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Comparing deliantra/server/server/player.C (file contents):
Revision 1.93 by root, Mon Jan 8 14:11:05 2007 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152 39
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
199 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 78 ob->map = 0;
201 79 party = 0;
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204 80
205 players.erase (this); 81 players.erase (this);
206} 82}
207 83
208// connect the player with a specific client 84// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210void 86void
211player::connect (client *ns) 87player::connect (client *ns)
212{ 88{
213 this->ns = ns; 89 this->ns = ns;
214 ns->pl = this; 90 ns->pl = this;
215 91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
216 ns->update_look = 0; 96 ns->update_look = 0;
217 ns->look_position = 0; 97 ns->look_position = 0;
218 98
219 clear_los (ob); 99 clear_los ();
220 100
221//TODO: must move into client 101 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 102
248 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
251 106
252 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 108 link_skills ();
257 109
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 111
272 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
274 { 114 {
275 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279 116
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 120 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 122 skin = tmp;
286 123
287 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
288 } 125 }
289 126
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 128
292 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
293 135
294 ob->update_stats (); 136 ob->update_stats ();
137
295 ns->floorbox_update (); 138 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
299 141
300 activate (); 142 activate ();
301 143
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
308} 146}
309 147
310void 148void
311player::disconnect () 149player::disconnect ()
312{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
313 if (ns) 157 if (ns)
314 { 158 {
315 if (active) 159 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 161
318 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
319 163
164 ns->reset_stats ();
320 ns->pl = 0; 165 ns->pl = 0;
321 this->ns = 0; 166 ns = 0;
322 } 167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
323 172
324 deactivate (); 173 deactivate ();
325} 174}
175
176//-GPL
326 177
327// the need for this function can be explained 178// the need for this function can be explained
328// by load_object not returning the object 179// by load_object not returning the object
329void 180void
330player::set_object (object *op) 181player::set_object (object *op)
331{ 182{
332 ob = op; 183 ob = observe = viewpoint = op;
333 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
334 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
335 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 188
337 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
343 207
344player::player () 208player::player ()
345{ 209{
346 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 211 * we deal with that below this point.
348 */ 212 */
349 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
351 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
352 216
353 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
354 218
355 gen_sp_armour = 10; 219 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none;
358 bowtype = bow_normal; 220 bowtype = bow_normal;
359 petmode = pet_normal; 221 petmode = pet_normal;
360 listening = 10;
361 usekeys = containers; 222 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
364 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
365} 228}
366 229
367void 230void
368player::do_destroy () 231player::do_destroy ()
369{ 232{
370 disconnect (); 233 disconnect ();
371 234
372 attachable::do_destroy (); 235 attachable::do_destroy ();
373 236
374 if (ob) 237 if (ob)
375 {
376 ob->destroy_inv (false);
377 ob->destroy (); 238 ob->destroy ();
378 } 239
240 ob = observe = viewpoint = 0;
379} 241}
380 242
381player::~player () 243player::~player ()
382{ 244{
383 /* Clear item stack */ 245 /* Clear item stack */
384 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
385} 275}
386 276
387/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
388 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
389 * mode. 279 * mode.
391player * 281player *
392player::create () 282player::create ()
393{ 283{
394 player *pl = new player; 284 player *pl = new player;
395 285
396 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
397 set_first_map (pl->ob); 292 set_first_map (pl->ob);
398 293
399 return pl; 294 return pl;
400}
401
402/*
403 * get_player_archetype() return next player archetype from archetype
404 * list. Not very efficient routine, but used only creating new players.
405 * Note: there MUST be at least one player archetype!
406 */
407archetype *
408get_player_archetype (archetype *at)
409{
410 archetype *start = at;
411
412 for (;;)
413 {
414 if (at == NULL || at->next == NULL)
415 at = first_archetype;
416 else
417 at = at->next;
418
419 if (at->clone.type == PLAYER)
420 return at;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 }
428} 295}
429 296
430object * 297object *
431get_nearest_player (object *mon) 298get_nearest_player (object *mon)
432{ 299{
435 unsigned lastdist; 302 unsigned lastdist;
436 rv_vector rv; 303 rv_vector rv;
437 304
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 306 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 308 continue;
469 309
470 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
471 { 311 {
533 */ 373 */
534int 374int
535path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
536{ 376{
537 rv_vector rv; 377 rv_vector rv;
538 sint16 x, y;
539 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
540 maptile *m, *lastmap;
541 379
542 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
543 381
544 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
545 return 0; 383 return 0;
546 384
547 x = mon->x; 385 mapxy pos (mon);
548 y = mon->y;
549 m = mon->map;
550 dir = rv.direction; 386 dir = rv.direction;
551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
552 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
553 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
554 if (diff > max) 391 if (diff > max)
555 return 0; 392 return 0;
393
556 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
557 { 395 {
558 lastx = x; 396 mapxy lastpos = pos;
559 lasty = y;
560 lastmap = m;
561 x = lastx + freearr_x[dir];
562 y = lasty + freearr_y[dir];
563 397
564 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
565 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
566 399
567 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
568 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
569 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
570 { 404 {
571 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
572 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
573 */ 407 */
574 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
575 if (rv.direction != dir) 409 if (rv.direction != dir)
576 { 410 {
577 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
578 * the values so it will try again. 412 * the values so it will try again.
579 */ 413 */
580 x = lastx;
581 y = lasty;
582 m = lastmap; 414 pos = lastpos;
583 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
584 } 416 }
585 else 417 else
586 { 418 {
587 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
594 */ 426 */
595 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
596 { 428 {
597 if (i == 0) 429 if (i == 0)
598 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
599 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
600 * since the direction that the creature should move in 433 * since the direction that the creature should move in
601 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
602 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
603 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
605 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
606 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
607 * the last direction the creature has successfully 440 * the last direction the creature has successfully
608 * moved. 441 * moved.
609 */ 442 */
610
611 x = lastx + freearr_x[absdir (lastdir + i)];
612 y = lasty + freearr_y[absdir (lastdir + i)];
613 m = lastmap; 443 pos = lastpos;
614 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
615 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
616 continue; 447 continue;
617 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
618 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
619 continue; 452 continue;
620 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
621 continue; 455 continue;
622 456
623 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
624 break; 458 break;
625 } 459 }
460
626 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
627 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
628 */ 463 */
629 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
630 return 0; 465 return 0;
466
631 diff--; 467 diff--;
632 lastdir = dir; 468 lastdir = dir;
633 max--; 469 max--;
634 if (!firstdir) 470 if (!firstdir)
635 firstdir = dir + i; 471 firstdir = dir + i;
639 { 475 {
640 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
641 diff--; 477 diff--;
642 max--; 478 max--;
643 lastdir = dir; 479 lastdir = dir;
480
644 if (!firstdir) 481 if (!firstdir)
645 firstdir = dir; 482 firstdir = dir;
646 } 483 }
484
647 if (diff <= 1) 485 if (diff <= 1)
648 { 486 {
649 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
650 * headed toward player for entire distance. 488 * headed toward player for entire distance.
651 */ 489 */
652 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
653 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
654 } 492 }
493
655 if (diff > max) 494 if (diff > max)
656 return 0; 495 return 0;
657 } 496 }
497
658 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
659 if (!max) 499 if (!max)
660 return 0; 500 return 0;
661 501
662 return firstdir; 502 return firstdir;
663} 503}
664 504
665void 505void
666give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
667{ 507{
668 object *op, *next = NULL;
669
670 if (pl->randomitems != NULL) 508 if (pl->randomitems)
671 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
672 510
673 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
674 { 512 {
675 next = op->below; 513 next = op->below;
676 514
677 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
678 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
679 */ 517 */
680 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
681 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
682 520
683 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
684 * by this player due to race restrictions 522 * by this player due to race restrictions
685 */ 523 */
686 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
687 { 525 {
688 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
689 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
690 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
691 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
692 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
693 { 533 {
694 op->destroy (); 534 op->destroy ();
695 continue; 535 continue;
696 } 536 }
697 } 537 }
698 538
699 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
700 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
701 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
702 * a first level treasurelist for each skill.)
703 * remove duplicate skills also
704 */ 542 */
705 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
706 { 544 {
707 object *tmp;
708
709 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
710 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
711 break;
712
713 if (tmp)
714 { 547 {
715 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
716 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
717 continue; 551 break;
718 } 552 }
719 553
720 if (op->nrof > 1) 554 if (op->nrof > 1)
721 op->nrof = 1; 555 op->nrof = 1;
722 } 556 }
723 557
724 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
725 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
726 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
727 }
728 560
729 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
730 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
731 * merged properly. 563 * merged properly.
732 */ 564 */
733 if (need_identify (op)) 565 if (op->need_identify ())
734 {
735 SET_FLAG (op, FLAG_IDENTIFIED);
736 CLEAR_FLAG (op, FLAG_CURSED);
737 CLEAR_FLAG (op, FLAG_DAMNED);
738 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
739 if (op->type == SPELL) 572 if (op->type == SPELL)
740 { 573 {
741 op->destroy (); 574 op->destroy ();
742 continue; 575 continue;
743 } 576 }
744 else if (op->type == SKILL) 577 else if (op->type == SKILL)
745 { 578 {
746 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
747 op->stats.exp = 0; 580 op->stats.exp = 0;
748 op->level = 1; 581 op->level = 1;
749 } 582 }
750 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
751 else 584 op->set_flag (FLAG_INV_LOCKED);
752 SET_FLAG (op, FLAG_INV_LOCKED);
753 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
754 586
755 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
756 link_player_skills (pl); 588 pl->contr->link_skills ();
757} 589}
758 590
759void 591void
760get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
761{ 593{
771 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
772} 604}
773 605
774/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
775static int 607static int
776roll_stat (void) 608roll_stat ()
777{ 609{
778 int a[4], i, j, k; 610 int a[4], i, j, k;
779 611
780 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
781 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
782 614
783 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
784 if (a[i] < k) 616 if (a[i] < k)
785 k = a[i], j = i; 617 k = a[i], j = i;
786 618
792} 624}
793 625
794void 626void
795object::roll_stats () 627object::roll_stats ()
796{ 628{
797 int statsort [7]; 629 int statsort [NUM_STATS];
798 630
799 for (;;) 631 for (;;)
800 { 632 {
801 int sum = 0; 633 int sum = 0;
802 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
803 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
804 636
805 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
806 break; 638 break;
807 } 639 }
808 640
809 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
810 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
811 643
644 for (int i = 0; i < NUM_STATS; ++i)
812 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
813 stats.Dex = statsort[1];
814 stats.Con = statsort[2];
815 stats.Int = statsort[3];
816 stats.Wis = statsort[4];
817 stats.Pow = statsort[5];
818 stats.Cha = statsort[6];
819 646
820 stats.exp = 0; 647 stats.exp = 0;
821 stats.ac = 0; 648 stats.ac = 0;
822 649
823 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
835} 662}
836 663
837void 664void
838object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
839{ 666{
840 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
841 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
842 set_attr_value (&contr->orig_stats, b, tmp);
843 668
669 for (int i = 0; i < NUM_STATS; ++i)
844 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
845 stats.Dex = contr->orig_stats.Dex;
846 stats.Con = contr->orig_stats.Con;
847 stats.Int = contr->orig_stats.Int;
848 stats.Wis = contr->orig_stats.Wis;
849 stats.Pow = contr->orig_stats.Pow;
850 stats.Cha = contr->orig_stats.Cha;
851 671
852 //TODO: the following code looks so borked and should, at the very least, 672 //TODO: the following code looks so borked and should, at the very least,
853 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
854 stats.ac = 0; 674 stats.ac = 0;
855 675
874static void 694static void
875start_info (object *op) 695start_info (object *op)
876{ 696{
877 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
878 698
879 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
880 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
881 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
882 //new_draw_info (NDI_UNIQUE, 0, op, " ");
883} 701}
884 702
885/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
886 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
887 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
888 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
889 * not the class. 707 * not the class.
890 */ 708 */
891int 709void
892key_change_class (object *op, char key) 710player::chargen_race_done ()
893{ 711{
894 int tmp_loop;
895
896 if (key == 'd' || key == 'D')
897 {
898 char buf[MAX_BUF];
899
900 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
901 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
902 714
903 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
904 if (tl) 716 if (tl)
905 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
906 718
907 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
908 INVOKE_PLAYER (LOGIN, op->contr);
909 720
910 op->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
911 722
912 if (op->msg) 723 if (ob->msg)
913 op->msg = NULL; 724 ob->msg = 0;
914 725
915 /* We create this now because some of the unique maps will need it
916 * to save here.
917 */
918 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
919 make_path_to_file (buf);
920
921#ifdef AUTOSAVE
922 op->contr->last_save_tick = pticks;
923#endif
924 start_info (op); 726 start_info (ob);
925 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
926 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
927 link_player_skills (op);
928 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
929 op->update_stats (); 730 ob->update_stats ();
930 731
931 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
932 * is one for this race 733 * is one for this race
933 */ 734 */
934 if (*first_map_ext_path) 735 if (*first_map_ext_path)
935 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
936 object *tmp;
937 char mapname[MAX_BUF];
938
939 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
940 tmp = object::create ();
941 EXIT_PATH (tmp) = mapname;
942 EXIT_X (tmp) = op->x;
943 EXIT_Y (tmp) = op->y;
944 op->enter_exit (tmp); /* we don't really care if it succeeded;
945 * if the map isn't there, then stay on the
946 * default initial map */
947 tmp->destroy ();
948 }
949 else 737 else
950 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
951 740
952 return 0; 741void
953 } 742player::chargen_race_next ()
954 743{
955 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
956 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
957 */ 746 */
958 747
959 tmp_loop = 0; 748 do
960 while (!tmp_loop)
961 { 749 {
962 shstr name = op->name; 750 shstr name = ob->name;
963 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
964 752
965 op->remove_statbonus (); 753 ob->remove_statbonus ();
966 op->remove (); 754 ob->remove ();
967 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
968 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
969 op->instantiate (); 757 ob->instantiate ();
970 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
971 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
972 op->x = x; 760 ob->x = x;
973 op->y = y; 761 ob->y = y;
974 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
975 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
976 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
977 op->add_statbonus (); 765 ob->add_statbonus ();
978 tmp_loop = allowed_class (op);
979 } 766 }
767 while (!allowed_class (ob));
980 768
981 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
982 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
983 op->update_stats (); 771 ob->update_stats ();
984 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
985 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
986 op->stats.grace = 0; 774 ob->stats.grace = 0;
987
988 if (op->msg)
989 new_draw_info (NDI_BLUE, 0, op, op->msg);
990
991 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
992 return 0;
993} 775}
994 776
995void 777static void
996flee_player (object *op) 778flee_player (object *op)
997{ 779{
998 int dir, diff; 780 int dir, diff;
999 rv_vector rv; 781 rv_vector rv;
1000 782
1001 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
1002 { 784 {
1003 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1004 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1005 return; 787 return;
1006 } 788 }
1007 789
1008 if (op->enemy == NULL) 790 if (!op->enemy)
1009 { 791 {
1010 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1011 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1012 return; 794 return;
1013 } 795 }
1014 796
1015 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1016 * op->enemy_count, it is possible that something destroys the
1017 * actual enemy, and the object is recycled.
1018 */
1019 if (op->enemy->map == NULL)
1020 { 798 {
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 799 op->enemy = NULL;
1023 return; 800 op->clr_flag (FLAG_SCARED);
1024 }
1025
1026 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027 {
1028 op->enemy = NULL;
1029 CLEAR_FLAG (op, FLAG_SCARED);
1030 return; 801 return;
1031 } 802 }
1032 803
1033 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1034 805
1035 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1036 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1037 { 808 {
1038 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1039 810
1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1041 return; 812 return;
1042 } 813 }
1043 814
1044 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1046 op->enemy = NULL; 817 op->enemy = NULL;
1047} 818}
1048 819
1049
1050/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1051 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1052 * stop. 822 * stop.
1053 */ 823 */
1054int 824int
1055check_pick (object *op) 825check_pick (object *op)
1056{ 826{
1057 object *tmp, *next; 827 object *tmp, *next;
1058 int stop = 0; 828 int stop = 0;
1059 int j, k, wvratio; 829 int wvratio;
1060 char putstring[128], tmpstr[16];
1061 830
1062 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1064 return 1; 833 return 1;
1065 834
1066 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1067 839
1068 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1069 * destroyed */ 841 * destroyed */
1070 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1071 { 843 {
1072 tmp = next; 844 tmp = next;
1073 next = tmp->below; 845 next = tmp->below;
1074 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1075 if (op->destroyed ()) 853 if (op->destroyed ())
1076 return 0; 854 return 0;
1077 855
1078 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1079 continue; 857 continue;
1080 858
1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082 { 860 {
1083 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1084 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1085 continue; 864 continue;
1086 } 865 }
1087 866
1088 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1089 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1090 { 929 {
1091 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1092 { 993 {
1093 case 0: 994 CHK_PICK_PICKUP;
1094 return 1; /* don't pick up */ 995 continue;
1095 case 1:
1096 pick_up (op, tmp);
1097 return 1;
1098 case 2:
1099 pick_up (op, tmp);
1100 return 0;
1101 case 3:
1102 return 0; /* stop before pickup */
1103 case 4:
1104 pick_up (op, tmp);
1105 break;
1106 case 5:
1107 pick_up (op, tmp);
1108 stop = 1;
1109 break;
1110 case 6:
1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 pick_up (op, tmp);
1113 break;
1114
1115 case 7:
1116 if (tmp->type == MONEY || tmp->type == GEM)
1117 pick_up (op, tmp);
1118 break;
1119
1120 default:
1121 /* use value density */
1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 pick_up (op, tmp);
1125 } 996 }
1126 } 997 }
1127 else 998
1128 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1129 /* NEW pickup handling */
1130 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1131 { 1005 {
1132 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1133 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1141 }
1142
1143 /* philosophy:
1144 * It's easy to grab an item type from a pile, as long as it's
1145 * generic. This takes no game-time. For more detailed pickups
1146 * and selections, select-items should be used. This is a
1147 * grab-as-you-run type mode that's really useful for arrows for
1148 * example.
1149 * The drawback: right now it has no frontend, so you need to
1150 * stick the bits you want into a calculator in hex mode and then
1151 * convert to decimal and then 'pickup <#>
1152 */
1153
1154 /* the first two modes are exclusive: if NOTHING we return, if
1155 * STOP then we stop. All the rest are applied sequentially,
1156 * meaning if any test passes, the item gets picked up. */
1157
1158 /* if mode is set to pick nothing up, return */
1159
1160 if (op->contr->mode & PU_NOTHING)
1161 return 1;
1162
1163 /* if mode is set to stop when encountering objects, return */
1164 /* take STOP before INHIBIT since it doesn't actually pick
1165 * anything up */
1166
1167 if (op->contr->mode & PU_STOP)
1168 return 0;
1169
1170 /* useful for going into stores and not losing your settings... */
1171 /* and for battles wher you don't want to get loaded down while
1172 * fighting */
1173 if (op->contr->mode & PU_INHIBIT)
1174 return 1;
1175
1176 /* prevent us from turning into auto-thieves :) */
1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178 continue; 1007 continue;
1008 }
1179 1009
1180 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1181 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1182 continue; 1015 continue;
1016 }
1183 1017
1184 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1185 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1186 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1187 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1188 { 1089 {
1189 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1190 continue; 1091 continue;
1191 } 1092 }
1093 }
1192 1094
1095 /* misc stuff that's useful */
1193 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1194 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1195 { 1098 {
1196 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1197 continue; 1100 continue;
1198 } 1101 }
1199 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1200 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1201 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1202 { 1110 */
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* spellbooks, skillscrolls and normal books/scrolls */
1208 if (op->contr->mode & PU_SPELLBOOK)
1209 if (tmp->type == SPELLBOOK)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_SKILLSCROLL)
1216 if (tmp->type == SKILLSCROLL)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_READABLES)
1223 if (tmp->type == BOOK || tmp->type == SCROLL)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* wands/staves/rods/horns */
1230 if (op->contr->mode & PU_MAGIC_DEVICE)
1231 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* pick up all magical items */
1238 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1239 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_VALUABLES)
1246 { 1113 {
1247 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1248 { 1117 {
1249 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1250 continue;
1251 } 1119 }
1252 }
1253
1254 /* rings & amulets - talismans seems to be typed AMULET */
1255 if (op->contr->mode & PU_JEWELS)
1256 if (tmp->type == RING || tmp->type == AMULET)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* we don't forget dragon food */
1263 if (op->contr->mode & PU_FLESH)
1264 if (tmp->type == FLESH)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 /* bows and arrows. Bows are good for selling! */
1271 if (op->contr->mode & PU_BOW)
1272 if (tmp->type == BOW)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_ARROW)
1279 if (tmp->type == ARROW)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 /* all kinds of armor etc. */
1286 if (op->contr->mode & PU_ARMOUR)
1287 if (tmp->type == ARMOUR)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_HELMET)
1294 if (tmp->type == HELMET)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_SHIELD)
1301 if (tmp->type == SHIELD)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_BOOTS)
1308 if (tmp->type == BOOTS)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 if (op->contr->mode & PU_GLOVES)
1315 if (tmp->type == GLOVES)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 if (op->contr->mode & PU_CLOAK)
1322 if (tmp->type == CLOAK)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327
1328 /* hoping to catch throwing daggers here */
1329 if (op->contr->mode & PU_MISSILEWEAPON)
1330 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* careful: chairs and tables are weapons! */
1337 if (op->contr->mode & PU_ALLWEAPON)
1338 {
1339 if (tmp->type == WEAPON && tmp->name != NULL)
1340 {
1341 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1342 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347 }
1348
1349 if (tmp->type == WEAPON && tmp->name == NULL)
1350 {
1351 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1352 {
1353 pick_up (op, tmp);
1354 continue;
1355 }
1356 }
1357 }
1358
1359 /* misc stuff that's useful */
1360 if (op->contr->mode & PU_KEY)
1361 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1362 {
1363 pick_up (op, tmp);
1364 continue;
1365 }
1366
1367 /* any of the last 4 bits set means we use the ratio for value
1368 * pickups */
1369 if (op->contr->mode & PU_RATIO)
1370 {
1371 /* use value density to decide what else to grab */
1372 /* >=7 was >= op->contr->mode */
1373 /* >=7 is the old standard setting. Now we take the last 4 bits
1374 * and multiply them by 5, giving 0..15*5== 5..75 */
1375 wvratio = (op->contr->mode & PU_RATIO) * 5;
1376 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1377 {
1378 pick_up (op, tmp);
1379#if 0
1380 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1381 if (tmp->name != NULL)
1382 {
1383 fprintf (stderr, "%s", tmp->name);
1384 }
1385 else 1120 else
1386 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1387 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1388 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1389#endif 1124#endif
1125 CHK_PICK_PICKUP;
1390 continue; 1126 continue;
1391 }
1392 } 1127 }
1393 } /* the new pickup model */ 1128 } /* the new pickup model */
1394 } 1129 }
1395 1130
1396 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1397} 1167}
1398 1168
1399/* 1169/*
1400 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1401 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1402 * found object is returned. 1172 * found object is returned.
1403 */ 1173 */
1404object * 1174static object *
1405find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1406{ 1176{
1407 object *tmp = NULL;
1408
1409 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1410 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411 tmp = find_arrow (op, type);
1412 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1413 return op; 1186 return arrow;
1187 }
1188
1414 return tmp; 1189 return 0;
1415} 1190}
1416 1191
1417/* 1192/*
1418 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1419 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1420 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1421 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1422 */ 1197 */
1423 1198static object *
1424object *
1425find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1426{ 1200{
1427 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1429 1203
1430 if (!type) 1204 if (!type)
1431 return NULL; 1205 return NULL;
1432 1206
1433 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1434 { 1208 {
1435 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1436 { 1210 {
1437 i = 0; 1211 i = 0;
1438 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1439 if (i > betterby) 1214 if (i > betterby)
1440 { 1215 {
1441 tmp = ntmp; 1216 tmp = ntmp;
1442 betterby = i; 1217 betterby = i;
1443 } 1218 }
1444 } 1219 }
1445 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1446 { 1221 {
1447 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1448 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1449 { 1224 {
1450 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1451 { 1226 {
1452 *better = 100; 1227 *better = 100;
1453 return arrow; 1228 return arrow;
1461 else 1236 else
1462 { 1237 {
1463 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1464 { 1239 {
1465 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1466 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1467 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1468 { 1243 {
1469 tmp = arrow; 1244 tmp = arrow;
1470 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1471 } 1246 }
1472 } 1247 }
1248
1473 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1474 { 1250 {
1475 tmp = arrow; 1251 tmp = arrow;
1476 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1477 } 1253 }
1254
1478 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1479 { 1256 {
1480 tmp = arrow; 1257 tmp = arrow;
1481 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1482 } 1259 }
1483 } 1260 }
1484 } 1261 }
1485 } 1262 }
1263
1486 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1487 return find_arrow (op, type); 1265 return find_arrow (op, type);
1488 1266
1489 *better = betterby; 1267 *better = betterby;
1490 return tmp; 1268 return tmp;
1494 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1495 * op = the shooter 1273 * op = the shooter
1496 * type = bow->race 1274 * type = bow->race
1497 * dir = fire direction 1275 * dir = fire direction
1498 */ 1276 */
1499 1277static object *
1500object *
1501pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1502{ 1279{
1503 object *tmp = NULL; 1280 object *tmp = NULL;
1504 maptile *m; 1281 maptile *m;
1505 int i, mflags, found, number; 1282 int i, mflags, found, number;
1506 sint16 x, y; 1283 sint16 x, y;
1521 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1522 { 1299 {
1523 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1524 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1525 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1526 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1527 { 1305 {
1528 tmp = NULL; 1306 tmp = 0;
1529 break; 1307 break;
1530 } 1308 }
1531 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1532 { 1310 {
1533 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1534 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1535 */ 1313 */
1536 tmp = NULL; 1314 tmp = 0;
1537 break; 1315 break;
1538 } 1316 }
1317
1539 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1540 {
1541 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1542 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1543 {
1544 found++;
1545 break;
1546 }
1547 if (found)
1548 break; 1321 break;
1549 }
1550 } 1322 }
1551 if (tmp == NULL) 1323
1324 if (!tmp)
1552 return find_arrow (op, type); 1325 return find_arrow (op, type);
1553 1326
1554 if (tmp->head) 1327 if (tmp->head)
1555 tmp = tmp->head; 1328 tmp = tmp->head;
1556 1329
1569 */ 1342 */
1570int 1343int
1571fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1572{ 1345{
1573 object *left, *bow; 1346 object *left, *bow;
1574 int bowspeed, mflags; 1347 int mflags;
1575 maptile *m; 1348 maptile *m;
1576 1349
1577 if (!dir) 1350 if (!dir)
1578 { 1351 {
1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1580 return 0; 1353 return 0;
1581 } 1354 }
1582 1355
1583 if (op->type == PLAYER) 1356 if (op->contr)
1584 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1585 else 1358 else
1586 { 1359 {
1587 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1588 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1589 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1594 if (!bow) 1367 if (!bow)
1595 { 1368 {
1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1597 return 0; 1370 return 0;
1598 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1599 } 1375 }
1600 1376
1601 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1602 { 1378 {
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1604 return 0; 1380 return 0;
1605 } 1381 }
1606
1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1608
1609 /* penalize ROF for bestarrow */
1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1613 if (bowspeed < 1)
1614 bowspeed = 1;
1615 1382
1616 if (arrow == NULL) 1383 if (arrow == NULL)
1617 { 1384 {
1618 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1619 { 1386 {
1620 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1623 else 1390 else
1624 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1625 return 0; 1393 return 0;
1626 } 1394 }
1627 } 1395 }
1628 1396
1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 } 1405 }
1638 1406
1639 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1640 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1641 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1642 arrow->destroy (); 1411 arrow->destroy ();
1643 return 0; 1412 return 0;
1644 } 1413 }
1645 1414
1646 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1647 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1648 if (!arrow) 1417 if (!arrow)
1649 { 1418 {
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1651 return 0; 1420 return 0;
1652 } 1421 }
1653 1422
1654 arrow->set_owner (op); 1423 arrow->set_owner (op);
1655 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1656 arrow->direction = dir; 1425 arrow->direction = dir;
1657 1426
1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1658 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1659 { 1460 {
1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1661 op->update_stats ();
1662 }
1663
1664 SET_ANIMATION (arrow, arrow->direction);
1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1666 arrow->stats.hp = arrow->stats.dam;
1667 arrow->stats.grace = arrow->attacktype;
1668 if (arrow->slaying != NULL)
1669 arrow->spellarg = strdup (arrow->slaying);
1670
1671 /* Note that this was different for monsters - they got their level
1672 * added to the damage. I think the strength bonus is more proper.
1673 */
1674
1675 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1676
1677 /* update the speed */
1678 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1680
1681 arrow->set_speed (max (arrow->speed, 1.0));
1682 arrow->speed_left = 0;
1683
1684 if (op->type == PLAYER)
1685 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1691 } 1468 }
1692 else 1469 else
1693 { 1470 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1471 arrow->level = op->level;
1696 } 1472 arrow->stats.wc -= bow->magic;
1697 1473
1698 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1699 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1700 1479
1701 if (bow->slaying) 1480 wc -= arrow->level;
1702 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1703 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1704 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1706 1486
1707 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1708 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1709 1489
1710 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1711 move_arrow (arrow); 1491 move_arrow (arrow);
1712
1713 if (op->type == PLAYER)
1714 {
1715 if (left->destroyed ())
1716 esrv_del_item (op->contr, left->count);
1717 else
1718 esrv_send_item (op, left);
1719 }
1720 1492
1721 return 1; 1493 return 1;
1722} 1494}
1723 1495
1724/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1726 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1727 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1728 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1729 * hence the function name. 1501 * hence the function name.
1730 */ 1502 */
1731int 1503static int
1732player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1733{ 1505{
1734 int ret = 0, wcmod = 0; 1506 int ret;
1735 1507
1736 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1737 { 1509 {
1738 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1739 } 1511 }
1740 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1741 { 1513 {
1742 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1743 wcmod = -1;
1744
1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1746 } 1516 }
1747 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1748 { 1518 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1751 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)]);
1752 } 1522 }
1753 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1754 { 1524 {
1755 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1757 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);
1758
1759 } 1528 }
1760 else 1529 else
1761 { 1530 {
1762 /* Simple case */ 1531 /* Simple case */
1763 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1533 }
1534
1765 return ret; 1535 return ret;
1766} 1536}
1767
1768 1537
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1771 */ 1540 */
1772void 1541static void
1773fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1774{ 1543{
1775 object *item; 1544 object *item = op->contr->ranged_ob;
1776 1545
1777 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1778 { 1547 {
1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1549 return;
1781 } 1550 }
1782 1551
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) 1552 if (!item->inv)
1785 { 1553 {
1786 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1555 return;
1788 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1789 if (item->type == WAND) 1561 if (item->type == WAND)
1790 { 1562 {
1791 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1792 { 1564 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1795 return; 1568 return;
1796 } 1569 }
1797 } 1570 }
1798 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1799 { 1572 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1801 { 1578 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1803 if (item->type == ROD) 1581 if (item->type == ROD)
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1805 else 1583 else
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1807 return; 1586 return;
1808 } 1587 }
1809 } 1588 }
1810 1589
1811 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1812 { 1591 {
1813 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1814 if (item->type == WAND) 1594 if (item->type == WAND)
1815 { 1595 {
1816 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1817 { 1597 {
1818 object *tmp; 1598 object *tmp;
1819 1599
1820 if (item->arch) 1600 if (item->arch)
1821 { 1601 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1823 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1824 item->set_speed (0); 1604 item->set_speed (0);
1825 } 1605 }
1826 1606
1827 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1828 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1829 } 1609 }
1830 } 1610 }
1831 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1832 drain_rod_charge (item); 1612 drain_rod_charge (item);
1833 } 1613 }
1834} 1614}
1835 1615
1836/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1837 */ 1617 */
1838void 1618bool
1839fire (object *op, int dir) 1619fire (object *who, int dir)
1840{ 1620{
1841 int spellcost = 0; 1621 int spellcost = 0;
1842 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1843 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1844 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1845 make_visible (op); 1646 make_visible (who);
1846 1647
1847 switch (op->contr->shoottype) 1648 switch (ob->type)
1848 { 1649 {
1849 case range_none: 1650 case BOW:
1850 return;
1851
1852 case range_bow:
1853 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1854 return; 1652 break;
1855 1653
1856 case range_magic: /* Casting spells */ 1654 case SPELL:
1857 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1858 return; 1656 break;
1859 1657
1860 case range_misc: 1658 case BUILDER:
1861 fire_misc_object (op, dir);
1862 return;
1863
1864 case range_golem: /* Control summoned monsters from scrolls */
1865 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1866 {
1867 op->contr->ranges[range_golem] = 0;
1868 op->contr->shoottype = range_none;
1869 }
1870 else
1871 control_golem (op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if (!op->chosen_skill)
1876 {
1877 if (op->type == PLAYER)
1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1879 return;
1880 }
1881
1882 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1886 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1887 default: 1670 default:
1888 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1889 return; 1672 break;
1890 } 1673 }
1891}
1892 1674
1675 return true;
1676}
1893 1677
1894 1678static object *
1895/* find_key
1896 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic
1899 * for both is the same - just the specific key is different.
1900 * pl is the player,
1901 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers.
1904 */
1905
1906object *
1907find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1908{ 1680{
1909 object *tmp, *key; 1681 object *tmp, *key;
1910 1682
1911 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) 1684 if (!container->inv)
1913 return NULL; 1685 return 0;
1914 1686
1915 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1916 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 { 1689 {
1918 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1919 break; 1691 break;
1692
1920 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1921 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1922 */ 1695 */
1923 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1924 break; 1697 break;
1925 } 1698 }
1699
1926 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
1927 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
1928 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
1929 * a key, return 1703 * a key, return
1930 */ 1704 */
1931 if (!tmp) 1705 if (!tmp)
1932 { 1706 {
1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1934 {
1935 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1936 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1937 {
1938 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
1939 return key; 1711 return key;
1940 } 1712
1941 }
1942 if (!tmp) 1713 if (!tmp)
1943 return NULL; 1714 return 0;
1944 } 1715 }
1716
1945 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1946 * see if we actually want to use it 1718 * see if we actually want to use it
1947 */ 1719 */
1948 if (pl != container) 1720 if (pl != container)
1949 { 1721 {
1950 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1951 if (!pl->contr) 1723 if (!pl->contr)
1952 return NULL; 1724 return 0;
1725
1953 /* cases where this fails: 1726 /* cases where this fails:
1954 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1955 * are not in the players inventory. 1728 * are not in the players inventory.
1956 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1957 * containers can be used. 1730 * containers can be used.
1961 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1962 * 1735 *
1963 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1964 * all the others. 1737 * all the others.
1965 */ 1738 */
1966 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1967 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1968 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1969 { 1742 {
1970 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1971 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1972 return NULL; 1745 return NULL;
1973 } 1746 }
1974 } 1747 }
1748
1975 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1976} 1775}
1977 1776
1978/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1979 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1980 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1981 * 0 otherwise 1780 * 0 otherwise
1982 */ 1781 */
1983static int 1782static int
1984player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1985{ 1784{
1986 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
1987 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
1988 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1989 */ 1788 */
1990 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1991 1790
1992 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1993 if (key) 1792 if (key)
1994 { 1793 {
1995 object *container = key->env; 1794 object *container = key->env;
1996 1795
1997 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1998 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1999 make_visible (op); 1797 make_visible (op);
1798
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2002 if (door->type == DOOR) 1802 if (door->type == DOOR)
2003 {
2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 }
2006 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2007 { 1805 {
2008 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2009 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2010 } 1808 }
1809
2011 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */ 1812
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2017 } 1814 }
2018 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2019 { 1816 {
2020 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2022 return 1; 1819 return 1;
2023 } 1820 }
1821
2024 return 0; 1822 return 0;
2025} 1823}
2026 1824
2027/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2028 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2029 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2030 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2031 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2032 */ 1830 */
2033void 1831bool
2034move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2035{ 1833{
2036 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2037 sint16 nx, ny; 1835 {
2038 int on_battleground; 1836 --op->speed_left;
2039 maptile *m; 1837 return true;
1838 }
2040 1839
2041 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2042 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2043 1842
2044 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2045 1845
2046 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses. 1853 * move_ob uses.
2054 */ 1854 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2056 { 1870 }
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
2058 { 1877 {
2059 m = op->map->xy_find (nx, ny); 1878 if (ob->move_block == MOVE_ALL)
2060 if (!m) 1879 move_into_wall (op, ob);
2061 return; /* Don't think this should happen */ 1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1898
1899 mon = mon->head_ ();
1900
1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1902 if (op->contr->weapon_sp_left > 0.f)
1903 if (player_attack_door (op, mon))
1904 {
1905 --op->contr->weapon_sp_left;
1906 return true;
1907 }
1908
1909 /* The following deals with possibly attacking peaceful
1910 * or friendly creatures. Basically, all players are considered
1911 * unaggressive. If the moving player has peaceful set, then the
1912 * object should be pushed instead of attacked. It is assumed that
1913 * if you are braced, you will not attack friends accidently,
1914 * and thus will not push them.
1915 */
1916
1917 /* If the creature is a pet, push it even if the player is not
1918 * peaceful. Our assumption is the creature is a pet if the
1919 * player owns it and it is either friendly or unagressive.
1920 */
1921 if (op->type == PLAYER
1922 && ((mon->owner && mon->owner->contr
1923 && same_party (mon->owner->contr->party, op->contr->party))
1924 || mon->owner == op)
1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1926 {
1927 /* If we're braced, we don't want to switch places with it */
1928 if (op->contr->braced)
1929 return false;
1930
1931 if (op->speed_left > 0.f)
1932 {
1933 --op->speed_left;
1934
1935 op->play_sound (sound_find ("push_player"));
1936 push_ob (mon, dir, op);
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 return true;
2062 } 1942 }
2063 else 1943 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return; 1944 return false;
1945 }
2068 1946
2069 mon = 0; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2070 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space
2074 */
2075 while (tmp)
2076 {
2077 if (tmp == op)
2078 {
2079 tmp = tmp->above;
2080 continue;
2081 }
2082 1948
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp;
2086 break;
2087 }
2088
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */
2097
2098 if (mon->head)
2099 mon = mon->head;
2100
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102 if (player_attack_door (op, mon))
2103 return;
2104
2105 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them.
2111 */
2112
2113 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive.
2116 */
2117 if ((op->type == PLAYER)
2118#if COZY_SERVER
2119 &&
2120 ((mon->owner && mon->owner->contr
2121 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2122#else
2123 && mon->owner == op
2124#endif
2125 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2126 {
2127 /* If we're braced, we don't want to switch places with it */
2128 if (op->contr->braced)
2129 return;
2130
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 (void) push_ob (mon, dir, op);
2133 if (op->contr->tmp_invis || op->hide)
2134 make_visible (op);
2135
2136 return;
2137 }
2138
2139 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2140 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2141 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2142 * attack them either. 1952 * attack them either.
2143 */ 1953 */
2144 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2145 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2146#ifdef PROHIBIT_PLAYERKILL
2147 (op->contr->peaceful 1956 && ((op->contr->peaceful
2148 || (mon->type == PLAYER 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2149 && mon->contr->
2150 peaceful)) &&
2151#else
2152 op->contr->peaceful &&
2153#endif
2154 !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2155 { 1961 {
1962 --op->speed_left;
1963
2156 if (!op->contr->braced) 1964 if (!op->contr->braced)
2157 { 1965 {
2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2159 push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2160 } 1968 }
2161 else 1969 else
2162 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2163 1971
2164 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2165 make_visible (op); 1973 make_visible (op);
2166 }
2167 1974
1975 return true;
1976 }
1977 }
2168 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2169 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
2170 */ 1980 */
2171 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1982 {
1983 if (op->speed_left > 0.f)
2172 { 1984 {
1985 --op->speed_left;
1986
2173 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2174 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2175 make_visible (op); 1989 make_visible (op);
2176 }
2177 1990
1991 return true;
1992 }
1993 }
2178 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2179 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2180 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2181 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2182 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2183 */ 1999 */
2184 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2185 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2186 { 2002 {
2187 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2188 /* If the player hasn't hit something this tick, and does
2189 * so, give them speed boost based on weapon speed. Doing
2190 * it here is better than process_players2, which basically
2191 * incurred a 1 tick offset.
2192 */
2193 if (!op->contr->has_hit)
2194 { 2004 {
2195 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2196
2197 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2198 }
2199 2006
2200 skill_attack (mon, op, 0, 0, 0); 2007 skill_attack (mon, op, 0, 0, 0);
2201
2202 /* If attacking another player, that player gets automatic
2203 * hitback, and doesn't loose luck either.
2204 * Disable hitback on the battleground or if the target is
2205 * the wiz.
2206 */
2207 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2208 {
2209 short luck = mon->stats.luck;
2210
2211 mon->contr->has_hit = 1;
2212 skill_attack (op, mon, 0, 0, 0);
2213 mon->stats.luck = luck;
2214 }
2215 2008
2216 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2217 make_visible (op); 2010 make_visible (op);
2218 }
2219 } /* if player should attack something */
2220}
2221 2011
2222int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2223move_player (object *op, int dir) 2020move_player (object *op, int dir)
2224{ 2021{
2225 int pick;
2226
2227 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2228 return 0; 2023 return 0;
2229 2024
2230 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2231 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2232 { 2027 {
2233 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2234 return 0; 2029 return 0;
2235 } 2030 }
2236 2031
2237 /* peterm: added following line */ 2032 /* peterm: added following line */
2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2240 2035
2241 op->facing = dir; 2036 op->facing = dir;
2242 2037
2243 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2244 do_hidden_move (op); 2039 do_hidden_move (op);
2245 2040
2041 bool retval;
2042 int pick = 0;
2043
2246 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2247 /*nop */ ; 2045 retval = RESULT_INT (0);
2248 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2249 fire (op, dir); 2047 retval = fire (op, dir);
2250 else 2048 else
2251 { 2049 {
2252 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2253 pick = check_pick (op); 2051 pick = check_pick (op);
2254 } 2052 }
2255 2053
2256 /* Add special check for newcs players and fire on - this way, the 2054 /* Add special check for newcs players and fire on - this way, the
2257 * server can handle repeat firing. 2055 * server can handle repeat firing.
2264 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2265 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2266 * for players. 2064 * for players.
2267 */ 2065 */
2268 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2269 return 0; 2067
2068 return retval;
2270} 2069}
2271 2070
2272/* This is similar to handle_player, below, but is only used by the 2071/* This is similar to handle_player, below, but is only used by the
2273 * new client/server stuff. 2072 * new client/server stuff.
2274 * This is sort of special, in that the new client/server actually uses 2073 * This is sort of special, in that the new client/server actually uses
2275 * the new speed values for commands. 2074 * the new speed values for commands.
2276 * 2075 *
2277 * Returns true if there are more actions we can do. 2076 * Returns true if there are more actions we can do. Should not do
2077 * many actions in a row, as that would be too unfair to other
2078 * players.
2278 */ 2079 */
2279int 2080bool
2280handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2281{ 2082{
2282 if (op->contr->hidden) 2083 if (op->flag [FLAG_SCARED])
2283 {
2284 op->invisible = 1000;
2285 /* the socket code flashes the player visible/invisible
2286 * depending on the value of invisible, so we need to
2287 * alternate it here for it to work correctly.
2288 */
2289 if (pticks & 2)
2290 op->invisible--;
2291 } 2084 {
2292 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2085 if (op->speed_left > 0.f)
2293 {
2294 op->invisible--;
2295 if (!op->invisible)
2296 {
2297 make_visible (op);
2298 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2299 } 2086 {
2300 }
2301
2302 if (QUERY_FLAG (op, FLAG_SCARED))
2303 {
2304 flee_player (op);
2305 /* If player is still scared, that is his action for this tick */
2306 if (QUERY_FLAG (op, FLAG_SCARED))
2307 {
2308 op->speed_left--; 2087 --op->speed_left;
2088 flee_player (op);
2089
2309 return 0; 2090 return true;
2310 } 2091 }
2092 else
2093 return false;
2311 } 2094 }
2312
2313 /* I've been seeing crashes where the golem has been destroyed, but
2314 * the player object still points to the defunct golem. The code that
2315 * destroys the golem looks correct, and it doesn't always happen, so
2316 * put this in a a workaround to clean up the golem pointer.
2317 */
2318 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2319 op->contr->ranges[range_golem] = 0;
2320 2095
2321 /* call this here - we also will call this in do_ericserver, but 2096 /* call this here - we also will call this in do_ericserver, but
2322 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2323 * called, so we recheck it here. 2098 * called, so we recheck it here.
2324 */ 2099 */
2325 if (op->contr->ns->handle_command ()) 2100 if (op->contr->ns->handle_command ())
2326 return 1; 2101 return true;
2327 2102
2328 if (op->speed_left > 0)
2329 {
2330 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2331 {
2332 /* All move commands take 1 tick, at least for now */
2333 op->speed_left--;
2334
2335 /* Instead of all the stuff below, let move_player take care
2336 * of it. Also, some of the skill stuff is only put in
2337 * there, as well as the confusion stuff.
2338 */
2339 move_player (op, op->direction); 2104 return move_player (op, op->direction);
2340 2105
2341 return op->speed_left > 0;
2342 }
2343 }
2344
2345 return 0; 2106 return false;
2346} 2107}
2347 2108
2348int 2109static int
2349save_life (object *op) 2110save_life (object *op)
2350{ 2111{
2351 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2352 return 0; 2113 return 0;
2353 2114
2354 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2355 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2356 { 2117 {
2357 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2358 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2359 2120
2360 if (op->contr)
2361 esrv_del_item (op->contr, tmp->count);
2362
2363 tmp->destroy (); 2121 tmp->destroy ();
2364 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2365 2123
2366 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2367 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2368 2126
2369 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2370 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2371 2129
2372 op->update_stats (); 2130 op->update_stats ();
2373 return 1; 2131 return 1;
2374 } 2132 }
2375 2133
2376 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2377 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2378 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2379 return 0; 2137 return 0;
2380} 2138}
2381 2139
2382/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2383 * back in the map (location and map determined by values of env). This 2141 * back in the map (location and map determined by values of env). This
2384 * function will descend into containers. op is the object to start the search 2142 * function will descend into containers. op is the object to start the search
2385 * from. 2143 * from.
2386 */ 2144 */
2145static void
2146drop_unpaid_items (object *op, object *env)
2147{
2148 while (op)
2149 {
2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2151
2152 if (op->flag [FLAG_UNPAID])
2153 op->insert_at (env);
2154 else if (op->inv)
2155 drop_unpaid_items (op->inv, env);
2156
2157 op = next;
2158 }
2159}
2160
2387void 2161void
2388remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2389{ 2163{
2390 object *next; 2164 if (!flag [FLAG_REMOVED])
2391 2165 ::drop_unpaid_items (inv, this);
2392 while (op)
2393 {
2394 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2395
2396 if (QUERY_FLAG (op, FLAG_UNPAID))
2397 {
2398 if (env->type == PLAYER)
2399 esrv_del_item (env->contr, op->count);
2400
2401 op->insert_at (env);
2402 }
2403 else if (op->inv)
2404 remove_unpaid_objects (op->inv, env);
2405
2406 op = next;
2407 }
2408}
2409
2410/*
2411 * Returns pointer a static string containing gravestone text
2412 * Moved from apply.c to player.c - player.c is what
2413 * actually uses this function. player.c may not be quite the
2414 * best, a misc file for object actions is probably better,
2415 * but there isn't one in the server directory.
2416 */
2417char *
2418gravestone_text (object *op)
2419{
2420 static char buf2[MAX_BUF];
2421 char buf[MAX_BUF];
2422 time_t now = time (NULL);
2423
2424 strcpy (buf2, " R.I.P.\n\n");
2425 if (op->type == PLAYER)
2426 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2427 else
2428 sprintf (buf, "%s\n", &op->name);
2429
2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2431 strcat (buf2, buf);
2432 if (op->type == PLAYER)
2433 sprintf (buf, "who was in level %d when killed\n", op->level);
2434 else
2435 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2436
2437 strncat (buf2, " ", 20 - strlen (buf) / 2);
2438 strcat (buf2, buf);
2439 if (op->type == PLAYER)
2440 {
2441 sprintf (buf, "by %s.\n\n", op->contr->killer);
2442 strncat (buf2, " ", 21 - strlen (buf) / 2);
2443 strcat (buf2, buf);
2444 }
2445
2446 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2448 strcat (buf2, buf);
2449
2450 return buf2;
2451} 2166}
2452 2167
2453void 2168void
2454do_some_living (object *op) 2169do_some_living (object *op)
2455{ 2170{
2456 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2457 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2458 int over_hp, over_sp, over_grace;
2459 int i; 2173 int i;
2460 int rate_hp = 1200; 2174 int rate_hp = 1200;
2461 int rate_sp = 2500; 2175 int rate_sp = 2500;
2462 int rate_grace = 2000; 2176 int rate_grace = 2000;
2463 const int max_hp = 1; 2177 const int max_hp = 1;
2464 const int max_sp = 1; 2178 const int max_sp = 1;
2465 const int max_grace = 1; 2179 const int max_grace = 1;
2466 2180
2467 if (op->contr->outputs_sync) 2181 if (op->contr->hidden)
2182 {
2183 op->invisible = 1000;
2184 /* the socket code flashes the player visible/invisible
2185 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly.
2187 */
2188 if (server_tick & 2)
2189 op->invisible--;
2468 { 2190 }
2469 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2470 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2192 {
2471 flush_output_element (op, &op->contr->outputs[i]); 2193 if (!op->invisible--)
2194 {
2195 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2197 }
2472 } 2198 }
2473 2199
2474 if (op->contr->ns->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2475 { 2201 {
2476 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2497 { 2223 {
2498 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2499 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2500 } 2226 }
2501 2227
2502 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2503 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2230 if (--op->last_grace < 0)
2504 { 2231 {
2505 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2506 if (op->stats.sp < op->stats.maxsp) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2237 if (max_grace > 1)
2507 { 2238 {
2508 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2509 /* dms do not consume food */ 2240
2510 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2511 { 2242 {
2512 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2513 if (op->contr->digestion < 0) 2244 op->last_grace = 0;
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2518 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2519 2251
2520 if (max_sp > 1) 2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2521 { 2259 {
2522 over_sp = (gen_sp + 10) / rate_sp; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2523 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2524 { 2263 {
2525 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2526 { 2268 {
2527 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2528
2529 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2530 op->stats.sp--; 2269 op->stats.food--;
2531 2270
2532 if (op->stats.sp > op->stats.maxsp) 2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion;
2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2533 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2534 } 2275 }
2276 }
2277
2278 if (max_sp > 1)
2279 {
2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2535 op->last_sp = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2536 } 2298 }
2537 else 2299 else
2538 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2539 } 2301 }
2540 else
2541 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2542 }
2543 2302
2544 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2545 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2546 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2547 {
2548 if (op->stats.grace < op->stats.maxgrace / 2)
2549 op->stats.grace++; /* no penalty in food for regaining grace */
2550
2551 if (max_grace > 1)
2552 { 2305 {
2553 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2554 if (over_grace > 0)
2555 { 2307 {
2556 op->stats.sp += over_grace 2308 op->stats.hp++;
2557 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2558 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2559 } 2335 }
2560 else 2336 else
2561 {
2562 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2563 }
2564 }
2565 else
2566 {
2567 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2568 }
2569 /* wearing stuff doesn't detract from grace generation. */
2570 }
2571
2572 /* Regenerate Hit Points */
2573 if (--op->last_heal < 0)
2574 {
2575 if (op->stats.hp < op->stats.maxhp)
2576 {
2577 op->stats.hp++;
2578 /* dms do not consume food */
2579 if (!QUERY_FLAG (op, FLAG_WIZ))
2580 {
2581 op->stats.food--;
2582 if (op->contr->digestion < 0)
2583 op->stats.food += op->contr->digestion;
2584 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2585 op->stats.food = last_food;
2586 }
2587 }
2588
2589 if (max_hp > 1)
2590 {
2591 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2592 if (over_hp > 0)
2593 {
2594 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2595 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2596 }
2597 else
2598 {
2599 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2600 }
2601 }
2602 else
2603 {
2604 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2605 } 2338 }
2606 } 2339 }
2607 2340
2608 /* Digestion */ 2341 /* Digestion */
2609 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2610 { 2343 {
2611#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2612 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2613 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2614#else
2615 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2616#endif
2617 2346
2618 if (op->contr->gen_hp > 0)
2619 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2620 else
2621 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2622 2348
2623 /* dms do not consume food */ 2349 /* dms do not consume food */
2624 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2625 op->stats.food--; 2351 op->stats.food--;
2626 } 2352 }
2627 2353
2628 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2629 { 2355 {
2630 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2631 2357
2632 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2633 { 2359 {
2634 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 { 2364 {
2636 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2637 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2639 manual_apply (op, tmp, 0); 2368
2640 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2641 break; 2370 break;
2642 } 2371 }
2643 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2644 flesh = tmp; 2373 flesh = tmp;
2645 } /* End if paid for object */ 2374 }
2646 } /* end of for loop */
2647 2375
2648 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2649 * eat flesh instead. 2377 * eat flesh instead.
2650 */ 2378 */
2651 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2652 { 2380 {
2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2654 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2655 } 2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2390 }
2391
2392 if (op->stats.food < 0)
2656 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2657 2396
2658 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2659 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2660 2403
2404 /* killer should be set here already */
2661 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2662 kill_player (op); 2406 kill_player (op);
2663 } 2407 }
2664} 2408}
2665 2409
2666/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2669 * file. 2413 * file.
2670 */ 2414 */
2671void 2415void
2672kill_player (object *op) 2416kill_player (object *op)
2673{ 2417{
2674 char buf[MAX_BUF];
2675 int x, y; 2418 int x, y;
2676
2677 //int i;
2678 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2679
2680 /* int z;
2681 int num_stats_lose;
2682 int lost_a_stat;
2683 int lose_this_stat;
2684 int this_stat; */
2685 int will_kill_again; 2420 int will_kill_again;
2686 archetype *at; 2421 archetype *at;
2687 object *tmp; 2422 object *tmp;
2688 2423
2689 if (save_life (op)) 2424 if (save_life (op))
2690 return; 2425 return;
2691 2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2692 2462
2693 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2694 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2695 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2696 */ 2466 */
2697 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2698 { 2468 {
2699 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2700 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2701
2702 /* restore player */
2703 at = archetype::find ("poisoning");
2704 if (object *tmp = present_arch_in_ob (at, op))
2705 {
2706 tmp->destroy ();
2707 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2708 }
2709
2710 at = archetype::find ("confusion");
2711 if (object *tmp = present_arch_in_ob (at, op))
2712 {
2713 tmp->destroy ();
2714 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2715 }
2716
2717 cure_disease (op, 0); /* remove any disease */
2718 op->stats.hp = op->stats.maxhp;
2719 if (op->stats.food <= 0)
2720 op->stats.food = 999;
2721 2470
2722 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2723 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2724 { 2473
2725 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2726 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2727 sprintf (buf, " This finger has been cut off %s\n" 2476 tmp->msg = format (
2728 " the %s, when he was defeated at\n level %d by %s.\n", 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2478 &op->name, op->contr->title,
2730 tmp->msg = buf; 2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2731 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2732 tmp->materialname = NULL; 2483 tmp->material = name_to_material (shstr_organic);
2733 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2734 }
2735 2485
2736 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2737 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2738 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2739 return; 2491 return;
2740 } 2492 }
2741 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2742 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2743 2498
2744 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2745 2500
2746 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2747 {
2748 sprintf (buf, "%s starved to death.", &op->name);
2749 strcpy (op->contr->killer, "starvation");
2750 }
2751 else
2752 sprintf (buf, "%s died.", &op->name);
2753
2754 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2755 2502
2756 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2757 x = op->x; 2504 x = op->x;
2758 y = op->y; 2505 y = op->y;
2759 map = op->map; 2506 map = op->map;
2787 2534
2788 lost_a_stat = 0; 2535 lost_a_stat = 0;
2789 2536
2790 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2791 { 2538 {
2792 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2793 2540
2794 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2795 { 2542 {
2796 /* Pick a random stat and take a point off it. Tell the player 2543 /* Pick a random stat and take a point off it. Tell the player
2797 * what he lost. 2544 * what he lost.
2804 lost_a_stat = 1; 2551 lost_a_stat = 1;
2805 } 2552 }
2806 else 2553 else
2807 { 2554 {
2808 /* deplete a stat */ 2555 /* deplete a stat */
2809 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2810 object *dep; 2557 object *dep;
2811 2558
2812 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2813 if (!dep) 2560 if (!dep)
2814 { 2561 {
2815 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2816 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2817 } 2564 }
2818 lose_this_stat = 1; 2565 lose_this_stat = 1;
2819 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2820 { 2567 {
2848 } 2595 }
2849 } 2596 }
2850 2597
2851 if (lose_this_stat) 2598 if (lose_this_stat)
2852 { 2599 {
2853 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2854 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2855 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2856 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2857 * and should be roughly the same, so it shouldn't make a 2604 * and should be roughly the same, so it shouldn't make a
2858 * difference. 2605 * difference.
2859 */ 2606 */
2860 if (this_stat >= -50) 2607 if (this_stat >= -50)
2861 { 2608 {
2862 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2863 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2865 op->update_stats (); 2612 op->update_stats ();
2866 lost_a_stat = 1; 2613 lost_a_stat = 1;
2867 } 2614 }
2868 } 2615 }
2869 } 2616 }
2870 } 2617 }
2618
2871 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2872 if (!lost_a_stat) 2620 if (!lost_a_stat)
2873 { 2621 {
2874 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2875 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2876 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2877 2625
2878 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2879 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2880 else 2628 else
2881 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2882 } 2630 }
2883#else 2631#else
2884 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2885#endif 2633#endif
2886 2634
2887 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2888 * exp loss on the stone. 2636 * exp loss on the stone.
2889 */ 2637 */
2890 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2891 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2892 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2893 sprintf (buf, "%s's gravestones", &op->name); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2894 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2895 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);
2896 tmp->msg = buf;
2897 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2898 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2899 2645
2900 /**************************************/ 2646 /**************************************/
2901 /* */ 2647 /* */
2902 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2903 /* if we died cause of food, give us */
2904 /* food, and reset HP's... */
2905 /* */ 2649 /* */
2906 /**************************************/ 2650 /**************************************/
2907 2651
2908 /* remove any poisoning and confusion the character may be suffering. */
2909 /* restore player */
2910 at = archetype::find ("poisoning");
2911 tmp = present_arch_in_ob (at, op);
2912
2913 if (tmp)
2914 {
2915 tmp->destroy ();
2916 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2917 }
2918
2919 at = archetype::find ("confusion");
2920 tmp = present_arch_in_ob (at, op);
2921 if (tmp)
2922 {
2923 tmp->destroy ();
2924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2925 }
2926
2927 cure_disease (op, 0); /* remove any disease */
2928
2929 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2930 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2931 if (op->stats.food < 100)
2932 op->stats.food = 900;
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2936 2654
2937 /* 2655 /*
2938 * Check to see if the player is in a shop. IF so, then check to see if
2939 * the player has any unpaid items. If so, remove them and put them back 2656 * Check to see if the player has any unpaid items. If so, remove them
2940 * in the map. 2657 * and put them back in the map.
2941 */ 2658 */
2942 2659 op->drop_unpaid_items ();
2943 if (is_in_shop (op))
2944 remove_unpaid_objects (op->inv, op);
2945 2660
2946 /****************************************/ 2661 /****************************************/
2947 /* */ 2662 /* */
2948 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2949 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2967 if (will_kill_again) 2682 if (will_kill_again)
2968 { 2683 {
2969 object *force; 2684 object *force;
2970 int at; 2685 int at;
2971 2686
2972 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2973 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2974 force->speed = 0.1;
2975 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
2976 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2977 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2978 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2979 force->resist[at] = 100; 2695 force->resist[at] = 100;
2980 2696
2981 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2982 op->update_stats (); 2698 op->update_stats ();
2983
2984 } 2699 }
2985 2700
2986 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2987} 2702}
2988 2703
2989void 2704static void
2990loot_object (object *op) 2705loot_object (object *op)
2991{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2992 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2993 2708
2994 if (op->container) 2709 op->close_container (); /* close open sack first */
2995 esrv_apply_container (op, op->container); /* close open sack first */
2996 2710
2997 for (tmp = op->inv; tmp; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
2998 { 2712 {
2999 next = tmp->below; 2713 next = tmp->below;
3000 2714
3001 if (tmp->invisible) 2715 if (tmp->invisible)
3002 continue; 2716 continue;
3003 2717
3004 tmp->remove (); 2718 tmp->remove ();
3005 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3006 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3007 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3008 loot_object (tmp); 2723
3009 } 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3010 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3011 { 2725 {
3012 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3013 { 2727 {
3014 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3015 tmp2->destroy ();
3016 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3017 } 2730 }
3018 else 2731 else
3019 tmp->destroy (); 2732 tmp->destroy ();
3020 } 2733 }
3026/* 2739/*
3027 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3028 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3029 * was changed. 2742 * was changed.
3030 */ 2743 */
3031
3032void 2744void
3033fix_weight (void) 2745fix_weight ()
3034{ 2746{
3035 for_all_players (pl) 2747 for_all_players (pl)
3036 { 2748 {
3037 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3038 2750
3039 if (old == sum) 2751 pl->ob->update_weight ();
3040 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3041 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3042 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3043 } 2758 }
3044} 2759}
3045 2760
3046void 2761void
3047fix_luck (void) 2762fix_luck ()
3048{ 2763{
3049 for_all_players (pl) 2764 for_all_players (pl)
3050 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3051 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3052} 2767}
3089} 2804}
3090 2805
3091void 2806void
3092make_visible (object *op) 2807make_visible (object *op)
3093{ 2808{
3094 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3095 op->invisible = 0; 2810 op->invisible = 0;
2811
3096 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3097 { 2813 {
3098 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3099 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3100 } 2816 }
2817
3101 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3102} 2819}
3103 2820
3104int 2821int
3105is_true_undead (object *op) 2822is_true_undead (object *op)
3106{ 2823{
3107 object *tmp = NULL; 2824 if (op->arch->flag [FLAG_UNDEAD])
3108
3109 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3110 return 1; 2825 return 1;
3111 2826
3112 return 0; 2827 return 0;
3113} 2828}
3114 2829
3115/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3116 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3117 * indicate greater hideability. 2832 * indicate greater hideability.
3118 */ 2833 */
3119
3120int 2834int
3121hideability (object *ob) 2835hideability (object *ob)
3122{ 2836{
3123 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3124 sint16 x, y; 2838 sint16 x, y;
3125 2839
3126 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3127 return 0; 2841 return 0;
3128 2842
3129 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3130 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3131 2845
3132 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3133 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3134 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3135 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3136 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3137 2851
3138 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3139 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3140 { 2856 {
3141 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3142 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3143 {
3144 continue; 2859 continue;
3145 } 2860
3146 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 2862 level += 2;
3148 else /* open terrain! */ 2863 else /* open terrain! */
3149 level -= 1; 2864 level -= 1;
3150 } 2865 }
3158/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 2877 */
3163
3164void 2878void
3165do_hidden_move (object *op) 2879do_hidden_move (object *op)
3166{ 2880{
3167 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3168 object *skop;
3169 2882
3170 if (!op || !op->map) 2883 if (!op || !op->map)
3171 return; 2884 return;
3172 2885
3173 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3174 2888
3175 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3176 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3177 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3178 { 2892 {
3188 num -= hide; 2902 num -= hide;
3189 2903
3190 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3191 { 2905 {
3192 make_visible (op); 2906 make_visible (op);
2907
3193 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3194 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3195 } 2910 }
3196 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3197 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3212 2927
3213 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3214 player = 1; 2929 player = 1;
3215 2930
3216 else 2931 else
3217 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3218 2933
3219 /* search adjacent squares */ 2934 /* search adjacent squares */
3220 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3221 { 2936 {
3222 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3231 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3232 continue; 2947 continue;
3233 2948
3234 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3235 { 2950 {
3236 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3237 return 1; 2952 return 1;
3238 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3239 { 2954 {
3240 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3241 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3242 return 1; 2957 return 1;
3243 } 2958 }
3244 } 2959 }
3245 } 2960 }
3246 return 0; 2961 return 0;
3250 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3251 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3252 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3253 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3254 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3255 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3256 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3257 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3258 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3259 * -b.t. 2974 * -b.t.
3260 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3261 */ 2976 */
3262
3263int 2977int
3264player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3265{ 2979{
3266 rv_vector rv; 2980 rv_vector rv;
3267 int dx, dy; 2981 int dx, dy;
3279 2993
3280 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3281 2995
3282 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3283 * through the object and find if it has any 2997 * through the object and find if it has any
3284 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3285 * a blocked los square. 2999 * a blocked los square.
3286 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3287 */ 3001 */
3288 while (op) 3002 while (op)
3289 { 3003 {
3290 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3291 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3292 3006
3293 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3294 * code, so we need to restrict ourselves to that range of values
3295 * for any meaningful values.
3296 */
3297 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3298 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3299 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3300 return 1; 3008 return 1;
3009
3301 op = op->more; 3010 op = op->more;
3302 } 3011 }
3303 return 0;
3304}
3305 3012
3306/* routine for both players and monsters. We call this when
3307 * there is a possibility for our action distrubing our hiding
3308 * place or invisiblity spell. Artefact invisiblity is not
3309 * effected by this. If we arent invisible to begin with, we
3310 * return 0.
3311 */
3312int
3313action_makes_visible (object *op)
3314{
3315
3316 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3317 {
3318 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3319 return 0;
3320
3321 if (op->contr && op->contr->tmp_invis == 0)
3322 return 0;
3323
3324 /* If monsters, they should become visible */
3325 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3326 {
3327 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3328 return 1;
3329 }
3330 }
3331 return 0; 3013 return 0;
3332} 3014}
3333 3015
3334/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3335 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3340 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3341 */ 3023 */
3342int 3024int
3343op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3344{ 3026{
3345 object *tmp;
3346
3347 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3348 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3349 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3350 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3351 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3352 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3353 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3354 { 3034 {
3355 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3356 { 3036 {
3357 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3358 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3359 { 3041 {
3360 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3361 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3362 {
3363 object *invtmp;
3364
3365 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3366 { 3046 {
3367 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3368 {
3369 if (x != NULL && y != NULL) 3047 if (x && y)
3370 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3371 return 1; 3050 return 1;
3372 }
3373 } 3051 }
3374 } 3052
3375 if (x != NULL && y != NULL) 3053 if (x && y)
3376 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3377 return 1; 3056 return 1;
3378 } 3057 }
3379 } 3058 }
3380 } 3059 }
3060
3381 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3382 return 0; 3062 return 0;
3383} 3063}
3384 3064
3385/* 3065/*
3401 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3402 int i = 0, j = 0; 3082 int i = 0, j = 0;
3403 3083
3404 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3405 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3406 trlist = find_treasurelist ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3407 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3408 trlist = find_treasurelist ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3409 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3410 trlist = find_treasurelist ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3411 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3412 trlist = find_treasurelist ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3413 3093
3414 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3415 return; 3095 return;
3416 3096
3417 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3421 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3422 return; 3102 return;
3423 } 3103 }
3424 3104
3425 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3426 item = &(tr->item->clone); 3106 item = tr->item;
3427 3107
3428 if (item->type == SPELL) 3108 if (item->type == SPELL)
3429 { 3109 {
3430 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3431 return; 3111 return;
3490 { 3170 {
3491 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3492 object *skin; 3172 object *skin;
3493 3173
3494 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3495 shstr_cmp dragon_skin_force ("dragon_skin_force");
3496 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3497 ; 3176 ;
3498 3177
3499 if (!skin) 3178 if (!skin)
3500 return; 3179 return;
3501 3180
3515 else 3194 else
3516 j = 1; 3195 j = 1;
3517 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3518 } 3197 }
3519 } 3198 }
3199
3520 strcat (buf, "."); 3200 strcat (buf, ".");
3521 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3522 } 3202 }
3523 3203
3524 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3525 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3526 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3527 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3528 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3529 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3530 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3531 3211
3532 /* print message if there is one */ 3212 /* print message if there is one */
3533 if (item->msg != NULL) 3213 if (item->msg != NULL)
3534 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3535 } 3215 }
3536 else 3216 else
3537 { 3217 {
3538 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3539 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3540 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3541 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3542 if (who->type == PLAYER)
3543 esrv_send_item (who, tmp);
3544 } 3222 }
3545} 3223}
3546 3224
3547/** 3225//-GPL
3548 * Unready an object for a player. This function does nothing if the object was 3226
3549 * not readied. 3227sint8
3550 */ 3228player::darkness_at (maptile *map, int x, int y) const
3229{
3230 if (!ns)
3231 return LOS_BLOCKED;
3232
3233 int dx, dy;
3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3241}
3242
3551void 3243void
3552player_unready_range_ob (player *pl, object *ob) 3244player::infobox (const char *title, const char *msg, int color)
3553{ 3245{
3554 rangetype i; 3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3555
3556 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3557 {
3558 if (pl->ranges[i] == ob)
3559 {
3560 pl->ranges[i] = NULL;
3561 if (pl->shoottype == i)
3562 {
3563 pl->shoottype = range_none;
3564 }
3565 }
3566 }
3567} 3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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