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Comparing deliantra/server/server/player.C (file contents):
Revision 1.176 by root, Sun Dec 16 01:25:17 2007 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
165 54
166 players.insert (this); 55 players.insert (this);
167 ob->remove (); 56 ob->remove ();
168 ob->map = 0; 57 ob->map = 0;
169 ob->activate_recursive (); 58 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
171 add_friendly_object (ob); 60 add_friendly_object (ob);
172} 61}
173 62
174void 63void
175player::deactivate () 64player::deactivate ()
187 ob->remove (); 76 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0; 78 ob->map = 0;
190 party = 0; 79 party = 0;
191 80
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this); 81 players.erase (this);
195} 82}
196 83
197// connect the player with a specific client 84// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
207 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
208 95
209 ns->update_look = 0; 96 ns->update_look = 0;
210 ns->look_position = 0; 97 ns->look_position = 0;
211 98
212 clear_los (this); 99 clear_los ();
213 100
214 ns->reset_stats (); 101 ns->reset_stats ();
215 102
216 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race; 105 ob->race = ob->arch->race;
219 106
220 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
221 link_player_skills (ob); 108 link_skills ();
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 109
225 assign (title, ob->arch->object::name); 110 assign (title, ob->arch->object::name);
226 111
227 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
229 { 114 {
230 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
231 116
232 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
239 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
240 } 125 }
241 126
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243 128
244 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
245 130
246 ob->update_stats (); 131 ob->update_stats ();
247 132
248 ns->floorbox_update (); 133 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
251 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
252 activate (); 143 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257 144
258 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
260} 147}
261 148
278 ns->reset_stats (); 165 ns->reset_stats ();
279 ns->pl = 0; 166 ns->pl = 0;
280 ns = 0; 167 ns = 0;
281 } 168 }
282 169
283 observe = ob; 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
284 173
285 deactivate (); 174 deactivate ();
286} 175}
176
177//-GPL
287 178
288// the need for this function can be explained 179// the need for this function can be explained
289// by load_object not returning the object 180// by load_object not returning the object
290void 181void
291player::set_object (object *op) 182player::set_object (object *op)
292{ 183{
293 ob = observe = op; 184 ob = observe = viewpoint = op;
294 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
295 186
296 ob->speed = 1.0f; 187 ob->speed = 1.0f;
297 ob->speed_left = 0.5f; 188 ob->speed_left = 0.5f;
298 189
299 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326} 191}
327 192
328void 193void
329player::set_observe (object *op) 194player::set_observe (object *op)
330{ 195{
331 observe = op ? op : ob; 196 observe = viewpoint = op ? op : ob;
332 do_los = 1; 197 do_los = 1;
333} 198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
334 208
335player::player () 209player::player ()
336{ 210{
337 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point. 212 * we deal with that below this point.
344 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
345 219
346 gen_sp_armour = 10; 220 gen_sp_armour = 10;
347 bowtype = bow_normal; 221 bowtype = bow_normal;
348 petmode = pet_normal; 222 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers; 223 usekeys = containers;
351 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
352 do_los = 1; 225 do_los = 1;
353 226
354 weapon_sp = 1.0f; 227 weapon_sp = 1.0f;
361 disconnect (); 234 disconnect ();
362 235
363 attachable::do_destroy (); 236 attachable::do_destroy ();
364 237
365 if (ob) 238 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy (); 239 ob->destroy ();
369 }
370 240
371 ob = observe = 0; 241 ob = observe = viewpoint = 0;
372} 242}
373 243
374player::~player () 244player::~player ()
375{ 245{
376 /* Clear item stack */ 246 /* Clear item stack */
377 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
378} 276}
379 277
380/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
381 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
382 * mode. 280 * mode.
384player * 282player *
385player::create () 283player::create ()
386{ 284{
387 player *pl = new player; 285 player *pl = new player;
388 286
389 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
390 288
391 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
394 292
395 set_first_map (pl->ob); 293 set_first_map (pl->ob);
396 294
397 return pl; 295 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
410 for (;;)
411 {
412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420} 296}
421 297
422object * 298object *
423get_nearest_player (object *mon) 299get_nearest_player (object *mon)
424{ 300{
498 */ 374 */
499int 375int
500path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
501{ 377{
502 rv_vector rv; 378 rv_vector rv;
503 sint16 x, y;
504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
505 maptile *m, *lastmap;
506 380
507 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
508 382
509 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
510 return 0; 384 return 0;
511 385
512 x = mon->x; 386 mapxy pos (mon);
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction; 387 dir = rv.direction;
516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518 390
519 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
520 if (diff > max) 392 if (diff > max)
521 return 0; 393 return 0;
522 394
523 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
524 { 396 {
525 lastx = x; 397 mapxy lastpos = pos;
526 lasty = y;
527 lastmap = m;
528 x = lastx + freearr_x[dir];
529 y = lasty + freearr_y[dir];
530 398
531 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533 400
534 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
536 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
537 { 405 {
538 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
539 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
540 */ 408 */
541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
542 if (rv.direction != dir) 410 if (rv.direction != dir)
543 { 411 {
544 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
545 * the values so it will try again. 413 * the values so it will try again.
546 */ 414 */
547 x = lastx;
548 y = lasty;
549 m = lastmap; 415 pos = lastpos;
550 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
551 } 417 }
552 else 418 else
553 { 419 {
554 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
561 */ 427 */
562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 { 429 {
564 if (i == 0) 430 if (i == 0)
565 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
566 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
567 * since the direction that the creature should move in 434 * since the direction that the creature should move in
568 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
569 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
570 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
572 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
573 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
574 * the last direction the creature has successfully 441 * the last direction the creature has successfully
575 * moved. 442 * moved.
576 */ 443 */
577
578 x = lastx + freearr_x[absdir (lastdir + i)];
579 y = lasty + freearr_y[absdir (lastdir + i)];
580 m = lastmap; 444 pos = lastpos;
581 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
582 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
583 continue; 448 continue;
584 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
585 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
586 continue; 453 continue;
587 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
588 continue; 456 continue;
589 457
590 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
591 break; 459 break;
592 } 460 }
461
593 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
594 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
595 */ 464 */
596 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
597 return 0; 466 return 0;
467
598 diff--; 468 diff--;
599 lastdir = dir; 469 lastdir = dir;
600 max--; 470 max--;
601 if (!firstdir) 471 if (!firstdir)
602 firstdir = dir + i; 472 firstdir = dir + i;
606 { 476 {
607 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
608 diff--; 478 diff--;
609 max--; 479 max--;
610 lastdir = dir; 480 lastdir = dir;
481
611 if (!firstdir) 482 if (!firstdir)
612 firstdir = dir; 483 firstdir = dir;
613 } 484 }
614 485
615 if (diff <= 1) 486 if (diff <= 1)
616 { 487 {
617 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
618 * headed toward player for entire distance. 489 * headed toward player for entire distance.
619 */ 490 */
620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 } 493 }
623 494
624 if (diff > max) 495 if (diff > max)
625 return 0; 496 return 0;
631 502
632 return firstdir; 503 return firstdir;
633} 504}
634 505
635void 506void
636give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
637{ 508{
638 if (pl->randomitems) 509 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640 511
641 for (object *next, *op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
643 next = op->below; 514 next = op->below;
644 515
645 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
647 */ 518 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
649 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
650 521
651 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions 523 * by this player due to race restrictions
653 */ 524 */
654 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
655 { 526 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
657 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
658 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
659 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || op->type == BRACERS || op->type == GIRDLE))
533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
661 { 534 {
662 op->destroy (); 535 op->destroy ();
663 continue; 536 continue;
664 } 537 }
665 } 538 }
666 539
667 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
668 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
669 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */ 543 */
673 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
674 { 545 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 { 548 {
683 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
685 continue; 552 break;
686 } 553 }
687 554
688 if (op->nrof > 1) 555 if (op->nrof > 1)
689 op->nrof = 1; 556 op->nrof = 1;
690 } 557 }
691 558
692 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
694 561
695 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
696 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
697 * merged properly. 564 * merged properly.
698 */ 565 */
699 if (need_identify (op)) 566 if (op->need_identify ())
700 {
701 SET_FLAG (op, FLAG_IDENTIFIED);
702 CLEAR_FLAG (op, FLAG_CURSED);
703 CLEAR_FLAG (op, FLAG_DAMNED);
704 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
705 if (op->type == SPELL) 573 if (op->type == SPELL)
706 { 574 {
707 op->destroy (); 575 op->destroy ();
708 continue; 576 continue;
709 } 577 }
710 else if (op->type == SKILL) 578 else if (op->type == SKILL)
711 { 579 {
712 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
713 op->stats.exp = 0; 581 op->stats.exp = 0;
714 op->level = 1; 582 op->level = 1;
715 } 583 }
716 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
717 else 585 op->set_flag (FLAG_INV_LOCKED);
718 SET_FLAG (op, FLAG_INV_LOCKED);
719 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
720 587
721 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
722 link_player_skills (pl); 589 pl->contr->link_skills ();
723} 590}
724 591
725void 592void
726get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
727{ 594{
737 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
738} 605}
739 606
740/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
741static int 608static int
742roll_stat (void) 609roll_stat ()
743{ 610{
744 int a[4], i, j, k; 611 int a[4], i, j, k;
745 612
746 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
747 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
828static void 695static void
829start_info (object *op) 696start_info (object *op)
830{ 697{
831 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
832 699
833 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
834 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
835 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
836 //new_draw_info (NDI_UNIQUE, 0, op, " ");
837} 702}
838 703
839/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
844 */ 709 */
845void 710void
846player::chargen_race_done () 711player::chargen_race_done ()
847{ 712{
848 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
849 esrv_new_player (ob->contr, ob->weight + ob->carrying); 714 esrv_new_player (ob->contr);
850 715
851 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
852 if (tl) 717 if (tl)
853 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
854 719
855 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
856 INVOKE_PLAYER (LOGIN, ob->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
858 ob->contr->ns->state = ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
859 724
860 if (ob->msg) 725 if (ob->msg)
861 ob->msg = 0; 726 ob->msg = 0;
862 727
863 /* We create this now because some of the unique maps will need it
864 * to save here.
865 */
866 {
867 char buf[MAX_BUF];
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
869 make_path_to_file (buf);
870 }
871
872 start_info (ob); 728 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems); 730 give_initial_items (ob, ob->randomitems);
875 link_player_skills (ob);
876 esrv_send_inventory (ob, ob); 731 esrv_send_inventory (ob, ob);
877 ob->update_stats (); 732 ob->update_stats ();
878 733
879 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
880 * is one for this race 735 * is one for this race
881 */ 736 */
882 if (*first_map_ext_path) 737 if (*first_map_ext_path)
883 { 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
884 object *tmp;
885 char mapname[MAX_BUF];
886
887 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
888 tmp = object::create ();
889 EXIT_PATH (tmp) = mapname;
890 EXIT_X (tmp) = ob->x;
891 EXIT_Y (tmp) = ob->y;
892 ob->enter_exit (tmp); /* we don't really care if it succeeded;
893 * if the map isn't there, then stay on the
894 * default initial map */
895 tmp->destroy ();
896 }
897 else 739 else
898 LOG (llevDebug, "first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
899} 741}
900 742
901void 743void
932 ob->stats.hp = ob->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
933 ob->stats.sp = ob->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
934 ob->stats.grace = 0; 776 ob->stats.grace = 0;
935} 777}
936 778
937void 779static void
938flee_player (object *op) 780flee_player (object *op)
939{ 781{
940 int dir, diff; 782 int dir, diff;
941 rv_vector rv; 783 rv_vector rv;
942 784
943 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
944 { 786 {
945 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
946 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
947 return; 789 return;
948 } 790 }
949 791
950 if (op->enemy == NULL) 792 if (!op->enemy)
951 { 793 {
952 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
953 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
954 return; 796 return;
955 } 797 }
956 798
957 /* Seen some crashes here. Since we don't store an 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
958 * op->enemy_count, it is possible that something destroys the
959 * actual enemy, and the object is recycled.
960 */
961 if (op->enemy->map == NULL)
962 { 800 {
963 CLEAR_FLAG (op, FLAG_SCARED);
964 op->enemy = NULL; 801 op->enemy = NULL;
965 return; 802 op->clr_flag (FLAG_SCARED);
966 }
967
968 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
969 {
970 op->enemy = NULL;
971 CLEAR_FLAG (op, FLAG_SCARED);
972 return; 803 return;
973 } 804 }
974 805
975 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
976 807
977 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
978 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
979 { 810 {
980 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
981 812
982 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 813 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
983 return; 814 return;
984 } 815 }
985 816
986 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
987 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
988 op->enemy = NULL; 819 op->enemy = NULL;
989} 820}
990 821
991/* check_pick sees if there is stuff to be picked up/picks up stuff. 822/* check_pick sees if there is stuff to be picked up/picks up stuff.
992 * It returns 1 if the player should keep on moving, 0 if he should 823 * It returns 1 if the player should keep on moving, 0 if he should
996check_pick (object *op) 827check_pick (object *op)
997{ 828{
998 object *tmp, *next; 829 object *tmp, *next;
999 int stop = 0; 830 int stop = 0;
1000 int wvratio; 831 int wvratio;
1001 char putstring[128];
1002 832
1003 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1004 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1005 return 1; 835 return 1;
1006 836
1007 next = op->below; 837 next = op->below;
1008 838
1009 int cnt = MAX_ITEM_PER_DROP; 839 int cnt = MAX_ITEM_PER_ACTION;
1010#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 840#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1011 841
1012 /* loop while there are items on the floor that are not marked as 842 /* loop while there are items on the floor that are not marked as
1013 * destroyed */ 843 * destroyed */
1014 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1030 860
1031 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1032 { 862 {
1033 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1034 CHK_PICK_PICKUP; 864 CHK_PICK_PICKUP;
865
1035 continue; 866 continue;
1036 } 867 }
1037 868
1038 /* high not bit set? We're using the old autopickup model */ 869 /* pickup handling */
870 if (op->contr->mode & PU_DEBUG)
871 {
872 /* some debugging code to figure out item information */
873 const char *str = tmp->name
874 ? format ("item name: %s item type: %d weight/value: %d",
875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
876 : format ("item name: %s item type: %d weight/value: %d",
877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
878
879 new_draw_info (NDI_UNIQUE, 0, op, str);
880 }
881
882 if (op->contr->mode & PU_INHIBIT)
883 return 1;
884
885 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
886 return 1;
887
888 /* philosophy:
889 * It's easy to grab an item type from a pile, as long as it's
890 * generic. This takes no game-time. For more detailed pickups
891 * and selections, select-items should be used. This is a
892 * grab-as-you-run type mode that's really useful for arrows for
893 * example.
894 * The drawback: right now it has no frontend, so you need to
895 * stick the bits you want into a calculator in hex mode and then
896 * convert to decimal and then 'pickup <#>
897 */
898
899 /* the first two modes are exclusive: if NOTHING we return, if
900 * STOP then we stop. All the rest are applied sequentially,
901 * meaning if any test passes, the item gets picked up. */
902
903 /* if mode is set to pick nothing up, return */
904 if (op->contr->mode == PU_NOTHING)
905 return 1;
906
907 /* if mode is set to stop when encountering objects, return */
908 /* take STOP before INHIBIT since it doesn't actually pick
909 * anything up */
910 if (op->contr->mode & PU_STOP)
911 return 0;
912
913 /* useful for going into stores and not losing your settings... */
914 /* and for battles wher you don't want to get loaded down while
915 * fighting */
916 if (op->contr->mode & PU_INHIBIT)
917 return 1;
918
919 /* prevent us from turning into auto-thieves :) */
920 if (tmp->flag [FLAG_UNPAID])
921 continue;
922
923 /* ignore known cursed objects */
924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
925 continue;
926
927 /* all food and drink if desired */
928 /* question: don't pick up known-poisonous stuff? */
1039 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1040 { 931 {
1041 switch (op->contr->mode) 932 CHK_PICK_PICKUP;
933 continue;
934 }
935
936 if (op->contr->mode & PU_DRINK)
937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
938 {
939 CHK_PICK_PICKUP;
940 continue;
941 }
942
943 if (op->contr->mode & PU_POTION)
944 if (tmp->type == POTION)
945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 /* spellbooks, skillscrolls and normal books/scrolls */
951 if (op->contr->mode & PU_SPELLBOOK)
952 if (tmp->type == SPELLBOOK)
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_SKILLSCROLL)
959 if (tmp->type == SKILLSCROLL)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 if (op->contr->mode & PU_READABLES)
966 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 /* wands/staves/rods/horns */
973 if (op->contr->mode & PU_MAGIC_DEVICE)
974 if (tmp->type == WAND
975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* pick up all magical items */
984 if (op->contr->mode & PU_MAGICAL)
985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
986 && !tmp->flag [FLAG_KNOWN_CURSED])
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_VALUABLES)
993 {
994 if (tmp->type == MONEY || tmp->type == GEM)
1042 { 995 {
1043 case 0:
1044 return 1; /* don't pick up */
1045 case 1:
1046 CHK_PICK_PICKUP; 996 CHK_PICK_PICKUP;
1047 return 1; 997 continue;
1048 case 2:
1049 CHK_PICK_PICKUP;
1050 return 0;
1051 case 3:
1052 return 0; /* stop before pickup */
1053 case 4:
1054 CHK_PICK_PICKUP;
1055 break;
1056 case 5:
1057 CHK_PICK_PICKUP;
1058 stop = 1;
1059 break;
1060 case 6:
1061 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1062 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1063 CHK_PICK_PICKUP;
1064 break;
1065
1066 case 7:
1067 if (tmp->type == MONEY || tmp->type == GEM)
1068 CHK_PICK_PICKUP;
1069 break;
1070
1071 default:
1072 /* use value density */
1073 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1074 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1075 CHK_PICK_PICKUP;
1076 } 998 }
1077 } 999 }
1078 else 1000
1079 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1080 /* NEW pickup handling */
1081 if (op->contr->mode & PU_DEBUG) 1002 if (op->contr->mode & PU_JEWELS)
1003 if (tmp->type == RING
1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1082 { 1007 {
1083 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1084 if (tmp->name != NULL)
1085 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1086 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1087 else
1088 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1089 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1090
1091 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1092 }
1093
1094 /* philosophy:
1095 * It's easy to grab an item type from a pile, as long as it's
1096 * generic. This takes no game-time. For more detailed pickups
1097 * and selections, select-items should be used. This is a
1098 * grab-as-you-run type mode that's really useful for arrows for
1099 * example.
1100 * The drawback: right now it has no frontend, so you need to
1101 * stick the bits you want into a calculator in hex mode and then
1102 * convert to decimal and then 'pickup <#>
1103 */
1104
1105 /* the first two modes are exclusive: if NOTHING we return, if
1106 * STOP then we stop. All the rest are applied sequentially,
1107 * meaning if any test passes, the item gets picked up. */
1108
1109 /* if mode is set to pick nothing up, return */
1110
1111 if (op->contr->mode & PU_NOTHING)
1112 return 1;
1113
1114 /* if mode is set to stop when encountering objects, return */
1115 /* take STOP before INHIBIT since it doesn't actually pick
1116 * anything up */
1117
1118 if (op->contr->mode & PU_STOP)
1119 return 0;
1120
1121 /* useful for going into stores and not losing your settings... */
1122 /* and for battles wher you don't want to get loaded down while
1123 * fighting */
1124 if (op->contr->mode & PU_INHIBIT)
1125 return 1;
1126
1127 /* prevent us from turning into auto-thieves :) */
1128 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1129 continue; 1009 continue;
1010 }
1130 1011
1131 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1132 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1013 if (op->contr->mode & PU_FLESH)
1014 if (tmp->type == FLESH)
1015 {
1016 CHK_PICK_PICKUP;
1133 continue; 1017 continue;
1018 }
1134 1019
1135 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1136 /* question: don't pick up known-poisonous stuff? */ 1021 if (op->contr->mode & PU_BOW)
1022 if (tmp->type == BOW)
1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1027
1028 if (op->contr->mode & PU_ARROW)
1029 if (tmp->type == ARROW)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1034
1035 /* all kinds of armor etc. */
1036 if (op->contr->mode & PU_ARMOUR)
1037 if (tmp->type == ARMOUR)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_HELMET)
1044 if (tmp->type == HELMET)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 if (op->contr->mode & PU_SHIELD)
1051 if (tmp->type == SHIELD)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1137 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1138 if (tmp->type == FOOD) 1058 if (tmp->type == BOOTS)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_GLOVES)
1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_CLOAK)
1072 if (tmp->type == CLOAK)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 /* hoping to catch throwing daggers here */
1079 if (op->contr->mode & PU_MISSILEWEAPON)
1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 /* careful: chairs and tables are weapons! */
1087 if (op->contr->mode & PU_ALLWEAPON)
1088 {
1089 if (tmp->type == WEAPON)
1090 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1139 { 1091 {
1140 CHK_PICK_PICKUP; 1092 CHK_PICK_PICKUP;
1141 continue; 1093 continue;
1142 } 1094 }
1095 }
1143 1096
1097 /* misc stuff that's useful */
1144 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1145 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1146 { 1100 {
1147 CHK_PICK_PICKUP; 1101 CHK_PICK_PICKUP;
1148 continue; 1102 continue;
1149 } 1103 }
1150 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1151 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1152 if (tmp->type == POTION) 1108 {
1109 /* use value density to decide what else to grab */
1110 /* >=7 was >= op->contr->mode */
1111 /* >=7 is the old standard setting. Now we take the last 4 bits
1153 { 1112 */
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 /* spellbooks, skillscrolls and normal books/scrolls */
1159 if (op->contr->mode & PU_SPELLBOOK)
1160 if (tmp->type == SPELLBOOK)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_SKILLSCROLL)
1167 if (tmp->type == SKILLSCROLL)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_READABLES)
1174 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 /* wands/staves/rods/horns */
1181 if (op->contr->mode & PU_MAGIC_DEVICE)
1182 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1188 /* pick up all magical items */
1189 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1190 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1114 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1191 {
1192 CHK_PICK_PICKUP;
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_VALUABLES)
1197 { 1115 {
1198 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1199 { 1119 {
1200 CHK_PICK_PICKUP; 1120 fprintf (stderr, "%s", tmp->name);
1201 continue;
1202 } 1121 }
1203 }
1204
1205 /* rings & amulets - talismans seems to be typed AMULET */
1206 if (op->contr->mode & PU_JEWELS)
1207 if (tmp->type == RING || tmp->type == AMULET)
1208 {
1209 CHK_PICK_PICKUP;
1210 continue;
1211 }
1212
1213 /* we don't forget dragon food */
1214 if (op->contr->mode & PU_FLESH)
1215 if (tmp->type == FLESH)
1216 {
1217 CHK_PICK_PICKUP;
1218 continue;
1219 }
1220
1221 /* bows and arrows. Bows are good for selling! */
1222 if (op->contr->mode & PU_BOW)
1223 if (tmp->type == BOW)
1224 {
1225 CHK_PICK_PICKUP;
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_ARROW)
1230 if (tmp->type == ARROW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 /* all kinds of armor etc. */
1237 if (op->contr->mode & PU_ARMOUR)
1238 if (tmp->type == ARMOUR)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_HELMET)
1245 if (tmp->type == HELMET)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_SHIELD)
1252 if (tmp->type == SHIELD)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_BOOTS)
1259 if (tmp->type == BOOTS)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_GLOVES)
1266 if (tmp->type == GLOVES)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_CLOAK)
1273 if (tmp->type == CLOAK)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 /* hoping to catch throwing daggers here */
1280 if (op->contr->mode & PU_MISSILEWEAPON)
1281 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1282 {
1283 CHK_PICK_PICKUP;
1284 continue;
1285 }
1286
1287 /* careful: chairs and tables are weapons! */
1288 if (op->contr->mode & PU_ALLWEAPON)
1289 {
1290 if (tmp->type == WEAPON && tmp->name != NULL)
1291 {
1292 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1293 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1294 {
1295 CHK_PICK_PICKUP;
1296 continue;
1297 }
1298 }
1299
1300 if (tmp->type == WEAPON && tmp->name == NULL)
1301 {
1302 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1303 {
1304 CHK_PICK_PICKUP;
1305 continue;
1306 }
1307 }
1308 }
1309
1310 /* misc stuff that's useful */
1311 if (op->contr->mode & PU_KEY)
1312 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1313 {
1314 CHK_PICK_PICKUP;
1315 continue;
1316 }
1317
1318 /* any of the last 4 bits set means we use the ratio for value
1319 * pickups */
1320 if (op->contr->mode & PU_RATIO)
1321 {
1322 /* use value density to decide what else to grab */
1323 /* >=7 was >= op->contr->mode */
1324 /* >=7 is the old standard setting. Now we take the last 4 bits
1325 * and multiply them by 5, giving 0..15*5== 5..75 */
1326 wvratio = (op->contr->mode & PU_RATIO) * 5;
1327 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1328 {
1329 CHK_PICK_PICKUP;
1330#if 0
1331 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1332 if (tmp->name != NULL)
1333 {
1334 fprintf (stderr, "%s", tmp->name);
1335 }
1336 else 1122 else
1337 fprintf (stderr, "%s", tmp->arch->archname); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1338 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1339 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1125 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1340#endif 1126#endif
1127 CHK_PICK_PICKUP;
1341 continue; 1128 continue;
1342 }
1343 } 1129 }
1344 } /* the new pickup model */ 1130 } /* the new pickup model */
1345 } 1131 }
1346 1132
1347 return !stop; 1133 return !stop;
1134}
1135
1136/* routine for both players and monsters. We call this when
1137 * there is a possibility for our action distrubing our hiding
1138 * place or invisiblity spell. Artefact invisiblity causes
1139 * "noise" instead. If we arent invisible to begin with, we
1140 * return 0.
1141 */
1142static int
1143action_makes_visible (object *op)
1144{
1145 if (op->invisible && op->flag [FLAG_ALIVE])
1146 {
1147 if (op->flag [FLAG_MAKE_INVIS])
1148 {
1149 // artefact invisibility is permanent, but we still make noise
1150 // this is important for game-balance.
1151 if (op->contr)
1152 op->make_noise ();
1153
1154 return 0;
1155 }
1156
1157 if (op->contr && op->contr->tmp_invis == 0)
1158 return 0;
1159
1160 /* If monsters, they should become visible */
1161 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1164 return 1;
1165 }
1166 }
1167
1168 return 0;
1348} 1169}
1349 1170
1350/* 1171/*
1351 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1352 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1353 * found object is returned. 1174 * found object is returned.
1354 */ 1175 */
1355object * 1176static object *
1356find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1357{ 1178{
1358 object *tmp = 0;
1359
1360 for (op = op->inv; op; op = op->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1362 tmp = find_arrow (splay (op), type);
1363 else if (op->type == ARROW && op->race == type) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1364 return splay (op); 1181 return splay (tmp);
1365 1182
1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1185 if (object *arrow = find_arrow (tmp, type))
1186 {
1187 splay (tmp);
1188 return arrow;
1189 }
1190
1366 return tmp; 1191 return 0;
1367} 1192}
1368 1193
1369/* 1194/*
1370 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1195 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1371 * against the target. A full test is not performed, simply a basic test 1196 * against the target. A full test is not performed, simply a basic test
1372 * of resistances. The archer is making a quick guess at what he sees down 1197 * of resistances. The archer is making a quick guess at what he sees down
1373 * the hall. Failing that it does it's best to pick the highest plus arrow. 1198 * the hall. Failing that it does it's best to pick the highest plus arrow.
1374 */ 1199 */
1375object * 1200static object *
1376find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1377{ 1202{
1378 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1379 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1380 1205
1381 if (!type) 1206 if (!type)
1382 return NULL; 1207 return NULL;
1383 1208
1384 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1385 { 1210 {
1386 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1387 { 1212 {
1388 i = 0; 1213 i = 0;
1389 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1390 if (i > betterby) 1216 if (i > betterby)
1391 { 1217 {
1392 tmp = ntmp; 1218 tmp = ntmp;
1393 betterby = i; 1219 betterby = i;
1394 } 1220 }
1395 } 1221 }
1396 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1397 { 1223 {
1398 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1399 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1400 { 1226 {
1401 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1402 { 1228 {
1403 *better = 100; 1229 *better = 100;
1404 return arrow; 1230 return arrow;
1419 { 1245 {
1420 tmp = arrow; 1246 tmp = arrow;
1421 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1422 } 1248 }
1423 } 1249 }
1250
1424 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1425 { 1252 {
1426 tmp = arrow; 1253 tmp = arrow;
1427 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1428 } 1255 }
1256
1429 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1430 { 1258 {
1431 tmp = arrow; 1259 tmp = arrow;
1432 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1433 } 1261 }
1434 } 1262 }
1435 } 1263 }
1436 } 1264 }
1265
1437 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1438 return find_arrow (op, type); 1267 return find_arrow (op, type);
1439 1268
1440 *better = betterby; 1269 *better = betterby;
1441 return tmp; 1270 return tmp;
1445 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1446 * op = the shooter 1275 * op = the shooter
1447 * type = bow->race 1276 * type = bow->race
1448 * dir = fire direction 1277 * dir = fire direction
1449 */ 1278 */
1450object * 1279static object *
1451pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1452{ 1281{
1453 object *tmp = NULL; 1282 object *tmp = NULL;
1454 maptile *m; 1283 maptile *m;
1455 int i, mflags, found, number; 1284 int i, mflags, found, number;
1456 sint16 x, y; 1285 sint16 x, y;
1471 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1472 { 1301 {
1473 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1474 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1475 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1476 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1477 { 1307 {
1478 tmp = NULL; 1308 tmp = 0;
1479 break; 1309 break;
1480 } 1310 }
1481 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1311 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1482 { 1312 {
1483 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1484 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1485 */ 1315 */
1486 tmp = NULL; 1316 tmp = 0;
1487 break; 1317 break;
1488 } 1318 }
1319
1489 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1490 {
1491 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1492 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1493 {
1494 found++;
1495 break;
1496 }
1497 if (found)
1498 break; 1323 break;
1499 }
1500 } 1324 }
1501 if (tmp == NULL) 1325
1326 if (!tmp)
1502 return find_arrow (op, type); 1327 return find_arrow (op, type);
1503 1328
1504 if (tmp->head) 1329 if (tmp->head)
1505 tmp = tmp->head; 1330 tmp = tmp->head;
1506 1331
1546 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1547 return 0; 1372 return 0;
1548 } 1373 }
1549 1374
1550 // optimisation: move object to top so we will find it quickly again 1375 // optimisation: move object to top so we will find it quickly again
1551 if (bow->below) 1376 splay (bow);
1552 {
1553 bow->remove ();
1554 op->insert (bow);
1555 }
1556
1557 } 1377 }
1558 1378
1559 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1560 { 1380 {
1561 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1568 { 1388 {
1569 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1570 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1390 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1571 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1391 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1572 else 1392 else
1573 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1574 1394
1575 return 0; 1395 return 0;
1576 } 1396 }
1577 } 1397 }
1578 1398
1587 } 1407 }
1588 1408
1589 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1590 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1591 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1592 arrow->destroy (); 1413 arrow->destroy ();
1593 return 0; 1414 return 0;
1594 } 1415 }
1595 1416
1596 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1597 arrow = get_split_ob (arrow, 1); 1418 arrow = arrow->split ();
1598 if (!arrow) 1419 if (!arrow)
1599 { 1420 {
1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1601 return 0; 1422 return 0;
1602 } 1423 }
1606 arrow->direction = dir; 1427 arrow->direction = dir;
1607 1428
1608 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1429 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1609 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1610 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1611 1432 arrow->custom_name = arrow->slaying;
1612 if (arrow->slaying)
1613 arrow->spellarg = strdup (arrow->slaying);
1614 1433
1615#if 0 1434#if 0
1616 if (player *pl = op->contr) 1435 if (player *pl = op->contr)
1617 { 1436 {
1618 float speed = pl->weapon_sp; 1437 float speed = pl->weapon_sp;
1669 op->play_sound (sound_find ("fire_arrow")); 1488 op->play_sound (sound_find ("fire_arrow"));
1670 m->insert (arrow, sx, sy, op); 1489 m->insert (arrow, sx, sy, op);
1671 1490
1672 if (!arrow->destroyed ()) 1491 if (!arrow->destroyed ())
1673 move_arrow (arrow); 1492 move_arrow (arrow);
1674
1675 if (op->type == PLAYER)
1676 {
1677 if (left->destroyed ())
1678 esrv_del_item (op->contr, left->count);
1679 else
1680 esrv_send_item (op, left);
1681 }
1682 1493
1683 return 1; 1494 return 1;
1684} 1495}
1685 1496
1686/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1688 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1689 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1690 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1691 * hence the function name. 1502 * hence the function name.
1692 */ 1503 */
1693int 1504static int
1694player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1695{ 1506{
1696 int ret = 0, wcmod = 0; 1507 int ret;
1697 1508
1698 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1699 { 1510 {
1700 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1701 } 1512 }
1702 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1513 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1703 { 1514 {
1704 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1705 wcmod = -1;
1706
1707 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1516 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1708 } 1517 }
1709 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1710 { 1519 {
1711 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1520 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1712 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1713 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1522 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1714 } 1523 }
1715 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1716 { 1525 {
1717 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1526 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1718 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1719 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1528 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1720 } 1529 }
1721 else 1530 else
1722 { 1531 {
1728} 1537}
1729 1538
1730/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1731 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1732 */ 1541 */
1733void 1542static void
1734fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1735{ 1544{
1736 object *item = op->contr->ranged_ob; 1545 object *item = op->contr->ranged_ob;
1737 1546
1738 if (!item) 1547 if (!item)
1745 { 1554 {
1746 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1747 return; 1556 return;
1748 } 1557 }
1749 1558
1750 if (!op->change_weapon (item)) 1559 if (!op->apply (item))
1751 return; 1560 return;
1752 1561
1753 if (item->type == WAND) 1562 if (item->type == WAND)
1754 { 1563 {
1755 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1760 return; 1569 return;
1761 } 1570 }
1762 } 1571 }
1763 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1764 { 1573 {
1765 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1574 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1575
1576 // using the maximum of the rods charge allows at least one spell cast
1577 // for a rod or horn, this fixes some broken rods.
1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1766 { 1579 {
1767 op->contr->play_sound (sound_find ("wand_poof")); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1768 1581
1769 if (item->type == ROD) 1582 if (item->type == ROD)
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 } 1588 }
1776 } 1589 }
1777 1590
1778 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1779 { 1592 {
1780 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1593 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1594
1781 if (item->type == WAND) 1595 if (item->type == WAND)
1782 { 1596 {
1783 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1784 { 1598 {
1785 object *tmp; 1599 object *tmp;
1786 1600
1787 if (item->arch) 1601 if (item->arch)
1788 { 1602 {
1789 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1790 item->face = item->arch->face; 1604 item->face = item->arch->face;
1791 item->set_speed (0); 1605 item->set_speed (0);
1792 } 1606 }
1793 1607
1794 if ((tmp = item->in_player ())) 1608 if (object *pl = item->visible_to ())
1795 esrv_update_item (UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1796 } 1610 }
1797 } 1611 }
1798 else if (item->type == ROD || item->type == HORN) 1612 else if (item->type == ROD || item->type == HORN)
1799 drain_rod_charge (item); 1613 drain_rod_charge (item);
1800 } 1614 }
1801} 1615}
1802 1616
1803/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1804 */ 1618 */
1805bool 1619bool
1806fire (object *op, int dir) 1620fire (object *who, int dir)
1807{ 1621{
1808 int spellcost = 0; 1622 int spellcost = 0;
1809 1623
1810 /* check for loss of invisiblity/hide */
1811 if (action_makes_visible (op))
1812 make_visible (op);
1813
1814 player *pl = op->contr; 1624 player *pl = who->contr;
1815 1625
1816 if (pl->golem) 1626 if (pl->golem)
1817 { 1627 {
1818 control_golem (op->contr->golem, dir); 1628 control_golem (who->contr->golem, dir);
1819 return false; 1629 return false;
1820 } 1630 }
1821 1631
1822 object *ob = pl->ranged_ob; 1632 object *ob = pl->ranged_ob;
1823 1633
1824 if (!ob) 1634 if (!ob)
1825 return false; 1635 return false;
1826 1636
1827 if (!op->change_weapon (ob))
1828 return false;
1829
1830 if (op->speed_left > 0.f) 1637 if (who->speed_left > 0.f)
1831 --op->speed_left; 1638 --who->speed_left;
1832 else 1639 else
1833 return false; 1640 return false;
1834 1641
1642 if (!who->apply (ob))
1643 return false;
1644
1645 /* check for loss of invisiblity/hide */
1646 if (action_makes_visible (who))
1647 make_visible (who);
1648
1835 switch (ob->type) 1649 switch (ob->type)
1836 { 1650 {
1837 case BOW: 1651 case BOW:
1838 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1839 break; 1653 break;
1840 1654
1841 case SPELL: 1655 case SPELL:
1842 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1656 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1843 break; 1657 break;
1844 1658
1845 case BUILDER: 1659 case BUILDER:
1846 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1847 break; 1661 break;
1848 1662
1849 case SKILL: 1663 case SKILL:
1850 do_skill (op, op, ob, dir, 0); 1664 do_skill (who, who, ob, dir, 0);
1851 break; 1665 break;
1852 1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1853 default: 1671 default:
1854 fire_misc_object (op, dir); 1672 fire_misc_object (who, dir);
1855 break; 1673 break;
1856 } 1674 }
1857 1675
1858 return true; 1676 return true;
1859} 1677}
1860 1678
1861/* find_key 1679static object *
1862 * We try to find a key for the door as passed. If we find a key
1863 * and successfully use it, we return the key, otherwise NULL
1864 * This function merges both normal and locked door, since the logic
1865 * for both is the same - just the specific key is different.
1866 * pl is the player,
1867 * inv is the objects inventory to searched
1868 * door is the door we are trying to match against.
1869 * This function can be called recursively to search containers.
1870 */
1871object *
1872find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1873{ 1681{
1874 object *tmp, *key; 1682 object *tmp, *key;
1875 1683
1876 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1877 if (!container->inv) 1685 if (!container->inv)
1880 /* First, lets try to find a key in the top level inventory */ 1688 /* First, lets try to find a key in the top level inventory */
1881 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1882 { 1690 {
1883 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1884 break; 1692 break;
1693
1885 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1886 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1887 */ 1696 */
1888 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1889 break; 1698 break;
1895 * a key, return 1704 * a key, return
1896 */ 1705 */
1897 if (!tmp) 1706 if (!tmp)
1898 { 1707 {
1899 for (tmp = container->inv; tmp; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 {
1901 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1902 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1903 {
1904 if ((key = find_key (pl, tmp, door))) 1711 if ((key = find_key_ (pl, tmp, door)))
1905 return key; 1712 return key;
1906 }
1907 }
1908 1713
1909 if (!tmp) 1714 if (!tmp)
1910 return NULL; 1715 return 0;
1911 } 1716 }
1912 1717
1913 /* We get down here if we have found a key. Now if its in a container, 1718 /* We get down here if we have found a key. Now if its in a container,
1914 * see if we actually want to use it 1719 * see if we actually want to use it
1915 */ 1720 */
1916 if (pl != container) 1721 if (pl != container)
1917 { 1722 {
1918 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1919 if (!pl->contr) 1724 if (!pl->contr)
1920 return NULL; 1725 return 0;
1726
1921 /* cases where this fails: 1727 /* cases where this fails:
1922 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1923 * are not in the players inventory. 1729 * are not in the players inventory.
1924 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1925 * containers can be used. 1731 * containers can be used.
1929 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1930 * 1736 *
1931 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1932 * all the others. 1738 * all the others.
1933 */ 1739 */
1934 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1935 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1936 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1937 { 1743 {
1938 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1939 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1745 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1940 return NULL; 1746 return NULL;
1941 } 1747 }
1942 } 1748 }
1943 1749
1944 return tmp; 1750 return tmp;
1751}
1752
1753/* find_key
1754 * We try to find a key for the door as passed. If we find a key
1755 * and successfully use it, we return the key, otherwise NULL
1756 * This function merges both normal and locked door, since the logic
1757 * for both is the same - just the specific key is different.
1758 * pl is the player,
1759 * inv is the objects inventory to searched
1760 * door is the door we are trying to match against.
1761 * This function can be called recursively to search containers.
1762 */
1763object *
1764find_key (object *pl, object *container, object *door)
1765{
1766 if (door->slaying && is_match_expr (door->slaying))
1767 {
1768 // for match expressions, we try to find the key by applying the match
1769 // to the op itself, which is supposed to find the "key", instead
1770 // of searching through containers ourselves.
1771
1772 return match_one (door->slaying, container, door, pl, pl);
1773 }
1774 else
1775 return find_key_ (pl, container, door);
1945} 1776}
1946 1777
1947/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1948 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1949 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1976 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); 1807 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1977 remove_door2 (door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
1978 } 1809 }
1979 1810
1980 /* Do this after we print the message */ 1811 /* Do this after we print the message */
1981 decrease_ob (key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
1982 /* Need to update the weight the container the key was in */
1983 if (container != op)
1984 esrv_update_item (UPD_WEIGHT, op, container);
1985 1813
1986 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
1987 } 1815 }
1988 else if (door->type == LOCKED_DOOR) 1816 else if (door->type == LOCKED_DOOR)
1989 { 1817 {
2002 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2003 */ 1831 */
2004bool 1832bool
2005move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
2006{ 1834{
2007 int on_battleground; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1836 {
1837 --op->speed_left;
1838 return true;
1839 }
2008 1840
2009 sint16 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2010 sint16 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2011 1843
2012 on_battleground = op_on_battleground (op, 0, 0);
2013
2014 if (out_of_map (op->map, nx, ny)) 1844 if (out_of_map (op->map, nx, ny))
2015 return false; 1845 return false;
2016
2017 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2018 {
2019 --op->speed_left;
2020 return true;
2021 }
2022 1846
2023 /* If braced, or can't move to the square, and it is not out of the 1847 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 1848 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 1849 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2073 */ 1897 */
2074 if (op->type == PLAYER 1898 if (op->type == PLAYER
2075 && ((mon->owner && mon->owner->contr 1899 && ((mon->owner && mon->owner->contr
2076 && same_party (mon->owner->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2077 || mon->owner == op) 1901 || mon->owner == op)
2078 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2079 { 1903 {
2080 /* If we're braced, we don't want to switch places with it */ 1904 /* If we're braced, we don't want to switch places with it */
2081 if (op->contr->braced) 1905 if (op->contr->braced)
2082 return false; 1906 return false;
2083 1907
2086 --op->speed_left; 1910 --op->speed_left;
2087 1911
2088 op->play_sound (sound_find ("push_player")); 1912 op->play_sound (sound_find ("push_player"));
2089 push_ob (mon, dir, op); 1913 push_ob (mon, dir, op);
2090 1914
2091 if (op->contr->tmp_invis || op->hide) 1915 if (action_makes_visible (op))
2092 make_visible (op); 1916 make_visible (op);
2093 1917
2094 return true; 1918 return true;
2095 } 1919 }
2096 else 1920 else
2097 return false; 1921 return false;
2098 } 1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
2099 1925
2100 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2101 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2102 * someone, but put it inside this loop so that you won't 1928 * someone, but put it inside this loop so that you won't
2103 * attack them either. 1929 * attack them either.
2104 */ 1930 */
2105 if ((mon->type == PLAYER || mon->enemy != op) 1931 if ((mon->type == PLAYER || mon->enemy != op)
2106 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1932 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2107 && ((op->contr->peaceful 1933 && ((op->contr->peaceful
2108 || (mon->type == PLAYER && mon->contr->peaceful)) 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2109 && !on_battleground)) 1935 && !on_battleground))
2110 { 1936 {
2111 if (op->speed_left > 0.f) 1937 if (op->speed_left > 0.f)
2118 push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2119 } 1945 }
2120 else 1946 else
2121 op->statusmsg ("You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2122 1948
2123 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2124 make_visible (op); 1950 make_visible (op);
2125 1951
2126 return true; 1952 return true;
2127 } 1953 }
2128 } 1954 }
2129 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2130 * roll it if not braced. You can't roll it if you are braced. 1956 * roll it if not braced. You can't roll it if you are braced.
2131 */ 1957 */
2132 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2133 { 1959 {
2134 if (op->speed_left > 0.f) 1960 if (op->speed_left > 0.f)
2135 { 1961 {
2136 --op->speed_left; 1962 --op->speed_left;
2137 1963
2146 * Way it works is like this: First, it must have some hit points 1972 * Way it works is like this: First, it must have some hit points
2147 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2148 * 1) Not a player, 2) A player, but of a different party. Note 1974 * 1) Not a player, 2) A player, but of a different party. Note
2149 * that party_number -1 is no party, so attacks can still happen. 1975 * that party_number -1 is no party, so attacks can still happen.
2150 */ 1976 */
2151 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2152 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1978 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2153 { 1979 {
2154 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2155 { 1981 {
2156 --op->contr->weapon_sp_left; 1982 --op->contr->weapon_sp_left;
2168} 1994}
2169 1995
2170bool 1996bool
2171move_player (object *op, int dir) 1997move_player (object *op, int dir)
2172{ 1998{
2173 int pick;
2174
2175 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2176 return 0; 2000 return 0;
2177 2001
2178 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2179 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2180 { 2004 {
2181 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2182 return 0; 2006 return 0;
2183 } 2007 }
2184 2008
2185 /* peterm: added following line */ 2009 /* peterm: added following line */
2186 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2187 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2188 2012
2189 op->facing = dir; 2013 op->facing = dir;
2190 2014
2191 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2192 do_hidden_move (op); 2016 do_hidden_move (op);
2193 2017
2194 bool retval; 2018 bool retval;
2019 int pick = 0;
2195 2020
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 retval = RESULT_INT (0); 2022 retval = RESULT_INT (0);
2198 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2199 retval = fire (op, dir); 2024 retval = fire (op, dir);
2230 * players. 2055 * players.
2231 */ 2056 */
2232bool 2057bool
2233handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2234{ 2059{
2235 if (QUERY_FLAG (op, FLAG_SCARED)) 2060 if (op->flag [FLAG_SCARED])
2236 { 2061 {
2237 if (op->speed_left > 0.f) 2062 if (op->speed_left > 0.f)
2238 { 2063 {
2239 --op->speed_left; 2064 --op->speed_left;
2240 flee_player (op); 2065 flee_player (op);
2256 return move_player (op, op->direction); 2081 return move_player (op, op->direction);
2257 2082
2258 return false; 2083 return false;
2259} 2084}
2260 2085
2261int 2086static int
2262save_life (object *op) 2087save_life (object *op)
2263{ 2088{
2264 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2089 if (!op->flag [FLAG_LIFESAVE])
2265 return 0; 2090 return 0;
2266 2091
2267 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2268 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2269 { 2094 {
2270 op->play_sound (sound_find ("ob_evaporate")); 2095 op->play_sound (sound_find ("ob_evaporate"));
2271 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2272 2097
2273 if (op->contr)
2274 esrv_del_item (op->contr, tmp->count);
2275
2276 tmp->destroy (); 2098 tmp->destroy ();
2277 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2278 2100
2279 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2280 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2281 2103
2282 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2283 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2284 2106
2285 op->update_stats (); 2107 op->update_stats ();
2286 return 1; 2108 return 1;
2287 } 2109 }
2288 2110
2289 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2290 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2291 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2292 return 0; 2114 return 0;
2293} 2115}
2294 2116
2295/* This goes throws the inventory and removes unpaid objects, and puts them 2117/* This goes throws the inventory and removes unpaid objects, and puts them
2296 * back in the map (location and map determined by values of env). This 2118 * back in the map (location and map determined by values of env). This
2297 * function will descend into containers. op is the object to start the search 2119 * function will descend into containers. op is the object to start the search
2298 * from. 2120 * from.
2299 */ 2121 */
2300static void 2122static void
2301drop_unpaid_items (object *op, object *env) 2123drop_unpaid_items (object *op, object *env)
2302{ 2124{
2303 while (op) 2125 while (op)
2304 { 2126 {
2305 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2306 2128
2307 if (QUERY_FLAG (op, FLAG_UNPAID)) 2129 if (op->flag [FLAG_UNPAID])
2308 {
2309 if (env->type == PLAYER)
2310 esrv_del_item (env->contr, op->count);
2311
2312 op->insert_at (env); 2130 op->insert_at (env);
2313 }
2314 else if (op->inv) 2131 else if (op->inv)
2315 drop_unpaid_items (op->inv, env); 2132 drop_unpaid_items (op->inv, env);
2316 2133
2317 op = next; 2134 op = next;
2318 } 2135 }
2321void 2138void
2322object::drop_unpaid_items () 2139object::drop_unpaid_items ()
2323{ 2140{
2324 if (!flag [FLAG_REMOVED]) 2141 if (!flag [FLAG_REMOVED])
2325 ::drop_unpaid_items (inv, this); 2142 ::drop_unpaid_items (inv, this);
2326}
2327
2328/*
2329 * Returns pointer a static string containing gravestone text
2330 * Moved from apply.c to player.c - player.c is what
2331 * actually uses this function. player.c may not be quite the
2332 * best, a misc file for object actions is probably better,
2333 * but there isn't one in the server directory.
2334 */
2335char *
2336gravestone_text (object *op)
2337{
2338 static char buf2[MAX_BUF];
2339 char buf[MAX_BUF];
2340 time_t now = time (NULL);
2341
2342 strcpy (buf2, " R.I.P.\n\n");
2343 if (op->type == PLAYER)
2344 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2345 else
2346 sprintf (buf, "%s\n", &op->name);
2347
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 sprintf (buf, "who was in level %d when killed\n", op->level);
2352 else
2353 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2354
2355 strncat (buf2, " ", 20 - strlen (buf) / 2);
2356 strcat (buf2, buf);
2357 if (op->type == PLAYER)
2358 {
2359 sprintf (buf, "by %s.\n\n", op->contr->killer);
2360 strncat (buf2, " ", 21 - strlen (buf) / 2);
2361 strcat (buf2, buf);
2362 }
2363
2364 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367
2368 return buf2;
2369} 2143}
2370 2144
2371void 2145void
2372do_some_living (object *op) 2146do_some_living (object *op)
2373{ 2147{
2390 * alternate it here for it to work correctly. 2164 * alternate it here for it to work correctly.
2391 */ 2165 */
2392 if (pticks & 2) 2166 if (pticks & 2)
2393 op->invisible--; 2167 op->invisible--;
2394 } 2168 }
2395 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2396 { 2170 {
2397 if (!op->invisible--) 2171 if (!op->invisible--)
2398 { 2172 {
2399 make_visible (op); 2173 make_visible (op);
2400 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2467 if (op->stats.sp < op->stats.maxsp) 2241 if (op->stats.sp < op->stats.maxsp)
2468 { 2242 {
2469 op->stats.sp++; 2243 op->stats.sp++;
2470 2244
2471 /* dms do not consume food */ 2245 /* dms do not consume food */
2472 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (!op->flag [FLAG_WIZ])
2473 { 2247 {
2474 op->stats.food--; 2248 op->stats.food--;
2475 2249
2476 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2477 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2511 if (op->stats.hp < op->stats.maxhp) 2285 if (op->stats.hp < op->stats.maxhp)
2512 { 2286 {
2513 op->stats.hp++; 2287 op->stats.hp++;
2514 2288
2515 /* dms do not consume food */ 2289 /* dms do not consume food */
2516 if (!QUERY_FLAG (op, FLAG_WIZ)) 2290 if (!op->flag [FLAG_WIZ])
2517 { 2291 {
2518 op->stats.food--; 2292 op->stats.food--;
2519 2293
2520 if (op->contr->digestion < 0) 2294 if (op->contr->digestion < 0)
2521 op->stats.food += op->contr->digestion; 2295 op->stats.food += op->contr->digestion;
2528 { 2302 {
2529 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2530 2304
2531 if (over_hp > 0) 2305 if (over_hp > 0)
2532 { 2306 {
2533 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2534 op->last_heal = 0; 2308 op->last_heal = 0;
2535 } 2309 }
2536 else 2310 else
2537 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2538 } 2312 }
2548 penalty = max (0, -op->contr->digestion); 2322 penalty = max (0, -op->contr->digestion);
2549 2323
2550 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2324 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2551 2325
2552 /* dms do not consume food */ 2326 /* dms do not consume food */
2553 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2554 op->stats.food--; 2328 op->stats.food--;
2555 } 2329 }
2556 2330
2557 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2558 { 2332 {
2559 object *tmp, *flesh = 0; 2333 object *flesh = 0;
2560 2334
2561 for (tmp = op->inv; tmp; tmp = tmp->below) 2335 for_inv_removable (op, tmp)
2562 { 2336 {
2563 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2338 continue;
2339
2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2564 { 2341 {
2565 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2342 op->statusmsg ("You blindly grab for a bite of food. "
2566 { 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2567 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2344 op->apply (tmp);
2568 manual_apply (op, tmp, 0); 2345
2569 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2570 break; 2347 break;
2571 } 2348 }
2572 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2573 flesh = tmp; 2350 flesh = tmp;
2574 } /* End if paid for object */ 2351 }
2575 } /* end of for loop */
2576 2352
2577 /* If player is still starving, it means they don't have any food, so 2353 /* If player is still starving, it means they don't have any food, so
2578 * eat flesh instead. 2354 * eat flesh instead.
2579 */ 2355 */
2580 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2581 { 2357 {
2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2358 op->statusmsg ("You blindly grab for a bite of food. "
2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2583 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2584 } 2361 }
2362
2363 // If player is still starving, alert him!
2364 if (op->stats.food < 0)
2365 op->failmsg ("You are starving! "
2366 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2585 } 2367 }
2586 2368
2587 if (op->stats.food < 0) 2369 if (op->stats.food < 0)
2588 { 2370 {
2589 op->stats.hp += op->stats.food; 2371 op->stats.hp += op->stats.food;
2590 op->stats.food = 0; 2372 op->stats.food = 0;
2373
2374 if (op->stats.hp < 0)
2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2591 } 2378 }
2379 }
2592 2380
2381 /* killer should be set here already */
2593 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2594 kill_player (op); 2383 kill_player (op);
2595 } 2384 }
2596} 2385}
2597 2386
2598/* If the player should die (lack of hp, food, etc), we call this. 2387/* If the player should die (lack of hp, food, etc), we call this.
2602 */ 2391 */
2603void 2392void
2604kill_player (object *op) 2393kill_player (object *op)
2605{ 2394{
2606 int x, y; 2395 int x, y;
2607 char buf[MAX_BUF];
2608 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2609 int will_kill_again; 2397 int will_kill_again;
2610 archetype *at; 2398 archetype *at;
2611 object *tmp; 2399 object *tmp;
2612 2400
2613 if (save_life (op)) 2401 if (save_life (op))
2614 return; 2402 return;
2403
2404 dynbuf_text deathtab;
2405
2406 /* restore player */
2407 at = archetype::find (shstr_poisoning);
2408 if (object *tmp = present_arch_in_ob (at, op))
2409 {
2410 tmp->destroy ();
2411 deathtab << "Your body feels cleansed...\r";
2412 }
2413
2414 at = archetype::find (shstr_confusion);
2415 if (object *tmp = present_arch_in_ob (at, op))
2416 {
2417 tmp->destroy ();
2418 deathtab << "Your mind feels clearer...\r";
2419 }
2420
2421 cure_disease (op, 0, 0); /* remove any disease */
2422
2423 max_it (op->stats.hp , op->stats.maxhp);
2424 max_it (op->stats.sp , op->stats.maxsp);
2425 max_it (op->stats.grace, op->stats.maxgrace);
2426 max_it (op->stats.food , 200);
2427
2428 // remove all spell effects that are active
2429 // to avoid long-term effects such as word-of-recall
2430 for (object *item = op->inv; item; )
2431 {
2432 object *next = item->below;
2433
2434 if (item->type == SPELL_EFFECT && item->active)
2435 item->destroy ();
2436
2437 item = next;
2438 }
2615 2439
2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2440 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2617 * in cities ONLY!!! It is very important that this doesn't get abused. 2441 * in cities ONLY!!! It is very important that this doesn't get abused.
2618 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2619 */ 2443 */
2620 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2621 { 2445 {
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2446 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624
2625 /* restore player */
2626 at = archetype::find ("poisoning");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631 }
2632
2633 at = archetype::find ("confusion");
2634 if (object *tmp = present_arch_in_ob (at, op))
2635 {
2636 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 }
2639
2640 cure_disease (op, 0, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0)
2643 op->stats.food = 999;
2644 2447
2645 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2647 { 2450
2648 tmp->name = format ("%s's finger" , &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name_pl = format ("%s's fingers", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2650 tmp->msg = format ( 2453 tmp->msg = format (
2651 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2454 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer 2455 &op->name, op->contr->title,
2456 (int)op->level,
2457 op->contr->killer_name ()
2653 ); 2458 );
2654 tmp->value = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics"; 2460 tmp->material = name_to_material (shstr_organic);
2656 tmp->insert_at (op, tmp); 2461 tmp->insert_at (op, tmp);
2657 }
2658 2462
2659 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2660 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2661 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2662 return; 2468 return;
2663 } 2469 }
2664 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2665 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2666 2475
2667 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2668
2669 if (op->stats.food < 0)
2670 strcpy (op->contr->killer, "starvation");
2671 2477
2672 op->contr->play_sound (sound_find ("player_dies")); 2478 op->contr->play_sound (sound_find ("player_dies"));
2673 2479
2674 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2675 x = op->x; 2481 x = op->x;
2705 2511
2706 lost_a_stat = 0; 2512 lost_a_stat = 0;
2707 2513
2708 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2709 { 2515 {
2710 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2711 2517
2712 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2713 { 2519 {
2714 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2715 * what he lost. 2521 * what he lost.
2722 lost_a_stat = 1; 2528 lost_a_stat = 1;
2723 } 2529 }
2724 else 2530 else
2725 { 2531 {
2726 /* deplete a stat */ 2532 /* deplete a stat */
2727 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2728 object *dep; 2534 object *dep;
2729 2535
2730 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2731 if (!dep) 2537 if (!dep)
2732 { 2538 {
2733 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2734 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2735 } 2541 }
2736 lose_this_stat = 1; 2542 lose_this_stat = 1;
2737 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2738 { 2544 {
2766 } 2572 }
2767 } 2573 }
2768 2574
2769 if (lose_this_stat) 2575 if (lose_this_stat)
2770 { 2576 {
2771 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2772 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2773 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2774 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2775 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2776 * difference. 2582 * difference.
2777 */ 2583 */
2778 if (this_stat >= -50) 2584 if (this_stat >= -50)
2779 { 2585 {
2780 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2781 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2782 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2783 op->update_stats (); 2589 op->update_stats ();
2784 lost_a_stat = 1; 2590 lost_a_stat = 1;
2785 } 2591 }
2786 } 2592 }
2787 } 2593 }
2788 } 2594 }
2595
2789 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2790 if (!lost_a_stat) 2597 if (!lost_a_stat)
2791 { 2598 {
2792 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2793 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2794 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2795 2602
2796 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2797 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2798 else 2605 else
2799 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2800 } 2607 }
2801#else 2608#else
2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2803#endif 2610#endif
2804 2611
2805 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2806 * exp loss on the stone. 2613 * exp loss on the stone.
2807 */ 2614 */
2808 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2809 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2810 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2811 sprintf (buf, "%s's gravestones", &op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2812 tmp->name_pl = buf; 2619 &op->name, op->contr->title, op->contr->killer_name ());
2813 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);
2814 tmp->msg = buf;
2815 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2816 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2817 2622
2818 /**************************************/ 2623 /**************************************/
2819 /* */ 2624 /* */
2820 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2821 /* if we died cause of food, give us */
2822 /* food, and reset HP's... */
2823 /* */ 2626 /* */
2824 /**************************************/ 2627 /**************************************/
2825 2628
2826 /* remove any poisoning and confusion the character may be suffering. */
2827 /* restore player */
2828 at = archetype::find ("poisoning");
2829 tmp = present_arch_in_ob (at, op);
2830
2831 if (tmp)
2832 {
2833 tmp->destroy ();
2834 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2835 }
2836
2837 at = archetype::find ("confusion");
2838 tmp = present_arch_in_ob (at, op);
2839 if (tmp)
2840 {
2841 tmp->destroy ();
2842 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2843 }
2844
2845 cure_disease (op, 0, 0); /* remove any disease */
2846
2847 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2848 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2849 if (op->stats.food < 100)
2850 op->stats.food = 900;
2851 op->stats.hp = op->stats.maxhp;
2852 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2853 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2854 2631
2855 /* 2632 /*
2856 * Check to see if the player has any unpaid items. If so, remove them 2633 * Check to see if the player has any unpaid items. If so, remove them
2857 * and put them back in the map. 2634 * and put them back in the map.
2858 */ 2635 */
2886 2663
2887 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2888 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2889 force->speed = 0.1f; 2666 force->speed = 0.1f;
2890 force->speed_left = -5.f; 2667 force->speed_left = -5.f;
2891 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2892 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2893 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2894 force->resist[at] = 100; 2671 force->resist[at] = 100;
2895 2672
2896 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2897 op->update_stats (); 2674 op->update_stats ();
2898
2899 } 2675 }
2900 2676
2901 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2902} 2678}
2903 2679
2904void 2680static void
2905loot_object (object *op) 2681loot_object (object *op)
2906{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2907 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2908 2684
2909 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2919 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2920 2696
2921 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2922 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2923 2699
2924 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2925 { 2701 {
2926 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2927 { 2703 {
2928 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2929 tmp2->destroy ();
2930 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2931 } 2706 }
2932 else 2707 else
2933 tmp->destroy (); 2708 tmp->destroy ();
2934 } 2709 }
2941 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
2942 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
2943 * was changed. 2718 * was changed.
2944 */ 2719 */
2945void 2720void
2946fix_weight (void) 2721fix_weight ()
2947{ 2722{
2948 for_all_players (pl) 2723 for_all_players (pl)
2949 { 2724 {
2950 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
2951 2726
2952 if (old == sum) 2727 pl->ob->update_weight ();
2953 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
2954 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
2955 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
2956 } 2734 }
2957} 2735}
2958 2736
2959void 2737void
2960fix_luck (void) 2738fix_luck ()
2961{ 2739{
2962 for_all_players (pl) 2740 for_all_players (pl)
2963 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
2964 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
2965} 2743}
3002} 2780}
3003 2781
3004void 2782void
3005make_visible (object *op) 2783make_visible (object *op)
3006{ 2784{
3007 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3008 op->invisible = 0; 2786 op->invisible = 0;
3009 2787
3010 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3011 { 2789 {
3012 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3017} 2795}
3018 2796
3019int 2797int
3020is_true_undead (object *op) 2798is_true_undead (object *op)
3021{ 2799{
3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3023 return 1; 2801 return 1;
3024 2802
3025 return 0; 2803 return 0;
3026} 2804}
3027 2805
3037 2815
3038 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3039 return 0; 2817 return 0;
3040 2818
3041 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3042 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3043 2821
3044 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3045 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3046 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3047 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3048 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3049 2827
3050 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3051 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3052 { 2832 {
3053 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3054 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3055 {
3056 continue; 2835 continue;
3057 } 2836
3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3059 level += 2; 2838 level += 2;
3060 else /* open terrain! */ 2839 else /* open terrain! */
3061 level -= 1; 2840 level -= 1;
3062 } 2841 }
3073 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3074 */ 2853 */
3075void 2854void
3076do_hidden_move (object *op) 2855do_hidden_move (object *op)
3077{ 2856{
3078 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3079 object *skop;
3080 2858
3081 if (!op || !op->map) 2859 if (!op || !op->map)
3082 return; 2860 return;
3083 2861
3084 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3085 2864
3086 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3087 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3088 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3089 { 2868 {
3099 num -= hide; 2878 num -= hide;
3100 2879
3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102 { 2881 {
3103 make_visible (op); 2882 make_visible (op);
2883
3104 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3105 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3106 } 2886 }
3107 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3108 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3123 2903
3124 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3125 player = 1; 2905 player = 1;
3126 2906
3127 else 2907 else
3128 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3129 2909
3130 /* search adjacent squares */ 2910 /* search adjacent squares */
3131 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3132 { 2912 {
3133 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3142 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3143 continue; 2923 continue;
3144 2924
3145 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3146 { 2926 {
3147 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3148 return 1; 2928 return 1;
3149 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3150 { 2930 {
3151 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3152 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3153 return 1; 2933 return 1;
3154 } 2934 }
3155 } 2935 }
3156 } 2936 }
3157 return 0; 2937 return 0;
3198 while (op) 2978 while (op)
3199 { 2979 {
3200 dx = rv.distance_x + op->arch->x; 2980 dx = rv.distance_x + op->arch->x;
3201 dy = rv.distance_y + op->arch->y; 2981 dy = rv.distance_y + op->arch->y;
3202 2982
3203 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3204 * code, so we need to restrict ourselves to that range of values
3205 * for any meaningful values.
3206 */
3207 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3208 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3209 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3210 return 1; 2984 return 1;
3211 2985
3212 op = op->more; 2986 op = op->more;
3213 }
3214
3215 return 0;
3216}
3217
3218/* routine for both players and monsters. We call this when
3219 * there is a possibility for our action distrubing our hiding
3220 * place or invisiblity spell. Artefact invisiblity is not
3221 * effected by this. If we arent invisible to begin with, we
3222 * return 0.
3223 */
3224int
3225action_makes_visible (object *op)
3226{
3227 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3228 {
3229 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3230 return 0;
3231
3232 if (op->contr && op->contr->tmp_invis == 0)
3233 return 0;
3234
3235 /* If monsters, they should become visible */
3236 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3237 {
3238 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3239 return 1;
3240 }
3241 } 2987 }
3242 2988
3243 return 0; 2989 return 0;
3244} 2990}
3245 2991
3260 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3261 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3262 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3263 for (object *tmp = op->below; tmp; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3264 { 3010 {
3265 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3266 { 3012 {
3267 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3013 if (tmp->flag [FLAG_NO_PICK]
3268 && tmp->type == BATTLEGROUND 3014 && tmp->type == BATTLEGROUND
3269 && tmp->name == shstr_battleground 3015 && tmp->name == shstr_battleground
3270 && EXIT_X (tmp) && EXIT_Y (tmp)) 3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3271 { 3017 {
3272 /* before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3273 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3274 {
3275 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 { 3022 {
3277 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 {
3279 if (x && y) 3023 if (x && y)
3280 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281 3025
3282 return 1; 3026 return 1;
3283 }
3284 } 3027 }
3285 }
3286 3028
3287 if (x && y) 3029 if (x && y)
3288 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289 3031
3290 return 1; 3032 return 1;
3428 else 3170 else
3429 j = 1; 3171 j = 1;
3430 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3431 } 3173 }
3432 } 3174 }
3175
3433 strcat (buf, "."); 3176 strcat (buf, ".");
3434 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3435 } 3178 }
3436 3179
3437 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3438 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3439 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3440 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3441 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3442 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3443 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3444 3187
3445 /* print message if there is one */ 3188 /* print message if there is one */
3446 if (item->msg != NULL) 3189 if (item->msg != NULL)
3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448 } 3191 }
3449 else 3192 else
3450 { 3193 {
3451 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3453 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item (who, tmp);
3457 } 3198 }
3458} 3199}
3459 3200
3460/** 3201//-GPL
3461 * Unready an object for a player. This function does nothing if the object was
3462 * not readied.
3463 */
3464void
3465player_unready_range_ob (player *pl, object *ob)
3466{
3467 if (pl->ob->current_weapon == ob)
3468 pl->ob->current_weapon = 0;
3469
3470 if (pl->combat_ob == ob)
3471 pl->combat_ob = 0;
3472
3473 if (pl->ranged_ob == ob)
3474 pl->ranged_ob = 0;
3475}
3476 3202
3477sint8 3203sint8
3478player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3479{ 3205{
3480 if (!ns) 3206 if (!ns)
3481 return 0; 3207 return LOS_BLOCKED;
3482 3208
3483 int dx, dy; 3209 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0; 3211 return LOS_BLOCKED;
3486 3212
3487 x += dx - ns->current_x + ns->mapx / 2; 3213 x += dx - ns->current_x;
3488 y += dy - ns->current_y + ns->mapy / 2; 3214 y += dy - ns->current_y;
3489 3215
3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491 return 0;
3492
3493 return 100 - blocked_los [x][y]; 3216 return blocked_los (x, y);
3494} 3217}
3495 3218
3496void 3219void
3497player::infobox (const char *title, const char *msg, int color) 3220player::infobox (const char *title, const char *msg, int color)
3498{ 3221{
3510{ 3233{
3511 play_sound (sound_find ("generic_failure")); 3234 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color); 3235 statusmsg (msg, color);
3513} 3236}
3514 3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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