 } 2880 }
3130/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3131 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3132 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3133 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3134 */ 2892 */
3135
3136void 2893void
3137do_hidden_move (object *op) 2894do_hidden_move (object *op)
3138{ 2895{
3139 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3140 object *skop;
3141 2897
3142 if (!op || !op->map) 2898 if (!op || !op->map)
3143 return; 2899 return;
3144 2900
3145 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3146 2903
3147 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3148 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3149 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3150 { 2907 {
3160 num -= hide; 2917 num -= hide;
3161 2918
3162 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3163 { 2920 {
3164 make_visible (op); 2921 make_visible (op);
2922
3165 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3166 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3167 } 2925 }
3168 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3169 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3222 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3223 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3224 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3225 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3226 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3227 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3228 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3229 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3230 * for them to differ. Sigh, this fctn could get a bit more complex. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3231 * -b.t. 2989 * -b.t.
3232 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3233 */ 2991 */
3234
3235int 2992int
3236player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3237{ 2994{
3238 rv_vector rv; 2995 rv_vector rv;
3239 int dx, dy; 2996 int dx, dy;
3251 3008
3252 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3253 3010
3254 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3255 * through the object and find if it has any 3012 * through the object and find if it has any
3256 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3257 * a blocked los square. 3014 * a blocked los square.
3258 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3259 */ 3016 */
3260 while (op) 3017 while (op)
3261 { 3018 {
3262 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3263 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3264 3021
3265 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3270 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3272 return 1; 3023 return 1;
3024
3273 op = op->more; 3025 op = op->more;
3274 } 3026 }
3275 return 0;
3276}
3277 3027
3278/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we
3282 * return 0.
3283 */
3284int
3285action_makes_visible (object *op)
3286{
3287
3288 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3289 {
3290 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3291 return 0;
3292
3293 if (op->contr && op->contr->tmp_invis == 0)
3294 return 0;
3295
3296 /* If monsters, they should become visible */
3297 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3298 {
3299 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3300 return 1;
3301 }
3302 }
3303 return 0; 3028 return 0;
3304} 3029}
3305 3030
3306/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3312 * Default is to do the same as before, so only people wanting to have different points need worry about this 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3313 */ 3038 */
3314int 3039int
3315op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3316{ 3041{
3317 object *tmp;
3318
3319 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3320 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3321 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3322 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3323 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3324 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3325 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3326 { 3049 {
3327 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3328 { 3051 {
3329 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3330 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3331 { 3056 {
3332 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3333 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3334 {
3335 object *invtmp;
3336
3337 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3338 { 3061 {
3339 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3340 {
3341 if (x != NULL && y != NULL) 3062 if (x && y)
3342 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3343 return 1; 3065 return 1;
3344 }
3345 } 3066 }
3346 } 3067
3347 if (x != NULL && y != NULL) 3068 if (x && y)
3348 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3349 return 1; 3071 return 1;
3350 } 3072 }
3351 } 3073 }
3352 } 3074 }
3075
3353 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3354 return 0; 3077 return 0;
3355} 3078}
3356 3079
3357/* 3080/*
3373 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3374 int i = 0, j = 0; 3097 int i = 0, j = 0;
3375 3098
3376 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3377 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3378 trlist = treasurelist::find ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3379 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3380 trlist = treasurelist::find ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3381 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3382 trlist = treasurelist::find ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3383 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3384 trlist = treasurelist::find ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3385 3108
3386 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3387 return; 3110 return;
3388 3111
3389 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3393 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3394 return; 3117 return;
3395 } 3118 }
3396 3119
3397 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3398 item = &(tr->item->clone); 3121 item = tr->item;
3399 3122
3400 if (item->type == SPELL) 3123 if (item->type == SPELL)
3401 { 3124 {
3402 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3403 return; 3126 return;
3462 { 3185 {
3463 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3464 object *skin; 3187 object *skin;
3465 3188
3466 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3467 shstr_cmp dragon_skin_force ("dragon_skin_force");
3468 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3469 ; 3191 ;
3470 3192
3471 if (!skin) 3193 if (!skin)
3472 return; 3194 return;
3473 3195
3506 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3507 } 3229 }
3508 else 3230 else
3509 { 3231 {
3510 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3511 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3512 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3513 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3514 if (who->type == PLAYER)
3515 esrv_send_item (who, tmp);
3516 } 3236 }
3517} 3237}
3518 3238
3519/** 3239//-GPL
3520 * Unready an object for a player. This function does nothing if the object was
3521 * not readied.
3522 */
3523void
3524player_unready_range_ob (player *pl, object *ob)
3525{
3526 if (pl->ob->current_weapon == ob)
3527 pl->ob->current_weapon = 0;
3528
3529 if (pl->combat_ob == ob)
3530 pl->combat_ob = 0;
3531
3532 if (pl->ranged_ob == ob)
3533 pl->ranged_ob = 0;
3534}
3535 3240
3536sint8 3241sint8
3537player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3538{ 3243{
3539 if (!ns) 3244 if (!ns)
3540 return 0; 3245 return LOS_BLOCKED;
3541 3246
3542 int dx, dy; 3247 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0; 3249 return LOS_BLOCKED;
3545 3250
3546 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3547 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3548 3253
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3553} 3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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