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Comparing deliantra/server/server/player.C (file contents):
Revision 1.92 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 ();
100
101 ns->reset_stats ();
220 102
221 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
222 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
223 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
224 106
225 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
226 shoottype = range_none;
227
228 ob->carrying = sum_weight (ob);
229 link_player_skills (ob); 108 link_skills ();
230 109
231 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232
233 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
234
235 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236 * from the class, and not race. I don't see any way to get the class information
237 * to then update this. I don't think this will actually break anything - anyone
238 * that can use armour should be able to use a shield. What this may 'break'
239 * are features new characters get, eg, if someone starts up with a Q, they
240 * should be able to use a shield. However, old Q's won't get that advantage.
241 */
242 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
243 SET_FLAG (ob, FLAG_USE_SHIELD);
244 111
245 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
246 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
247 { 114 {
248 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
249
250 shstr_cmp dragon_ability_force ("dragon_ability_force");
251 shstr_cmp dragon_skin_force ("dragon_skin_force");
252 116
253 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
254 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
255 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
256 abil = tmp; 120 abil = tmp;
257 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
258 skin = tmp; 122 skin = tmp;
259 123
260 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
261 } 125 }
262 126
263 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264 128
265 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;
266 135
267 ob->update_stats (); 136 ob->update_stats ();
137
268 ns->floorbox_update (); 138 ns->floorbox_update ();
269
270 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
271 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
272 141
273 activate (); 142 activate ();
274 143
275 send_rules (ob);
276 send_news (ob);
277 display_motd (ob);
278
279 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
280 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
281} 146}
282 147
283void 148void
284player::disconnect () 149player::disconnect ()
285{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
286 if (ns) 157 if (ns)
287 { 158 {
288 if (active) 159 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 161
291 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
292 163
164 ns->reset_stats ();
293 ns->pl = 0; 165 ns->pl = 0;
294 this->ns = 0; 166 ns = 0;
295 } 167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
296 172
297 deactivate (); 173 deactivate ();
298} 174}
175
176//-GPL
299 177
300// the need for this function can be explained 178// the need for this function can be explained
301// by load_object not returning the object 179// by load_object not returning the object
302void 180void
303player::set_object (object *op) 181player::set_object (object *op)
304{ 182{
305 ob = op; 183 ob = observe = viewpoint = op;
306 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
307 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
308 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 188
310 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315} 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
316 207
317player::player () 208player::player ()
318{ 209{
319 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 211 * we deal with that below this point.
321 */ 212 */
322 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
324 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
325 216
326 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
327 218
328 gen_sp_armour = 10; 219 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 220 bowtype = bow_normal;
332 petmode = pet_normal; 221 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 222 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
337 do_los = 1; 224 do_los = 1;
338 225
339 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
340 * if a player quits and starts a new character, we wont 227 weapon_sp_left = 0.5f;
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 228}
353 229
354void 230void
355player::do_destroy () 231player::do_destroy ()
356{ 232{
357 disconnect (); 233 disconnect ();
358 234
359 attachable::do_destroy (); 235 attachable::do_destroy ();
360 236
361 if (ob) 237 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy (); 238 ob->destroy ();
365 } 239
240 ob = observe = viewpoint = 0;
366} 241}
367 242
368player::~player () 243player::~player ()
369{ 244{
370 /* Clear item stack */ 245 /* Clear item stack */
371 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 }
372} 275}
373 276
374/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
375 * 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
376 * mode. 279 * mode.
378player * 281player *
379player::create () 282player::create ()
380{ 283{
381 player *pl = new player; 284 player *pl = new player;
382 285
383 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
384 set_first_map (pl->ob); 292 set_first_map (pl->ob);
385 293
386 return pl; 294 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 295}
416 296
417object * 297object *
418get_nearest_player (object *mon) 298get_nearest_player (object *mon)
419{ 299{
422 unsigned lastdist; 302 unsigned lastdist;
423 rv_vector rv; 303 rv_vector rv;
424 304
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 306 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 308 continue;
456 309
457 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
458 { 311 {
520 */ 373 */
521int 374int
522path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
523{ 376{
524 rv_vector rv; 377 rv_vector rv;
525 sint16 x, y;
526 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;
527 maptile *m, *lastmap;
528 379
529 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
530 381
531 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
532 return 0; 383 return 0;
533 384
534 x = mon->x; 385 mapxy pos (mon);
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction; 386 dir = rv.direction;
538 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 */
539 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
540 /* 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. */
541 if (diff > max) 391 if (diff > max)
542 return 0; 392 return 0;
393
543 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
544 { 395 {
545 lastx = x; 396 mapxy lastpos = pos;
546 lasty = y;
547 lastmap = m;
548 x = lastx + freearr_x[dir];
549 y = lasty + freearr_y[dir];
550 397
551 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
552 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
553 399
554 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
555 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
556 && (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)))
557 { 404 {
558 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
559 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
560 */ 407 */
561 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
562 if (rv.direction != dir) 409 if (rv.direction != dir)
563 { 410 {
564 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
565 * the values so it will try again. 412 * the values so it will try again.
566 */ 413 */
567 x = lastx;
568 y = lasty;
569 m = lastmap; 414 pos = lastpos;
570 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
571 } 416 }
572 else 417 else
573 { 418 {
574 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
581 */ 426 */
582 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
583 { 428 {
584 if (i == 0) 429 if (i == 0)
585 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
586 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
587 * since the direction that the creature should move in 433 * since the direction that the creature should move in
588 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
589 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
590 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
592 * 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
593 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
594 * the last direction the creature has successfully 440 * the last direction the creature has successfully
595 * moved. 441 * moved.
596 */ 442 */
597
598 x = lastx + freearr_x[absdir (lastdir + i)];
599 y = lasty + freearr_y[absdir (lastdir + i)];
600 m = lastmap; 443 pos = lastpos;
601 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
602 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
603 continue; 447 continue;
604 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
605 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
606 continue; 452 continue;
607 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
608 continue; 455 continue;
609 456
610 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
611 break; 458 break;
612 } 459 }
460
613 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
614 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
615 */ 463 */
616 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
617 return 0; 465 return 0;
466
618 diff--; 467 diff--;
619 lastdir = dir; 468 lastdir = dir;
620 max--; 469 max--;
621 if (!firstdir) 470 if (!firstdir)
622 firstdir = dir + i; 471 firstdir = dir + i;
626 { 475 {
627 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
628 diff--; 477 diff--;
629 max--; 478 max--;
630 lastdir = dir; 479 lastdir = dir;
480
631 if (!firstdir) 481 if (!firstdir)
632 firstdir = dir; 482 firstdir = dir;
633 } 483 }
484
634 if (diff <= 1) 485 if (diff <= 1)
635 { 486 {
636 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
637 * headed toward player for entire distance. 488 * headed toward player for entire distance.
638 */ 489 */
639 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
640 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));
641 } 492 }
493
642 if (diff > max) 494 if (diff > max)
643 return 0; 495 return 0;
644 } 496 }
497
645 /* 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 */
646 if (!max) 499 if (!max)
647 return 0; 500 return 0;
648 501
649 return firstdir; 502 return firstdir;
650} 503}
651 504
652void 505void
653give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
654{ 507{
655 object *op, *next = NULL;
656
657 if (pl->randomitems != NULL) 508 if (pl->randomitems)
658 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
659 510
660 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
661 { 512 {
662 next = op->below; 513 next = op->below;
663 514
664 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
665 * 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
666 */ 517 */
667 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
668 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
669 520
670 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
671 * by this player due to race restrictions 522 * by this player due to race restrictions
672 */ 523 */
673 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
674 { 525 {
675 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
676 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
677 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
678 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
679 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))
680 { 533 {
681 op->destroy (); 534 op->destroy ();
682 continue; 535 continue;
683 } 536 }
684 } 537 }
685 538
686 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
687 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
688 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
689 * a first level treasurelist for each skill.)
690 * remove duplicate skills also
691 */ 542 */
692 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
693 { 544 {
694 object *tmp;
695
696 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
697 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
698 break;
699
700 if (tmp)
701 { 547 {
702 op->destroy (); 548 op->destroy ();
703 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
704 continue;
705 } 550 }
706 551
707 if (op->nrof > 1) 552 if (op->nrof > 1)
708 op->nrof = 1; 553 op->nrof = 1;
709 } 554 }
710 555
711 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
712 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
713 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
714 }
715 558
716 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
717 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
718 * merged properly. 561 * merged properly.
719 */ 562 */
720 if (need_identify (op)) 563 if (op->need_identify ())
721 {
722 SET_FLAG (op, FLAG_IDENTIFIED);
723 CLEAR_FLAG (op, FLAG_CURSED);
724 CLEAR_FLAG (op, FLAG_DAMNED);
725 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
726 if (op->type == SPELL) 570 if (op->type == SPELL)
727 { 571 {
728 op->destroy (); 572 op->destroy ();
729 continue; 573 continue;
730 } 574 }
731 else if (op->type == SKILL) 575 else if (op->type == SKILL)
732 { 576 {
733 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
734 op->stats.exp = 0; 578 op->stats.exp = 0;
735 op->level = 1; 579 op->level = 1;
736 } 580 }
737 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
738 else 582 op->set_flag (FLAG_INV_LOCKED);
739 SET_FLAG (op, FLAG_INV_LOCKED);
740 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
741 584
742 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
743 link_player_skills (pl); 586 pl->contr->link_skills ();
744} 587}
745 588
746void 589void
747get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
748{ 591{
758 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
759} 602}
760 603
761/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
762static int 605static int
763roll_stat (void) 606roll_stat ()
764{ 607{
765 int a[4], i, j, k; 608 int a[4], i, j, k;
766 609
767 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
768 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
769 612
770 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
771 if (a[i] < k) 614 if (a[i] < k)
772 k = a[i], j = i; 615 k = a[i], j = i;
773 616
779} 622}
780 623
781void 624void
782object::roll_stats () 625object::roll_stats ()
783{ 626{
784 int statsort [7]; 627 int statsort [NUM_STATS];
785 628
786 for (;;) 629 for (;;)
787 { 630 {
788 int sum = 0; 631 int sum = 0;
789 for (int i = 7; i--; ) 632 for (int i = NUM_STATS; i--; )
790 sum += statsort [i] = roll_stat (); 633 sum += statsort [i] = roll_stat ();
791 634
792 if (sum >= 82 && sum <= 116) 635 if (sum >= 82 && sum <= 116)
793 break; 636 break;
794 } 637 }
795 638
796 // Sort the stats so that rerolling is easier... 639 // Sort the stats so that rerolling is easier...
797 std::sort (statsort, statsort + 7, std::greater<int>()); 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
798 641
642 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Str = statsort[0]; 643 stats.stat (i) = statsort [i];
800 stats.Dex = statsort[1];
801 stats.Con = statsort[2];
802 stats.Int = statsort[3];
803 stats.Wis = statsort[4];
804 stats.Pow = statsort[5];
805 stats.Cha = statsort[6];
806 644
807 stats.exp = 0; 645 stats.exp = 0;
808 stats.ac = 0; 646 stats.ac = 0;
809 647
810 stats.hp = stats.maxhp; 648 stats.hp = stats.maxhp;
822} 660}
823 661
824void 662void
825object::swap_stats (int a, int b) 663object::swap_stats (int a, int b)
826{ 664{
827 int tmp = get_attr_value (&contr->orig_stats, a); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
829 set_attr_value (&contr->orig_stats, b, tmp);
830 666
667 for (int i = 0; i < NUM_STATS; ++i)
831 stats.Str = contr->orig_stats.Str; 668 stats.stat (i) = contr->orig_stats.stat (i);
832 stats.Dex = contr->orig_stats.Dex;
833 stats.Con = contr->orig_stats.Con;
834 stats.Int = contr->orig_stats.Int;
835 stats.Wis = contr->orig_stats.Wis;
836 stats.Pow = contr->orig_stats.Pow;
837 stats.Cha = contr->orig_stats.Cha;
838 669
839 //TODO: the following code looks so borked and should, at the very least, 670 //TODO: the following code looks so borked and should, at the very least,
840 // be merged with the similar code in roll_stats 671 // be merged with the similar code in roll_stats
841 stats.ac = 0; 672 stats.ac = 0;
842 673
861static void 692static void
862start_info (object *op) 693start_info (object *op)
863{ 694{
864 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
865 696
866 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
867 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
868 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
869 //new_draw_info (NDI_UNIQUE, 0, op, " ");
870} 699}
871 700
872/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
873 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
874 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
875 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
876 * not the class. 705 * not the class.
877 */ 706 */
878int 707void
879key_change_class (object *op, char key) 708player::chargen_race_done ()
880{ 709{
881 int tmp_loop;
882
883 if (key == 'd' || key == 'D')
884 {
885 char buf[MAX_BUF];
886
887 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
888 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
889 712
890 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
891 if (tl) 714 if (tl)
892 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
893 716
894 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, op->contr);
896 718
897 op->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
898 720
899 if (op->msg) 721 if (ob->msg)
900 op->msg = NULL; 722 ob->msg = 0;
901 723
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
906 make_path_to_file (buf);
907
908#ifdef AUTOSAVE
909 op->contr->last_save_tick = pticks;
910#endif
911 start_info (op); 724 start_info (ob);
912 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
913 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
914 link_player_skills (op);
915 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
916 op->update_stats (); 728 ob->update_stats ();
917 729
918 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
919 * is one for this race 731 * is one for this race
920 */ 732 */
921 if (*first_map_ext_path) 733 if (*first_map_ext_path)
922 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = op->x;
930 EXIT_Y (tmp) = op->y;
931 op->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 735 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
938 738
939 return 0; 739/*
940 } 740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
756}
941 757
758void
759player::chargen_race_next ()
760{
942 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
943 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
944 */ 763 */
945 764
946 tmp_loop = 0; 765 do
947 while (!tmp_loop)
948 { 766 {
949 shstr name = op->name; 767 shstr name = ob->name;
950 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
951 769
952 op->remove_statbonus (); 770 ob->remove_statbonus ();
953 op->remove (); 771 ob->remove ();
954 op->arch = get_player_archetype (op->arch); 772 ob->arch = get_player_archetype (ob->arch);
955 op->arch->clone.copy_to (op); 773 ob->arch->copy_to (ob);
956 op->instantiate (); 774 ob->instantiate ();
957 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
958 op->name = op->name_pl = name; 776 ob->name = ob->name_pl = name;
959 op->x = x; 777 ob->x = x;
960 op->y = y; 778 ob->y = y;
961 SET_ANIMATION (op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (op, op->map, op, 0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (op->contr->title, op->arch->clone.name); 781 assign (ob->contr->title, ob->arch->object::name);
964 op->add_statbonus (); 782 ob->add_statbonus ();
965 tmp_loop = allowed_class (op);
966 } 783 }
784 while (!allowed_class (ob));
967 785
968 update_object (op, UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
969 esrv_update_item (UPD_FACE, op, op); 787 esrv_update_item (UPD_FACE, ob, ob);
970 op->update_stats (); 788 ob->update_stats ();
971 op->stats.hp = op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
972 op->stats.sp = op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
973 op->stats.grace = 0; 791 ob->stats.grace = 0;
974
975 if (op->msg)
976 new_draw_info (NDI_BLUE, 0, op, op->msg);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
979 return 0;
980} 792}
981 793
982void 794static void
983flee_player (object *op) 795flee_player (object *op)
984{ 796{
985 int dir, diff; 797 int dir, diff;
986 rv_vector rv; 798 rv_vector rv;
987 799
988 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
989 { 801 {
990 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
991 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
992 return; 804 return;
993 } 805 }
994 806
995 if (op->enemy == NULL) 807 if (!op->enemy)
996 { 808 {
997 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
998 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
999 return; 811 return;
1000 } 812 }
1001 813
1002 /* Seen some crashes here. Since we don't store an 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 * op->enemy_count, it is possible that something destroys the
1004 * actual enemy, and the object is recycled.
1005 */
1006 if (op->enemy->map == NULL)
1007 { 815 {
1008 CLEAR_FLAG (op, FLAG_SCARED);
1009 op->enemy = NULL; 816 op->enemy = NULL;
1010 return; 817 op->clr_flag (FLAG_SCARED);
1011 }
1012
1013 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1014 {
1015 op->enemy = NULL;
1016 CLEAR_FLAG (op, FLAG_SCARED);
1017 return; 818 return;
1018 } 819 }
1019 820
1020 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
1021 822
1022 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
1023 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
1024 { 825 {
1025 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
1026 827
1027 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1028 return; 829 return;
1029 } 830 }
1030 831
1031 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1032 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1033 op->enemy = NULL; 834 op->enemy = NULL;
1034} 835}
1035 836
1036
1037/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
1038 * IT returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
1039 * stop. 839 * stop.
1040 */ 840 */
1041int 841int
1042check_pick (object *op) 842check_pick (object *op)
1043{ 843{
1044 object *tmp, *next; 844 object *tmp, *next;
1045 int stop = 0; 845 int stop = 0;
1046 int j, k, wvratio; 846 int wvratio;
1047 char putstring[128], tmpstr[16];
1048 847
1049 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1050 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1051 return 1; 850 return 1;
1052 851
1053 next = op->below; 852 next = op->below;
853
854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1054 856
1055 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1056 * destroyed */ 858 * destroyed */
1057 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1058 { 860 {
1059 tmp = next; 861 tmp = next;
1060 next = tmp->below; 862 next = tmp->below;
1061 863
864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
1062 if (op->destroyed ()) 870 if (op->destroyed ())
1063 return 0; 871 return 0;
1064 872
1065 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1066 continue; 874 continue;
1067 875
1068 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1069 { 877 {
1070 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1071 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1072 continue; 881 continue;
1073 } 882 }
1074 883
1075 /* high not bit set? We're using the old autopickup model */ 884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
1076 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1077 { 946 {
1078 switch (op->contr->mode) 947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1079 { 1010 {
1080 case 0: 1011 CHK_PICK_PICKUP;
1081 return 1; /* don't pick up */ 1012 continue;
1082 case 1:
1083 pick_up (op, tmp);
1084 return 1;
1085 case 2:
1086 pick_up (op, tmp);
1087 return 0;
1088 case 3:
1089 return 0; /* stop before pickup */
1090 case 4:
1091 pick_up (op, tmp);
1092 break;
1093 case 5:
1094 pick_up (op, tmp);
1095 stop = 1;
1096 break;
1097 case 6:
1098 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1099 pick_up (op, tmp);
1100 break;
1101
1102 case 7:
1103 if (tmp->type == MONEY || tmp->type == GEM)
1104 pick_up (op, tmp);
1105 break;
1106
1107 default:
1108 /* use value density */
1109 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1110 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1111 pick_up (op, tmp);
1112 } 1013 }
1113 } 1014 }
1114 else 1015
1115 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1116 /* NEW pickup handling */
1117 if (op->contr->mode & PU_DEBUG) 1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1118 { 1022 {
1119 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1120 if (tmp->name != NULL)
1121 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1122 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1123 else
1124 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1125 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1126
1127 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1128 }
1129
1130 /* philosophy:
1131 * It's easy to grab an item type from a pile, as long as it's
1132 * generic. This takes no game-time. For more detailed pickups
1133 * and selections, select-items should be used. This is a
1134 * grab-as-you-run type mode that's really useful for arrows for
1135 * example.
1136 * The drawback: right now it has no frontend, so you need to
1137 * stick the bits you want into a calculator in hex mode and then
1138 * convert to decimal and then 'pickup <#>
1139 */
1140
1141 /* the first two modes are exclusive: if NOTHING we return, if
1142 * STOP then we stop. All the rest are applied sequentially,
1143 * meaning if any test passes, the item gets picked up. */
1144
1145 /* if mode is set to pick nothing up, return */
1146
1147 if (op->contr->mode & PU_NOTHING)
1148 return 1;
1149
1150 /* if mode is set to stop when encountering objects, return */
1151 /* take STOP before INHIBIT since it doesn't actually pick
1152 * anything up */
1153
1154 if (op->contr->mode & PU_STOP)
1155 return 0;
1156
1157 /* useful for going into stores and not losing your settings... */
1158 /* and for battles wher you don't want to get loaded down while
1159 * fighting */
1160 if (op->contr->mode & PU_INHIBIT)
1161 return 1;
1162
1163 /* prevent us from turning into auto-thieves :) */
1164 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1165 continue; 1024 continue;
1025 }
1166 1026
1167 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1168 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1169 continue; 1032 continue;
1033 }
1170 1034
1171 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1172 /* question: don't pick up known-poisonous stuff? */ 1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1173 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1174 if (tmp->type == FOOD) 1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1175 { 1106 {
1176 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1177 continue; 1108 continue;
1178 } 1109 }
1110 }
1179 1111
1112 /* misc stuff that's useful */
1180 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1181 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1182 { 1115 {
1183 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1184 continue; 1117 continue;
1185 } 1118 }
1186 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1187 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1188 if (tmp->type == POTION) 1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1189 { 1127 */
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 /* spellbooks, skillscrolls and normal books/scrolls */
1195 if (op->contr->mode & PU_SPELLBOOK)
1196 if (tmp->type == SPELLBOOK)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_SKILLSCROLL)
1203 if (tmp->type == SKILLSCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 if (op->contr->mode & PU_READABLES)
1210 if (tmp->type == BOOK || tmp->type == SCROLL)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* wands/staves/rods/horns */
1217 if (op->contr->mode & PU_MAGIC_DEVICE)
1218 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* pick up all magical items */
1225 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1226 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_VALUABLES)
1233 { 1130 {
1234 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1235 { 1134 {
1236 pick_up (op, tmp); 1135 fprintf (stderr, "%s", tmp->name);
1237 continue;
1238 } 1136 }
1239 }
1240
1241 /* rings & amulets - talismans seems to be typed AMULET */
1242 if (op->contr->mode & PU_JEWELS)
1243 if (tmp->type == RING || tmp->type == AMULET)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* we don't forget dragon food */
1250 if (op->contr->mode & PU_FLESH)
1251 if (tmp->type == FLESH)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* bows and arrows. Bows are good for selling! */
1258 if (op->contr->mode & PU_BOW)
1259 if (tmp->type == BOW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_ARROW)
1266 if (tmp->type == ARROW)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* all kinds of armor etc. */
1273 if (op->contr->mode & PU_ARMOUR)
1274 if (tmp->type == ARMOUR)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_HELMET)
1281 if (tmp->type == HELMET)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_SHIELD)
1288 if (tmp->type == SHIELD)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_BOOTS)
1295 if (tmp->type == BOOTS)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_GLOVES)
1302 if (tmp->type == GLOVES)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_CLOAK)
1309 if (tmp->type == CLOAK)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* hoping to catch throwing daggers here */
1316 if (op->contr->mode & PU_MISSILEWEAPON)
1317 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322
1323 /* careful: chairs and tables are weapons! */
1324 if (op->contr->mode & PU_ALLWEAPON)
1325 {
1326 if (tmp->type == WEAPON && tmp->name != NULL)
1327 {
1328 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1329 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1330 {
1331 pick_up (op, tmp);
1332 continue;
1333 }
1334 }
1335
1336 if (tmp->type == WEAPON && tmp->name == NULL)
1337 {
1338 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1339 {
1340 pick_up (op, tmp);
1341 continue;
1342 }
1343 }
1344 }
1345
1346 /* misc stuff that's useful */
1347 if (op->contr->mode & PU_KEY)
1348 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1349 {
1350 pick_up (op, tmp);
1351 continue;
1352 }
1353
1354 /* any of the last 4 bits set means we use the ratio for value
1355 * pickups */
1356 if (op->contr->mode & PU_RATIO)
1357 {
1358 /* use value density to decide what else to grab */
1359 /* >=7 was >= op->contr->mode */
1360 /* >=7 is the old standard setting. Now we take the last 4 bits
1361 * and multiply them by 5, giving 0..15*5== 5..75 */
1362 wvratio = (op->contr->mode & PU_RATIO) * 5;
1363 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1364 {
1365 pick_up (op, tmp);
1366#if 0
1367 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1368 if (tmp->name != NULL)
1369 {
1370 fprintf (stderr, "%s", tmp->name);
1371 }
1372 else 1137 else
1373 fprintf (stderr, "%s", tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1374 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1375 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1376#endif 1141#endif
1142 CHK_PICK_PICKUP;
1377 continue; 1143 continue;
1378 }
1379 } 1144 }
1380 } /* the new pickup model */ 1145 } /* the new pickup model */
1381 } 1146 }
1382 1147
1383 return !stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1384} 1184}
1385 1185
1386/* 1186/*
1387 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1388 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1389 * found object is returned. 1189 * found object is returned.
1390 */ 1190 */
1391object * 1191static object *
1392find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1393{ 1193{
1394 object *tmp = NULL;
1395
1396 for (op = op->inv; op; op = op->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1397 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1398 tmp = find_arrow (op, type);
1399 else if (op->type == ARROW && op->race == type) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1197
1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1200 if (object *arrow = find_arrow (tmp, type))
1201 {
1202 splay (tmp);
1400 return op; 1203 return arrow;
1204 }
1205
1401 return tmp; 1206 return 0;
1402} 1207}
1403 1208
1404/* 1209/*
1405 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1406 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1407 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1408 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1409 */ 1214 */
1410 1215static object *
1411object *
1412find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1413{ 1217{
1414 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1415 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1416 1220
1417 if (!type) 1221 if (!type)
1418 return NULL; 1222 return NULL;
1419 1223
1420 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1421 { 1225 {
1422 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1423 { 1227 {
1424 i = 0; 1228 i = 0;
1425 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1426 if (i > betterby) 1231 if (i > betterby)
1427 { 1232 {
1428 tmp = ntmp; 1233 tmp = ntmp;
1429 betterby = i; 1234 betterby = i;
1430 } 1235 }
1431 } 1236 }
1432 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1433 { 1238 {
1434 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1435 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1436 { 1241 {
1437 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1438 { 1243 {
1439 *better = 100; 1244 *better = 100;
1440 return arrow; 1245 return arrow;
1448 else 1253 else
1449 { 1254 {
1450 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1451 { 1256 {
1452 attacktype = 1 << attacknum; 1257 attacktype = 1 << attacknum;
1453 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1454 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1259 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1455 { 1260 {
1456 tmp = arrow; 1261 tmp = arrow;
1457 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1458 } 1263 }
1459 } 1264 }
1265
1460 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1461 { 1267 {
1462 tmp = arrow; 1268 tmp = arrow;
1463 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1464 } 1270 }
1271
1465 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1466 { 1273 {
1467 tmp = arrow; 1274 tmp = arrow;
1468 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1469 } 1276 }
1470 } 1277 }
1471 } 1278 }
1472 } 1279 }
1280
1473 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1474 return find_arrow (op, type); 1282 return find_arrow (op, type);
1475 1283
1476 *better = betterby; 1284 *better = betterby;
1477 return tmp; 1285 return tmp;
1481 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1482 * op = the shooter 1290 * op = the shooter
1483 * type = bow->race 1291 * type = bow->race
1484 * dir = fire direction 1292 * dir = fire direction
1485 */ 1293 */
1486 1294static object *
1487object *
1488pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1489{ 1296{
1490 object *tmp = NULL; 1297 object *tmp = NULL;
1491 maptile *m; 1298 maptile *m;
1492 int i, mflags, found, number; 1299 int i, mflags, found, number;
1493 sint16 x, y; 1300 sint16 x, y;
1508 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1509 { 1316 {
1510 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1511 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1512 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1513 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1514 { 1322 {
1515 tmp = NULL; 1323 tmp = 0;
1516 break; 1324 break;
1517 } 1325 }
1518 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1519 { 1327 {
1520 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1521 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1522 */ 1330 */
1523 tmp = NULL; 1331 tmp = 0;
1524 break; 1332 break;
1525 } 1333 }
1334
1526 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1527 {
1528 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1529 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1530 {
1531 found++;
1532 break;
1533 }
1534 if (found)
1535 break; 1338 break;
1536 }
1537 } 1339 }
1538 if (tmp == NULL) 1340
1341 if (!tmp)
1539 return find_arrow (op, type); 1342 return find_arrow (op, type);
1540 1343
1541 if (tmp->head) 1344 if (tmp->head)
1542 tmp = tmp->head; 1345 tmp = tmp->head;
1543 1346
1556 */ 1359 */
1557int 1360int
1558fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1361fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1559{ 1362{
1560 object *left, *bow; 1363 object *left, *bow;
1561 int bowspeed, mflags; 1364 int mflags;
1562 maptile *m; 1365 maptile *m;
1563 1366
1564 if (!dir) 1367 if (!dir)
1565 { 1368 {
1566 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1369 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1567 return 0; 1370 return 0;
1568 } 1371 }
1569 1372
1570 if (op->type == PLAYER) 1373 if (op->contr)
1571 bow = op->contr->ranges[range_bow]; 1374 bow = op->current_weapon;
1572 else 1375 else
1573 { 1376 {
1574 for (bow = op->inv; bow; bow = bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1575 /* Don't check for applied - monsters don't apply bows - in that way, they 1378 /* Don't check for applied - monsters don't apply bows - in that way, they
1576 * don't need to switch back and forth between bows and weapons. 1379 * don't need to switch back and forth between bows and weapons.
1581 if (!bow) 1384 if (!bow)
1582 { 1385 {
1583 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1584 return 0; 1387 return 0;
1585 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1586 } 1392 }
1587 1393
1588 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1589 { 1395 {
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1591 return 0; 1397 return 0;
1592 } 1398 }
1593
1594 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1595
1596 /* penalize ROF for bestarrow */
1597 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1598 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1599
1600 if (bowspeed < 1)
1601 bowspeed = 1;
1602 1399
1603 if (arrow == NULL) 1400 if (arrow == NULL)
1604 { 1401 {
1605 if ((arrow = find_arrow (op, bow->race)) == NULL) 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1606 { 1403 {
1607 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1608 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1609 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1610 else 1407 else
1611 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1612 return 0; 1410 return 0;
1613 } 1411 }
1614 } 1412 }
1615 1413
1616 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1624 } 1422 }
1625 1423
1626 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1627 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1628 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1629 arrow->destroy (); 1428 arrow->destroy ();
1630 return 0; 1429 return 0;
1631 } 1430 }
1632 1431
1633 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1634 arrow = get_split_ob (arrow, 1); 1433 arrow = arrow->split ();
1635 if (!arrow) 1434 if (!arrow)
1636 { 1435 {
1637 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1638 return 0; 1437 return 0;
1639 } 1438 }
1640 1439
1641 arrow->set_owner (op); 1440 arrow->set_owner (op);
1642 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1643 arrow->direction = dir; 1442 arrow->direction = dir;
1644 1443
1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1445 arrow->stats.hp = arrow->stats.dam;
1446 arrow->stats.grace = arrow->attacktype;
1447 arrow->custom_name = arrow->slaying;
1448
1449#if 0
1450 if (player *pl = op->contr)
1451 {
1452 float speed = pl->weapon_sp;
1453
1454 /* penalize ROF for bestarrow */
1455 if (pl->bowtype == bow_bestarrow)
1456 speed *= .9f;
1457 else
1458 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1459
1460 op->speed_left += speed - op->speed;
1461 }
1462#endif
1463
1464 SET_ANIMATION (arrow, arrow->direction);
1465
1466 /* update the speed */
1467
1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1475
1645 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1646 { 1477 {
1647 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1648 op->update_stats ();
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1653 arrow->stats.hp = arrow->stats.dam;
1654 arrow->stats.grace = arrow->attacktype;
1655 if (arrow->slaying != NULL)
1656 arrow->spellarg = strdup (arrow->slaying);
1657
1658 /* Note that this was different for monsters - they got their level
1659 * added to the damage. I think the strength bonus is more proper.
1660 */
1661
1662 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1663
1664 /* update the speed */
1665 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1666 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1667
1668 arrow->set_speed (max (arrow->speed, 1.0));
1669 arrow->speed_left = 0;
1670
1671 if (op->type == PLAYER)
1672 {
1673 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1674 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1675 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1676
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1479 wc -= dex_bonus[op->stats.Dex];
1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1678 } 1485 }
1679 else 1486 else
1680 { 1487 {
1681 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1682 arrow->level = op->level; 1488 arrow->level = op->level;
1683 } 1489 arrow->stats.wc -= bow->magic;
1684 1490
1685 if (arrow->attacktype == AT_PHYSICAL) 1491 if (!arrow->slaying)
1492 arrow->slaying = bow->slaying;
1493
1686 arrow->attacktype |= bow->attacktype; 1494 arrow->attacktype |= bow->attacktype;
1495 }
1687 1496
1688 if (bow->slaying) 1497 wc -= arrow->level;
1689 arrow->slaying = bow->slaying; 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1499
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1693 1504
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1696 1507
1697 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1509 move_arrow (arrow);
1699
1700 if (op->type == PLAYER)
1701 {
1702 if (left->destroyed ())
1703 esrv_del_item (op->contr, left->count);
1704 else
1705 esrv_send_item (op, left);
1706 }
1707 1510
1708 return 1; 1511 return 1;
1709} 1512}
1710 1513
1711/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1713 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1714 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1715 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1716 * hence the function name. 1519 * hence the function name.
1717 */ 1520 */
1718int 1521static int
1719player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1720{ 1523{
1721 int ret = 0, wcmod = 0; 1524 int ret;
1722 1525
1723 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1724 { 1527 {
1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1726 } 1529 }
1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1728 { 1531 {
1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1730 wcmod = -1;
1731
1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1733 } 1534 }
1734 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1735 { 1536 {
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1739 } 1540 }
1740 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1741 { 1542 {
1742 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1544 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1745
1746 } 1546 }
1747 else 1547 else
1748 { 1548 {
1749 /* Simple case */ 1549 /* Simple case */
1750 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1751 } 1551 }
1552
1752 return ret; 1553 return ret;
1753} 1554}
1754
1755 1555
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1758 */ 1558 */
1759void 1559static void
1760fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1761{ 1561{
1762 object *item; 1562 object *item = op->contr->ranged_ob;
1763 1563
1764 if (!op->contr->ranges[range_misc]) 1564 if (!item)
1765 { 1565 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1767 return; 1567 return;
1768 } 1568 }
1769 1569
1770 item = op->contr->ranges[range_misc];
1771 if (!item->inv) 1570 if (!item->inv)
1772 { 1571 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1573 return;
1775 } 1574 }
1575
1576 if (!op->apply (item))
1577 return;
1578
1776 if (item->type == WAND) 1579 if (item->type == WAND)
1777 { 1580 {
1778 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1779 { 1582 {
1780 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1583 op->contr->play_sound (sound_find ("wand_poof"));
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1585
1782 return; 1586 return;
1783 } 1587 }
1784 } 1588 }
1785 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1786 { 1590 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1592
1593 // using the maximum of the rods charge allows at least one spell cast
1594 // for a rod or horn, this fixes some broken rods.
1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1788 { 1596 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1598
1790 if (item->type == ROD) 1599 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else 1601 else
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1603
1794 return; 1604 return;
1795 } 1605 }
1796 } 1606 }
1797 1607
1798 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1799 { 1609 {
1800 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
1801 if (item->type == WAND) 1612 if (item->type == WAND)
1802 { 1613 {
1803 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1804 { 1615 {
1805 object *tmp;
1806
1807 if (item->arch) 1616 if (item->arch)
1808 { 1617 {
1809 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1810 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
1811 item->set_speed (0); 1620 item->set_speed (0);
1812 } 1621 }
1813 1622
1814 if ((tmp = item->in_player ())) 1623 if (object *pl = item->visible_to ())
1815 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1816 } 1625 }
1817 } 1626 }
1818 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
1819 drain_rod_charge (item); 1628 drain_rod_charge (item);
1820 } 1629 }
1821} 1630}
1822 1631
1823/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1824 */ 1633 */
1825void 1634bool
1826fire (object *op, int dir) 1635fire (object *who, int dir)
1827{ 1636{
1828 int spellcost = 0; 1637 int spellcost = 0;
1829 1638
1639 player *pl = who->contr;
1640
1641 if (pl->golem)
1642 {
1643 control_golem (who->contr->golem, dir);
1644 return false;
1645 }
1646
1647 object *ob = pl->ranged_ob;
1648
1649 if (!ob)
1650 return false;
1651
1652 if (who->speed_left > 0.f)
1653 --who->speed_left;
1654 else
1655 return false;
1656
1657 if (!who->apply (ob))
1658 return false;
1659
1830 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1831 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1832 make_visible (op); 1662 make_visible (who);
1833 1663
1834 switch (op->contr->shoottype) 1664 switch (ob->type)
1835 { 1665 {
1836 case range_none: 1666 case BOW:
1837 return;
1838
1839 case range_bow:
1840 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1841 return; 1668 break;
1842 1669
1843 case range_magic: /* Casting spells */ 1670 case SPELL:
1844 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1845 return; 1672 break;
1846 1673
1847 case range_misc: 1674 case BUILDER:
1848 fire_misc_object (op, dir);
1849 return;
1850
1851 case range_golem: /* Control summoned monsters from scrolls */
1852 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1853 {
1854 op->contr->ranges[range_golem] = 0;
1855 op->contr->shoottype = range_none;
1856 }
1857 else
1858 control_golem (op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if (!op->chosen_skill)
1863 {
1864 if (op->type == PLAYER)
1865 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1866 return;
1867 }
1868
1869 do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1873 return; 1676 break;
1677
1678 case SKILL:
1679 do_skill (who, who, ob, dir, 0);
1680 break;
1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1874 default: 1686 default:
1875 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1687 fire_misc_object (who, dir);
1876 return; 1688 break;
1877 } 1689 }
1878}
1879 1690
1691 return true;
1692}
1880 1693
1881 1694static object *
1882/* find_key
1883 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic
1886 * for both is the same - just the specific key is different.
1887 * pl is the player,
1888 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers.
1891 */
1892
1893object *
1894find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1895{ 1696{
1896 object *tmp, *key; 1697 object *tmp, *key;
1897 1698
1898 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) 1700 if (!container->inv)
1900 return NULL; 1701 return 0;
1901 1702
1902 /* First, lets try to find a key in the top level inventory */ 1703 /* First, lets try to find a key in the top level inventory */
1903 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 { 1705 {
1905 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1906 break; 1707 break;
1708
1907 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1909 */ 1711 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break; 1713 break;
1912 } 1714 }
1715
1913 /* No key found - lets search inventories now */ 1716 /* No key found - lets search inventories now */
1914 /* If we find and use a key in an inventory, return at that time. 1717 /* If we find and use a key in an inventory, return at that time.
1915 * otherwise, if we search all the inventories and still don't find 1718 * otherwise, if we search all the inventories and still don't find
1916 * a key, return 1719 * a key, return
1917 */ 1720 */
1918 if (!tmp) 1721 if (!tmp)
1919 { 1722 {
1920 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1922 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1925 if ((key = find_key (pl, tmp, door)) != NULL) 1726 if ((key = find_key_ (pl, tmp, door)))
1926 return key; 1727 return key;
1927 } 1728
1928 }
1929 if (!tmp) 1729 if (!tmp)
1930 return NULL; 1730 return 0;
1931 } 1731 }
1732
1932 /* We get down here if we have found a key. Now if its in a container, 1733 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1734 * see if we actually want to use it
1934 */ 1735 */
1935 if (pl != container) 1736 if (pl != container)
1936 { 1737 {
1937 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1938 if (!pl->contr) 1739 if (!pl->contr)
1939 return NULL; 1740 return 0;
1741
1940 /* cases where this fails: 1742 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1744 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1944 * containers can be used. 1746 * containers can be used.
1948 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1949 * 1751 *
1950 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1951 * all the others. 1753 * all the others.
1952 */ 1754 */
1953 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1758 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1761 return NULL;
1960 } 1762 }
1961 } 1763 }
1764
1962 return tmp; 1765 return tmp;
1766}
1767
1768/* find_key
1769 * We try to find a key for the door as passed. If we find a key
1770 * and successfully use it, we return the key, otherwise NULL
1771 * This function merges both normal and locked door, since the logic
1772 * for both is the same - just the specific key is different.
1773 * pl is the player,
1774 * inv is the objects inventory to searched
1775 * door is the door we are trying to match against.
1776 * This function can be called recursively to search containers.
1777 */
1778object *
1779find_key (object *pl, object *container, object *door)
1780{
1781 if (door->slaying && is_match_expr (door->slaying))
1782 {
1783 // for match expressions, we try to find the key by applying the match
1784 // to the op itself, which is supposed to find the "key", instead
1785 // of searching through containers ourselves.
1786
1787 return match_one (door->slaying, container, door, pl, pl);
1788 }
1789 else
1790 return find_key_ (pl, container, door);
1963} 1791}
1964 1792
1965/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1968 * 0 otherwise 1796 * 0 otherwise
1969 */ 1797 */
1970static int 1798static int
1971player_attack_door (object *op, object *door) 1799player_attack_door (object *op, object *door)
1972{ 1800{
1973 /* If its a door, try to find a use a key. If we do destroy the door, 1801 /* If its a door, try to find a key. If we do destroy the door,
1974 * might as well return immediately as there is nothing more to do - 1802 * might as well return immediately as there is nothing more to do -
1975 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
1976 */ 1804 */
1977 object *key = find_key (op, op, door); 1805 object *key = find_key (op, op, door);
1978 1806
1979 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
1980 if (key) 1808 if (key)
1981 { 1809 {
1982 object *container = key->env; 1810 object *container = key->env;
1983 1811
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985 if (action_makes_visible (op)) 1812 if (action_makes_visible (op))
1986 make_visible (op); 1813 make_visible (op);
1814
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1816 spring_trap (door->inv, op);
1817
1989 if (door->type == DOOR) 1818 if (door->type == DOOR)
1990 {
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1819 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if (door->type == LOCKED_DOOR) 1820 else if (door->type == LOCKED_DOOR)
1994 { 1821 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1822 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1824 }
1825
1998 /* Do this after we print the message */ 1826 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1828
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
2004 } 1830 }
2005 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2006 { 1832 {
2007 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1834 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1835 return 1;
2010 } 1836 }
1837
2011 return 0; 1838 return 0;
2012} 1839}
2013 1840
2014/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2019 */ 1846 */
2020void 1847bool
2021move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
2022{ 1849{
2023 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2024 sint16 nx, ny; 1851 {
2025 int on_battleground; 1852 --op->speed_left;
2026 maptile *m; 1853 return true;
1854 }
2027 1855
2028 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2029 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2030 1858
2031 on_battleground = op_on_battleground (op, 0, 0); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2032 1861
2033 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
2034 * map, attack it. Note order of if statement is important - don't 1863 * map, attack it. Note order of if statement is important - don't
2035 * want to be calling move_ob if braced, because move_ob will move the 1864 * want to be calling move_ob if braced, because move_ob will move the
2036 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 1866 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 1867 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 1868 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 1869 * move_ob uses.
2041 */ 1870 */
2042 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1871 maptile *m = op->map->xy_find (nx, ny);
1872
1873 /* Go through all the objects, and find ones of interest. Only stop if
1874 * we find a monster - that is something we know we want to attack.
1875 * if its a door or barrel (can roll) see if there may be monsters
1876 * on the space
1877 */
1878 object *mon;
1879 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1880 {
1881 if ((mon->flag [FLAG_ALIVE]
1882 || mon->type == LOCKED_DOOR
1883 || mon->flag [FLAG_CAN_ROLL])
1884 && mon != op)
1885 break;
2043 { 1886 }
2044 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1887
1888 /* no monster == player tries to move into a wall or so */
1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
2045 { 1893 {
2046 m = op->map->xy_find (nx, ny); 1894 if (ob->move_block == MOVE_ALL)
2047 if (!m) 1895 move_into_wall (op, ob);
2048 return; /* Don't think this should happen */ 1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
1923 }
1924
1925 /* The following deals with possibly attacking peaceful
1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2049 } 1958 }
2050 else 1959 else
2051 m = op->map;
2052
2053 if (!(tmp = m->at (nx, ny).bot))
2054 return; 1960 return false;
1961 }
2055 1962
2056 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2057 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space
2061 */
2062 while (tmp)
2063 {
2064 if (tmp == op)
2065 {
2066 tmp = tmp->above;
2067 continue;
2068 }
2069 1964
2070 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2071 {
2072 mon = tmp;
2073 break;
2074 }
2075
2076 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2077 mon = tmp;
2078
2079 tmp = tmp->above;
2080 }
2081
2082 if (!mon) /* This happens anytime the player tries to move */
2083 return; /* into a wall */
2084
2085 if (mon->head)
2086 mon = mon->head;
2087
2088 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2089 if (player_attack_door (op, mon))
2090 return;
2091
2092 /* The following deals with possibly attacking peaceful
2093 * or frienddly creatures. Basically, all players are considered
2094 * unaggressive. If the moving player has peaceful set, then the
2095 * object should be pushed instead of attacked. It is assumed that
2096 * if you are braced, you will not attack friends accidently,
2097 * and thus will not push them.
2098 */
2099
2100 /* If the creature is a pet, push it even if the player is not
2101 * peaceful. Our assumption is the creature is a pet if the
2102 * player owns it and it is either friendly or unagressive.
2103 */
2104 if ((op->type == PLAYER)
2105#if COZY_SERVER
2106 &&
2107 ((mon->owner && mon->owner->contr
2108 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2109#else
2110 && mon->owner == op
2111#endif
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 {
2114 /* If we're braced, we don't want to switch places with it */
2115 if (op->contr->braced)
2116 return;
2117
2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob (mon, dir, op);
2120 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op);
2122
2123 return;
2124 }
2125
2126 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2128 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2129 * attack them either. 1968 * attack them either.
2130 */ 1969 */
2131 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2132 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2133#ifdef PROHIBIT_PLAYERKILL
2134 (op->contr->peaceful 1972 && ((op->contr->peaceful
2135 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && mon->contr->
2137 peaceful)) &&
2138#else
2139 op->contr->peaceful &&
2140#endif
2141 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2142 { 1977 {
1978 --op->speed_left;
1979
2143 if (!op->contr->braced) 1980 if (!op->contr->braced)
2144 { 1981 {
2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2146 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2147 } 1984 }
2148 else 1985 else
2149 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2150 1987
2151 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2152 make_visible (op); 1989 make_visible (op);
2153 }
2154 1990
1991 return true;
1992 }
1993 }
2155 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2156 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2157 */ 1996 */
2158 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2159 { 2000 {
2001 --op->speed_left;
2002
2160 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2161 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2162 make_visible (op); 2005 make_visible (op);
2163 }
2164 2006
2007 return true;
2008 }
2009 }
2165 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2166 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2167 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2168 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2169 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2170 */ 2015 */
2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2173 { 2018 {
2174 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2175 /* If the player hasn't hit something this tick, and does
2176 * so, give them speed boost based on weapon speed. Doing
2177 * it here is better than process_players2, which basically
2178 * incurred a 1 tick offset.
2179 */
2180 if (!op->contr->has_hit)
2181 { 2020 {
2182 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2183
2184 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2185 }
2186 2022
2187 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2188
2189 /* If attacking another player, that player gets automatic
2190 * hitback, and doesn't loose luck either.
2191 * Disable hitback on the battleground or if the target is
2192 * the wiz.
2193 */
2194 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2195 {
2196 short luck = mon->stats.luck;
2197
2198 mon->contr->has_hit = 1;
2199 skill_attack (op, mon, 0, 0, 0);
2200 mon->stats.luck = luck;
2201 }
2202 2024
2203 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2204 make_visible (op); 2026 make_visible (op);
2205 }
2206 } /* if player should attack something */
2207}
2208 2027
2209int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2210move_player (object *op, int dir) 2036move_player (object *op, int dir)
2211{ 2037{
2212 int pick;
2213
2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2215 return 0; 2039 return 0;
2216 2040
2217 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2218 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2219 { 2043 {
2220 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2221 return 0; 2045 return 0;
2222 } 2046 }
2223 2047
2224 /* peterm: added following line */ 2048 /* peterm: added following line */
2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2226 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2227 2051
2228 op->facing = dir; 2052 op->facing = dir;
2229 2053
2230 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2231 do_hidden_move (op); 2055 do_hidden_move (op);
2232 2056
2057 bool retval;
2058 int pick = 0;
2059
2233 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2234 /*nop */ ; 2061 retval = RESULT_INT (0);
2235 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2236 fire (op, dir); 2063 retval = fire (op, dir);
2237 else 2064 else
2238 { 2065 {
2239 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2240 pick = check_pick (op); 2067 pick = check_pick (op);
2241 } 2068 }
2242 2069
2243 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing. 2071 * server can handle repeat firing.
2251 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2253 * for players. 2080 * for players.
2254 */ 2081 */
2255 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2256 return 0; 2083
2084 return retval;
2257} 2085}
2258 2086
2259/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2088 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2090 * the new speed values for commands.
2263 * 2091 *
2264 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2265 */ 2095 */
2266int 2096bool
2267handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2268{ 2098{
2269 if (op->contr->hidden) 2099 if (op->flag [FLAG_SCARED])
2270 {
2271 op->invisible = 1000;
2272 /* the socket code flashes the player visible/invisible
2273 * depending on the value of invisible, so we need to
2274 * alternate it here for it to work correctly.
2275 */
2276 if (pticks & 2)
2277 op->invisible--;
2278 } 2100 {
2279 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2101 if (op->speed_left > 0.f)
2280 {
2281 op->invisible--;
2282 if (!op->invisible)
2283 {
2284 make_visible (op);
2285 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2286 } 2102 {
2287 }
2288
2289 if (QUERY_FLAG (op, FLAG_SCARED))
2290 {
2291 flee_player (op);
2292 /* If player is still scared, that is his action for this tick */
2293 if (QUERY_FLAG (op, FLAG_SCARED))
2294 {
2295 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2296 return 0; 2106 return true;
2297 } 2107 }
2108 else
2109 return false;
2298 } 2110 }
2299
2300 /* I've been seeing crashes where the golem has been destroyed, but
2301 * the player object still points to the defunct golem. The code that
2302 * destroys the golem looks correct, and it doesn't always happen, so
2303 * put this in a a workaround to clean up the golem pointer.
2304 */
2305 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2306 op->contr->ranges[range_golem] = 0;
2307 2111
2308 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2309 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2310 * called, so we recheck it here. 2114 * called, so we recheck it here.
2311 */ 2115 */
2312 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2313 return 1; 2117 return true;
2314 2118
2315 if (op->speed_left > 0)
2316 {
2317 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2318 {
2319 /* All move commands take 1 tick, at least for now */
2320 op->speed_left--;
2321
2322 /* Instead of all the stuff below, let move_player take care
2323 * of it. Also, some of the skill stuff is only put in
2324 * there, as well as the confusion stuff.
2325 */
2326 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2327 2121
2328 return op->speed_left > 0;
2329 }
2330 }
2331
2332 return 0; 2122 return false;
2333} 2123}
2334 2124
2335int 2125static int
2336save_life (object *op) 2126save_life (object *op)
2337{ 2127{
2338 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2339 return 0; 2129 return 0;
2340 2130
2341 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2342 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2343 { 2133 {
2344 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2345 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2346 2136
2347 if (op->contr)
2348 esrv_del_item (op->contr, tmp->count);
2349
2350 tmp->destroy (); 2137 tmp->destroy ();
2351 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2352 2139
2353 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2354 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2355 2142
2356 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2357 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2358 2145
2359 op->update_stats (); 2146 op->update_stats ();
2360 return 1; 2147 return 1;
2361 } 2148 }
2362 2149
2363 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2364 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2365 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2366 return 0; 2153 return 0;
2367} 2154}
2368 2155
2369/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2370 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2371 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2372 * from. 2159 * from.
2373 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2374void 2177void
2375remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2376{ 2179{
2377 object *next; 2180 if (!flag [FLAG_REMOVED])
2378 2181 ::drop_unpaid_items (inv, this);
2379 while (op)
2380 {
2381 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2382
2383 if (QUERY_FLAG (op, FLAG_UNPAID))
2384 {
2385 if (env->type == PLAYER)
2386 esrv_del_item (env->contr, op->count);
2387
2388 op->insert_at (env);
2389 }
2390 else if (op->inv)
2391 remove_unpaid_objects (op->inv, env);
2392
2393 op = next;
2394 }
2395}
2396
2397/*
2398 * Returns pointer a static string containing gravestone text
2399 * Moved from apply.c to player.c - player.c is what
2400 * actually uses this function. player.c may not be quite the
2401 * best, a misc file for object actions is probably better,
2402 * but there isn't one in the server directory.
2403 */
2404char *
2405gravestone_text (object *op)
2406{
2407 static char buf2[MAX_BUF];
2408 char buf[MAX_BUF];
2409 time_t now = time (NULL);
2410
2411 strcpy (buf2, " R.I.P.\n\n");
2412 if (op->type == PLAYER)
2413 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2414 else
2415 sprintf (buf, "%s\n", &op->name);
2416
2417 strncat (buf2, " ", 20 - strlen (buf) / 2);
2418 strcat (buf2, buf);
2419 if (op->type == PLAYER)
2420 sprintf (buf, "who was in level %d when killed\n", op->level);
2421 else
2422 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2423
2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2425 strcat (buf2, buf);
2426 if (op->type == PLAYER)
2427 {
2428 sprintf (buf, "by %s.\n\n", op->contr->killer);
2429 strncat (buf2, " ", 21 - strlen (buf) / 2);
2430 strcat (buf2, buf);
2431 }
2432
2433 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2434 strncat (buf2, " ", 20 - strlen (buf) / 2);
2435 strcat (buf2, buf);
2436
2437 return buf2;
2438} 2182}
2439 2183
2440void 2184void
2441do_some_living (object *op) 2185do_some_living (object *op)
2442{ 2186{
2443 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2444 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2445 int over_hp, over_sp, over_grace;
2446 int i;
2447 int rate_hp = 1200; 2189 int rate_hp = 1200;
2448 int rate_sp = 2500; 2190 int rate_sp = 2500;
2449 int rate_grace = 2000; 2191 int rate_grace = 2000;
2450 const int max_hp = 1; 2192 const int max_hp = 1;
2451 const int max_sp = 1; 2193 const int max_sp = 1;
2452 const int max_grace = 1; 2194 const int max_grace = 1;
2453 2195
2454 if (op->contr->outputs_sync) 2196#if 0
2197 if (op->contr->hidden)
2198 {
2199 op->invisible = 1000;
2200 /* the socket code flashes the player visible/invisible
2201 * depending on the value of invisible, so we need to
2202 * alternate it here for it to work correctly.
2203 */
2204 if (server_tick & 2)
2205 op->invisible--;
2455 { 2206 }
2456 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2207 else
2457 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2208#endif
2458 flush_output_element (op, &op->contr->outputs[i]); 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2210 {
2211 if (!op->invisible--)
2212 {
2213 make_visible (op);
2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2215 }
2459 } 2216 }
2460 2217
2461 if (op->contr->ns->state == ST_PLAYING) 2218 if (op->contr->ns->state == ST_PLAYING)
2462 { 2219 {
2463 /* these next three if clauses make it possible to SLOW DOWN 2220 /* these next three if clauses make it possible to SLOW DOWN
2484 { 2241 {
2485 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2486 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2487 } 2244 }
2488 2245
2489 /* Regenerate Spell Points */ 2246 /* Regenerate Grace */
2490 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2247 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2248 if (--op->last_grace < 0)
2491 { 2249 {
2492 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2493 if (op->stats.sp < op->stats.maxsp) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2251 op->stats.grace++; /* no penalty in food for regaining grace */
2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2255 if (max_grace > 1)
2494 { 2256 {
2495 op->stats.sp++; 2257 int over_grace = temp / rate_grace;
2496 /* dms do not consume food */ 2258
2497 if (!QUERY_FLAG (op, FLAG_WIZ)) 2259 if (over_grace > 0)
2498 { 2260 {
2499 op->stats.food--; 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2500 if (op->contr->digestion < 0) 2262 op->last_grace = 0;
2501 op->stats.food += op->contr->digestion;
2502 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 op->stats.food = last_food;
2504 } 2263 }
2264 else
2265 op->last_grace = rate_grace / temp;
2505 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2506 2269
2507 if (max_sp > 1) 2270 /* wearing stuff doesn't detract from grace generation. */
2271 }
2272
2273 if (op->stats.food > 0)
2274 {
2275 /* Regenerate Spell Points */
2276 if (!op->contr->golem && --op->last_sp < 0)
2508 { 2277 {
2509 over_sp = (gen_sp + 10) / rate_sp; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2510 if (over_sp > 0) 2279
2280 if (op->stats.sp < op->stats.maxsp)
2511 { 2281 {
2512 if (op->stats.sp < op->stats.maxsp) 2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!op->flag [FLAG_WIZ])
2513 { 2286 {
2514 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2515
2516 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2517 op->stats.sp--; 2287 op->stats.food--;
2518 2288
2519 if (op->stats.sp > op->stats.maxsp) 2289 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion;
2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2520 op->stats.sp = op->stats.maxsp; 2292 op->stats.food = last_food;
2521 } 2293 }
2294 }
2295
2296 if (max_sp > 1)
2297 {
2298 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2522 op->last_sp = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2523 } 2316 }
2524 else 2317 else
2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2526 } 2319 }
2527 else
2528 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2529 }
2530 2320
2531 /* Regenerate Grace */ 2321 /* Regenerate Hit Points */
2532 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2533 if (--op->last_grace < 0) 2322 if (--op->last_heal < 0)
2534 {
2535 if (op->stats.grace < op->stats.maxgrace / 2)
2536 op->stats.grace++; /* no penalty in food for regaining grace */
2537
2538 if (max_grace > 1)
2539 { 2323 {
2540 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2324 if (op->stats.hp < op->stats.maxhp)
2541 if (over_grace > 0)
2542 { 2325 {
2543 op->stats.sp += over_grace 2326 op->stats.hp++;
2544 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2327
2328 /* dms do not consume food */
2329 if (!op->flag [FLAG_WIZ])
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2338 }
2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2342 if (max_hp > 1)
2343 {
2344 int over_hp = temp / rate_hp;
2345
2346 if (over_hp > 0)
2347 {
2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2545 op->last_grace = 0; 2349 op->last_heal = 0;
2350 }
2351 else
2352 op->last_heal = rate_hp / temp;
2546 } 2353 }
2547 else 2354 else
2548 {
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 }
2551 }
2552 else
2553 {
2554 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2555 }
2556 /* wearing stuff doesn't detract from grace generation. */
2557 }
2558
2559 /* Regenerate Hit Points */
2560 if (--op->last_heal < 0)
2561 {
2562 if (op->stats.hp < op->stats.maxhp)
2563 {
2564 op->stats.hp++;
2565 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2567 {
2568 op->stats.food--;
2569 if (op->contr->digestion < 0)
2570 op->stats.food += op->contr->digestion;
2571 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2572 op->stats.food = last_food;
2573 }
2574 }
2575
2576 if (max_hp > 1)
2577 {
2578 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2579 if (over_hp > 0)
2580 {
2581 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2582 op->last_heal = 0; 2355 op->last_heal = rate_hp / temp;
2583 }
2584 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 }
2588 }
2589 else
2590 {
2591 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2592 } 2356 }
2593 } 2357 }
2594 2358
2595 /* Digestion */ 2359 /* Digestion */
2596 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2597 { 2361 {
2598#ifdef COZY_SERVER 2362 int bonus = max (0, op->contr->digestion),
2599 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2363 penalty = max (0, -op->contr->digestion);
2600 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2601#else
2602 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2603#endif
2604 2364
2605 if (op->contr->gen_hp > 0)
2606 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2607 else
2608 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2609 2366
2610 /* dms do not consume food */ 2367 /* dms do not consume food */
2611 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2612 op->stats.food--; 2369 op->stats.food--;
2613 } 2370 }
2614 2371
2615 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2616 { 2373 {
2617 object *tmp, *flesh = 0; 2374 object *flesh = 0;
2618 2375
2619 for (tmp = op->inv; tmp; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2620 { 2377 {
2621 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2379 continue;
2380
2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2622 { 2382 {
2623 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2383 op->statusmsg ("You blindly grab for a bite of food. "
2624 { 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2625 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->apply (tmp);
2626 manual_apply (op, tmp, 0); 2386
2627 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2628 break; 2388 break;
2629 } 2389 }
2630 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2631 flesh = tmp; 2391 flesh = tmp;
2632 } /* End if paid for object */ 2392 }
2633 } /* end of for loop */
2634 2393
2635 /* If player is still starving, it means they don't have any food, so 2394 /* If player is still starving, it means they don't have any food, so
2636 * eat flesh instead. 2395 * eat flesh instead.
2637 */ 2396 */
2638 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2639 { 2398 {
2640 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2399 op->statusmsg ("You blindly grab for a bite of food. "
2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2641 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2642 } 2402 }
2403
2404 // If player is still starving, alert him!
2405 if (op->stats.food < 0)
2406 op->failmsg ("You are starving! "
2407 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2408 }
2409
2410 if (op->stats.food < 0)
2643 } 2411 {
2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2644 2414
2645 while (op->stats.food < 0 && op->stats.hp >= 0) 2415 if (op->stats.hp < 0)
2646 op->stats.food++, op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2647 2421
2422 /* killer should be set here already */
2648 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2649 kill_player (op); 2424 kill_player (op);
2650 } 2425 }
2651} 2426}
2652 2427
2653/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2656 * file. 2431 * file.
2657 */ 2432 */
2658void 2433void
2659kill_player (object *op) 2434kill_player (object *op)
2660{ 2435{
2661 char buf[MAX_BUF];
2662 int x, y; 2436 int x, y;
2663
2664 //int i;
2665 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2666
2667 /* int z;
2668 int num_stats_lose;
2669 int lost_a_stat;
2670 int lose_this_stat;
2671 int this_stat; */
2672 int will_kill_again; 2438 int will_kill_again;
2673 archetype *at; 2439 archetype *at;
2674 object *tmp; 2440 object *tmp;
2675 2441
2676 if (save_life (op)) 2442 if (save_life (op))
2677 return; 2443 return;
2678 2444
2445 dynbuf_text deathtab;
2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2679 2480
2680 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2681 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2682 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2683 */ 2484 */
2684 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2685 { 2486 {
2686 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2687 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2688
2689 /* restore player */
2690 at = archetype::find ("poisoning");
2691 if (object *tmp = present_arch_in_ob (at, op))
2692 {
2693 tmp->destroy ();
2694 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2695 }
2696
2697 at = archetype::find ("confusion");
2698 if (object *tmp = present_arch_in_ob (at, op))
2699 {
2700 tmp->destroy ();
2701 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2702 }
2703
2704 cure_disease (op, 0); /* remove any disease */
2705 op->stats.hp = op->stats.maxhp;
2706 if (op->stats.food <= 0)
2707 op->stats.food = 999;
2708 2488
2709 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2710 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2711 { 2491
2712 sprintf (buf, "%s's finger", &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2713 tmp->name = buf; 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2714 sprintf (buf, " This finger has been cut off %s\n" 2494 tmp->msg = format (
2715 " the %s, when he was defeated at\n level %d by %s.\n", 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2716 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2496 &op->name, op->contr->title,
2717 tmp->msg = buf; 2497 (int)op->level,
2498 op->contr->killer_name ()
2499 );
2718 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2719 tmp->materialname = NULL; 2501 tmp->material = name_to_material (shstr_organic);
2720 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2721 }
2722 2503
2723 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2724 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2725 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2726 return; 2509 return;
2727 } 2510 }
2728 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2729 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2730 2516
2731 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2732 2518
2733 if (op->stats.food < 0) 2519 op->contr->play_sound (sound_find ("player_dies"));
2734 {
2735 sprintf (buf, "%s starved to death.", &op->name);
2736 strcpy (op->contr->killer, "starvation");
2737 }
2738 else
2739 sprintf (buf, "%s died.", &op->name);
2740
2741 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2742 2520
2743 /* save the map location for corpse, gravestone */ 2521 /* save the map location for corpse, gravestone */
2744 x = op->x; 2522 x = op->x;
2745 y = op->y; 2523 y = op->y;
2746 map = op->map; 2524 map = op->map;
2774 2552
2775 lost_a_stat = 0; 2553 lost_a_stat = 0;
2776 2554
2777 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2778 { 2556 {
2779 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2780 2558
2781 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2782 { 2560 {
2783 /* Pick a random stat and take a point off it. Tell the player 2561 /* Pick a random stat and take a point off it. Tell the player
2784 * what he lost. 2562 * what he lost.
2791 lost_a_stat = 1; 2569 lost_a_stat = 1;
2792 } 2570 }
2793 else 2571 else
2794 { 2572 {
2795 /* deplete a stat */ 2573 /* deplete a stat */
2796 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2797 object *dep; 2575 object *dep;
2798 2576
2799 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2800 if (!dep) 2578 if (!dep)
2801 { 2579 {
2802 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2803 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2804 } 2582 }
2805 lose_this_stat = 1; 2583 lose_this_stat = 1;
2806 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2807 { 2585 {
2835 } 2613 }
2836 } 2614 }
2837 2615
2838 if (lose_this_stat) 2616 if (lose_this_stat)
2839 { 2617 {
2840 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2841 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2842 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2843 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2844 * and should be roughly the same, so it shouldn't make a 2622 * and should be roughly the same, so it shouldn't make a
2845 * difference. 2623 * difference.
2846 */ 2624 */
2847 if (this_stat >= -50) 2625 if (this_stat >= -50)
2848 { 2626 {
2849 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2850 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2852 op->update_stats (); 2630 op->update_stats ();
2853 lost_a_stat = 1; 2631 lost_a_stat = 1;
2854 } 2632 }
2855 } 2633 }
2856 } 2634 }
2857 } 2635 }
2636
2858 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2859 if (!lost_a_stat) 2638 if (!lost_a_stat)
2860 { 2639 {
2861 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2862 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2863 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2864 2643
2865 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2866 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2867 else 2646 else
2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2869 } 2648 }
2870#else 2649#else
2871 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2872#endif 2651#endif
2873 2652
2874 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2875 * exp loss on the stone. 2654 * exp loss on the stone.
2876 */ 2655 */
2877 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2878 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2879 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2880 sprintf (buf, "%s's gravestones", &op->name); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2881 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
2882 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);
2883 tmp->msg = buf;
2884 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2885 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2886 2663
2887 /**************************************/ 2664 /**************************************/
2888 /* */ 2665 /* */
2889 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2890 /* if we died cause of food, give us */
2891 /* food, and reset HP's... */
2892 /* */ 2667 /* */
2893 /**************************************/ 2668 /**************************************/
2894 2669
2895 /* remove any poisoning and confusion the character may be suffering. */
2896 /* restore player */
2897 at = archetype::find ("poisoning");
2898 tmp = present_arch_in_ob (at, op);
2899
2900 if (tmp)
2901 {
2902 tmp->destroy ();
2903 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2904 }
2905
2906 at = archetype::find ("confusion");
2907 tmp = present_arch_in_ob (at, op);
2908 if (tmp)
2909 {
2910 tmp->destroy ();
2911 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2912 }
2913
2914 cure_disease (op, 0); /* remove any disease */
2915
2916 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2917 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2918 if (op->stats.food < 100)
2919 op->stats.food = 900;
2920 op->stats.hp = op->stats.maxhp;
2921 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2922 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2923 2672
2924 /* 2673 /*
2925 * Check to see if the player is in a shop. IF so, then check to see if
2926 * the player has any unpaid items. If so, remove them and put them back 2674 * Check to see if the player has any unpaid items. If so, remove them
2927 * in the map. 2675 * and put them back in the map.
2928 */ 2676 */
2929 2677 op->drop_unpaid_items ();
2930 if (is_in_shop (op))
2931 remove_unpaid_objects (op->inv, op);
2932 2678
2933 /****************************************/ 2679 /****************************************/
2934 /* */ 2680 /* */
2935 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2936 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
2954 if (will_kill_again) 2700 if (will_kill_again)
2955 { 2701 {
2956 object *force; 2702 object *force;
2957 int at; 2703 int at;
2958 2704
2959 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2960 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2961 force->speed = 0.1;
2962 force->speed_left = -5.0; 2707 force->speed_left = -5.f;
2963 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2964 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2965 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2966 force->resist[at] = 100; 2713 force->resist[at] = 100;
2967 2714
2968 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2969 op->update_stats (); 2716 op->update_stats ();
2970
2971 } 2717 }
2972 2718
2973 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2974} 2720}
2975 2721
2976void 2722static void
2977loot_object (object *op) 2723loot_object (object *op)
2978{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2979 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2980 2726
2981 if (op->container) 2727 op->close_container (); /* close open sack first */
2982 esrv_apply_container (op, op->container); /* close open sack first */
2983 2728
2984 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2985 { 2730 {
2986 next = tmp->below; 2731 next = tmp->below;
2987 2732
2988 if (tmp->invisible) 2733 if (tmp->invisible)
2989 continue; 2734 continue;
2990 2735
2991 tmp->remove (); 2736 tmp->remove ();
2992 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2738
2993 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2994 { /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2995 loot_object (tmp); 2741
2996 } 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2997 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2998 { 2743 {
2999 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
3000 { 2745 {
3001 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
3002 tmp2->destroy ();
3003 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
3004 } 2748 }
3005 else 2749 else
3006 tmp->destroy (); 2750 tmp->destroy ();
3007 } 2751 }
3013/* 2757/*
3014 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
3015 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
3016 * was changed. 2760 * was changed.
3017 */ 2761 */
3018
3019void 2762void
3020fix_weight (void) 2763fix_weight ()
3021{ 2764{
3022 for_all_players (pl) 2765 for_all_players (pl)
3023 { 2766 {
3024 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2767 weight_t old = pl->ob->carrying;
3025 2768
3026 if (old == sum) 2769 pl->ob->update_weight ();
3027 continue; 2770
2771 if (old != pl->ob->carrying)
2772 {
3028 pl->ob->update_stats (); 2773 pl->ob->update_stats ();
3029 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2775 }
3030 } 2776 }
3031} 2777}
3032 2778
3033void 2779void
3034fix_luck (void) 2780fix_luck ()
3035{ 2781{
3036 for_all_players (pl) 2782 for_all_players (pl)
3037 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
3038 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
3039} 2785}
3076} 2822}
3077 2823
3078void 2824void
3079make_visible (object *op) 2825make_visible (object *op)
3080{ 2826{
3081 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3082 op->invisible = 0; 2828 op->invisible = 0;
2829
3083 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3084 { 2831 {
3085 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3086 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3087 } 2834 }
2835
3088 update_object (op, UP_OBJ_FACE); 2836 update_object (op, UP_OBJ_CHANGE);
3089} 2837}
3090 2838
3091int 2839int
3092is_true_undead (object *op) 2840is_true_undead (object *op)
3093{ 2841{
3094 object *tmp = NULL; 2842 if (op->arch->flag [FLAG_UNDEAD])
3095
3096 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3097 return 1; 2843 return 1;
3098 2844
3099 return 0; 2845 return 0;
3100} 2846}
3101 2847
3102/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3103 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3104 * indicate greater hideability. 2850 * indicate greater hideability.
3105 */ 2851 */
3106
3107int 2852int
3108hideability (object *ob) 2853hideability (object *ob)
3109{ 2854{
3110 int i, level = 0, mflag; 2855 int i, level = 0, mflag;
3111 sint16 x, y; 2856 sint16 x, y;
3112 2857
3113 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3114 return 0; 2859 return 0;
3115 2860
3116 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3117 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3118 2863
3119 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3120 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3121 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3122 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3123 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3124 2869
3125 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3126 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2871 for (i = 0, x = ob->x, y = ob->y;
2872 i <= SIZEOFFREE1;
2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3127 { 2874 {
3128 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3129 if (mflag & P_OUT_OF_MAP) 2876 if (mflag & P_OUT_OF_MAP)
3130 {
3131 continue; 2877 continue;
3132 } 2878
3133 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3134 level += 2; 2880 level += 2;
3135 else /* open terrain! */ 2881 else /* open terrain! */
3136 level -= 1; 2882 level -= 1;
3137 } 2883 }
3145/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3146 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3147 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3148 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3149 */ 2895 */
3150
3151void 2896void
3152do_hidden_move (object *op) 2897do_hidden_move (object *op)
3153{ 2898{
3154 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3155 object *skop;
3156 2900
3157 if (!op || !op->map) 2901 if (!op || !op->map)
3158 return; 2902 return;
3159 2903
3160 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2904 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2905 int num = random_roll (0, 19, op, PREFER_LOW);
3161 2906
3162 /* its *extremely* hard to run and sneak/hide at the same time! */ 2907 /* its *extremely* hard to run and sneak/hide at the same time! */
3163 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3164 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3165 { 2910 {
3175 num -= hide; 2920 num -= hide;
3176 2921
3177 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3178 { 2923 {
3179 make_visible (op); 2924 make_visible (op);
2925
3180 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3181 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2927 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 2928 }
3183 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3184 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2930 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3199 2945
3200 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3201 player = 1; 2947 player = 1;
3202 2948
3203 else 2949 else
3204 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3205 2951
3206 /* search adjacent squares */ 2952 /* search adjacent squares */
3207 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3208 { 2954 {
3209 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3218 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3219 continue; 2965 continue;
3220 2966
3221 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3222 { 2968 {
3223 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3224 return 1; 2970 return 1;
3225 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3226 {
3227 /*don't let a hidden DM prevent you from hiding */
3228 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3229 return 1; 2972 return 1;
3230 }
3231 } 2973 }
3232 } 2974 }
3233 return 0; 2975 return 0;
3234} 2976}
3235 2977
3236/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3237 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3238 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3239 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3240 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3241 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3242 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3243 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3244 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3245 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3246 * -b.t. 2988 * -b.t.
3247 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3248 */ 2990 */
3249
3250int 2991int
3251player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3252{ 2993{
3253 rv_vector rv; 2994 rv_vector rv;
3254 int dx, dy; 2995 int dx, dy;
3266 3007
3267 get_rangevector (pl, op, &rv, 0x1); 3008 get_rangevector (pl, op, &rv, 0x1);
3268 3009
3269 /* starting with the 'head' part, lets loop 3010 /* starting with the 'head' part, lets loop
3270 * through the object and find if it has any 3011 * through the object and find if it has any
3271 * part that is in the los array but isnt on 3012 * part that is in the los array but isn't on
3272 * a blocked los square. 3013 * a blocked los square.
3273 * we use the archetype to figure out offsets. 3014 * we use the archetype to figure out offsets.
3274 */ 3015 */
3275 while (op) 3016 while (op)
3276 { 3017 {
3277 dx = rv.distance_x + op->arch->clone.x; 3018 dx = rv.distance_x + op->arch->x;
3278 dy = rv.distance_y + op->arch->clone.y; 3019 dy = rv.distance_y + op->arch->y;
3279 3020
3280 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3281 * code, so we need to restrict ourselves to that range of values
3282 * for any meaningful values.
3283 */
3284 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3285 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3286 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3287 return 1; 3022 return 1;
3023
3288 op = op->more; 3024 op = op->more;
3289 } 3025 }
3290 return 0;
3291}
3292 3026
3293/* routine for both players and monsters. We call this when
3294 * there is a possibility for our action distrubing our hiding
3295 * place or invisiblity spell. Artefact invisiblity is not
3296 * effected by this. If we arent invisible to begin with, we
3297 * return 0.
3298 */
3299int
3300action_makes_visible (object *op)
3301{
3302
3303 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3304 {
3305 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3306 return 0;
3307
3308 if (op->contr && op->contr->tmp_invis == 0)
3309 return 0;
3310
3311 /* If monsters, they should become visible */
3312 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3313 {
3314 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3315 return 1;
3316 }
3317 }
3318 return 0; 3027 return 0;
3319} 3028}
3320 3029
3321/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3322 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3327 * Default is to do the same as before, so only people wanting to have different points need worry about this 3036 * Default is to do the same as before, so only people wanting to have different points need worry about this
3328 */ 3037 */
3329int 3038int
3330op_on_battleground (object *op, int *x, int *y) 3039op_on_battleground (object *op, int *x, int *y)
3331{ 3040{
3332 object *tmp;
3333
3334 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3335 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3042 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3336 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3337 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3338 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3339 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3340 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3341 { 3048 {
3342 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3343 { 3050 {
3344 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3051 if (tmp->flag [FLAG_NO_PICK]
3345 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3052 && tmp->type == BATTLEGROUND
3053 && tmp->name == shstr_battleground
3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3346 { 3055 {
3347 /*before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3348 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3349 {
3350 object *invtmp;
3351
3352 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3353 { 3060 {
3354 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3355 {
3356 if (x != NULL && y != NULL) 3061 if (x && y)
3357 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3358 return 1; 3064 return 1;
3359 }
3360 } 3065 }
3361 } 3066
3362 if (x != NULL && y != NULL) 3067 if (x && y)
3363 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3364 return 1; 3070 return 1;
3365 } 3071 }
3366 } 3072 }
3367 } 3073 }
3074
3368 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3369 return 0; 3076 return 0;
3370} 3077}
3371 3078
3372/* 3079/*
3388 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3389 int i = 0, j = 0; 3096 int i = 0, j = 0;
3390 3097
3391 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3392 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3393 trlist = find_treasurelist ("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3394 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3395 trlist = find_treasurelist ("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3396 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3397 trlist = find_treasurelist ("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3398 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3399 trlist = find_treasurelist ("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3400 3107
3401 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3402 return; 3109 return;
3403 3110
3404 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3111 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3408 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3115 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3409 return; 3116 return;
3410 } 3117 }
3411 3118
3412 /* everything seems okay - now bring on the gift: */ 3119 /* everything seems okay - now bring on the gift: */
3413 item = &(tr->item->clone); 3120 item = tr->item;
3414 3121
3415 if (item->type == SPELL) 3122 if (item->type == SPELL)
3416 { 3123 {
3417 if (check_spell_known (who, item->name)) 3124 if (check_spell_known (who, item->name))
3418 return; 3125 return;
3477 { 3184 {
3478 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3479 object *skin; 3186 object *skin;
3480 3187
3481 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3482 shstr_cmp dragon_skin_force ("dragon_skin_force");
3483 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3189 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3484 ; 3190 ;
3485 3191
3486 if (!skin) 3192 if (!skin)
3487 return; 3193 return;
3488 3194
3502 else 3208 else
3503 j = 1; 3209 j = 1;
3504 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3505 } 3211 }
3506 } 3212 }
3213
3507 strcat (buf, "."); 3214 strcat (buf, ".");
3508 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3509 } 3216 }
3510 3217
3511 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3512 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3513 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3514 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3515 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3516 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3517 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3518 3225
3519 /* print message if there is one */ 3226 /* print message if there is one */
3520 if (item->msg != NULL) 3227 if (item->msg != NULL)
3521 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3522 } 3229 }
3523 else 3230 else
3524 { 3231 {
3525 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3526 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3527 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3528 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3529 if (who->type == PLAYER)
3530 esrv_send_item (who, tmp);
3531 } 3236 }
3532} 3237}
3533 3238
3534/** 3239//-GPL
3535 * Unready an object for a player. This function does nothing if the object was 3240
3536 * not readied. 3241sint8
3537 */ 3242player::darkness_at (maptile *map, int x, int y) const
3243{
3244 if (!ns)
3245 return LOS_BLOCKED;
3246
3247 int dx, dy;
3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3538void 3257void
3539player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3540{ 3259{
3541 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3542
3543 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3544 {
3545 if (pl->ranges[i] == ob)
3546 {
3547 pl->ranges[i] = NULL;
3548 if (pl->shoottype == i)
3549 {
3550 pl->shoottype = range_none;
3551 }
3552 }
3553 }
3554} 3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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