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Comparing deliantra/server/server/player.C (file contents):
Revision 1.266 by root, Tue Apr 6 23:34:57 2010 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26
27#include <algorithm>
28#include <functional>
26 29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
54 54
55 players.insert (this); 55 players.insert (this);
56 ob->remove (); 56 ob->remove ();
57 ob->map = 0; 57 ob->map = 0;
58 ob->activate_recursive (); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob); 60 add_friendly_object (ob);
61} 61}
62 62
63void 63void
64player::deactivate () 64player::deactivate ()
75 75
76 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0; 78 ob->map = 0;
79 party = 0; 79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82 80
83 players.erase (this); 81 players.erase (this);
84} 82}
85 83
86// connect the player with a specific client 84// connect the player with a specific client
128 126
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130 128
131 esrv_new_player (this); 129 esrv_new_player (this);
132 130
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false; 133 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
143 135
144 ob->update_stats (); // we unapplied stuff above 136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
145 activate (); 142 activate ();
146 143
147 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
148 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
149} 146}
184player::set_object (object *op) 181player::set_object (object *op)
185{ 182{
186 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
187 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
188 185
189 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
190 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
191 188
192 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
193} 190}
194 191
237 234
238 attachable::do_destroy (); 235 attachable::do_destroy ();
239 236
240 if (ob) 237 if (ob)
241 { 238 {
242 ob->destroy_inv (false); 239 ob->contr = 0;
243 ob->destroy (); 240 ob->destroy ();
244 } 241 }
245 242
246 ob = observe = viewpoint = 0; 243 ob = observe = viewpoint = 0;
247} 244}
333#endif 330#endif
334 return op; 331 return op;
335} 332}
336 333
337/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
338 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
339 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
340 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
341 * the deviation is 338 * the deviation is
342 */ 339 */
343#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
379 */ 376 */
380int 377int
381path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
382{ 379{
383 rv_vector rv; 380 rv_vector rv;
384 sint16 x, y;
385 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
386 maptile *m, *lastmap;
387 382
388 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
389 384
390 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
391 return 0; 386 return 0;
392 387
393 x = mon->x; 388 mapxy pos (mon);
394 y = mon->y;
395 m = mon->map;
396 dir = rv.direction; 389 dir = rv.direction;
397 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
398 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
399 392
400 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
401 if (diff > max) 394 if (diff > max)
402 return 0; 395 return 0;
403 396
404 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
405 { 398 {
406 lastx = x; 399 mapxy lastpos = pos;
407 lasty = y;
408 lastmap = m;
409 x = lastx + freearr_x[dir];
410 y = lasty + freearr_y[dir];
411 400
412 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
413 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
414 402
415 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
416 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
417 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
418 { 407 {
419 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
420 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
421 */ 410 */
422 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
423 if (rv.direction != dir) 412 if (rv.direction != dir)
424 { 413 {
425 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
426 * the values so it will try again. 415 * the values so it will try again.
427 */ 416 */
428 x = lastx;
429 y = lasty;
430 m = lastmap; 417 pos = lastpos;
431 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
432 } 419 }
433 else 420 else
434 { 421 {
435 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
436 * either the left or right. 423 * either the left or right.
437 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
438 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
439 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
440 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
441 * stepping back and forth 428 * stepping back and forth
442 */ 429 */
443 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
444 { 431 {
445 if (i == 0) 432 if (i == 0)
446 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
447 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
448 * since the direction that the creature should move in 436 * since the direction that the creature should move in
449 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
450 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
451 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
453 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
454 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
455 * the last direction the creature has successfully 443 * the last direction the creature has successfully
456 * moved. 444 * moved.
457 */ 445 */
458
459 x = lastx + freearr_x[absdir (lastdir + i)];
460 y = lasty + freearr_y[absdir (lastdir + i)];
461 m = lastmap; 446 pos = lastpos;
462 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
463 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
464 continue; 450 continue;
465 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
466 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
467 continue; 455 continue;
468 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
469 continue; 458 continue;
470 459
471 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
472 break; 461 break;
473 } 462 }
463
474 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
475 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
476 */ 466 */
477 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
478 return 0; 468 return 0;
469
479 diff--; 470 diff--;
480 lastdir = dir; 471 lastdir = dir;
481 max--; 472 max--;
482 if (!firstdir) 473 if (!firstdir)
483 firstdir = dir + i; 474 firstdir = dir + i;
487 { 478 {
488 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
489 diff--; 480 diff--;
490 max--; 481 max--;
491 lastdir = dir; 482 lastdir = dir;
483
492 if (!firstdir) 484 if (!firstdir)
493 firstdir = dir; 485 firstdir = dir;
494 } 486 }
495 487
496 if (diff <= 1) 488 if (diff <= 1)
497 { 489 {
498 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
499 * headed toward player for entire distance. 491 * headed toward player for entire distance.
500 */ 492 */
501 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
502 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
503 } 495 }
504 496
505 if (diff > max) 497 if (diff > max)
506 return 0; 498 return 0;
522 for (object *next, *op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
523 { 515 {
524 next = op->below; 516 next = op->below;
525 517
526 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
527 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
528 */ 520 */
529 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
530 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
531 523
532 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
533 * by this player due to race restrictions 525 * by this player due to race restrictions
534 */ 526 */
535 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
536 { 528 {
537 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) 529 if ((!pl->flag [FLAG_USE_ARMOUR]
538 && 530 &&
539 (op->type == ARMOUR || op->type == BOOTS 531 (op->type == ARMOUR || op->type == BOOTS
540 || op->type == CLOAK || op->type == HELMET 532 || op->type == CLOAK || op->type == HELMET
541 || op->type == SHIELD || op->type == GLOVES 533 || op->type == SHIELD || op->type == GLOVES
542 || op->type == BRACERS || op->type == GIRDLE)) 534 || op->type == BRACERS || op->type == GIRDLE))
543 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
544 { 536 {
545 op->destroy (); 537 op->destroy ();
546 continue; 538 continue;
547 } 539 }
548 } 540 }
549 541
550 /* Here we remove duplicated skills (as duplicated spell objects have 542 /* Here we remove duplicated skills (as duplicated spell objects have
551 * _very_ confusing effects for players), which could for instance be 543 * _very_ confusing effects for players), which could for instance be
552 * generated by bad treasurelists. - elmex 544 * generated by multiple treasurelists specifying the same skills.
553 */ 545 */
554 if (op->type == SKILL) 546 if (op->type == SKILL)
555 { 547 {
556 for (object *tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
557 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
558 { 550 {
559 op->destroy (); 551 op->destroy ();
560 LOG (llevError,
561 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
562 break; 552 break;
563 } 553 }
564 554
565 if (op->nrof > 1) 555 if (op->nrof > 1)
566 op->nrof = 1; 556 op->nrof = 1;
567 } 557 }
568 558
569 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
570 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 560 op->inv->clr_flag (FLAG_STARTEQUIP);
571 561
572 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
573 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
574 * merged properly. 564 * merged properly.
575 */ 565 */
576 if (need_identify (op)) 566 if (op->need_identify ())
577 { 567 {
578 SET_FLAG (op, FLAG_IDENTIFIED); 568 op->set_flag (FLAG_IDENTIFIED);
579 CLEAR_FLAG (op, FLAG_CURSED); 569 op->clr_flag (FLAG_CURSED);
580 CLEAR_FLAG (op, FLAG_DAMNED); 570 op->clr_flag (FLAG_DAMNED);
581 } 571 }
582 572
583 if (op->type == SPELL) 573 if (op->type == SPELL)
584 { 574 {
585 op->destroy (); 575 op->destroy ();
586 continue; 576 continue;
587 } 577 }
588 else if (op->type == SKILL) 578 else if (op->type == SKILL)
589 { 579 {
590 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
591 op->stats.exp = 0; 581 op->stats.exp = 0;
592 op->level = 1; 582 op->level = 1;
593 } 583 }
594 else /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
595 SET_FLAG (op, FLAG_INV_LOCKED); 585 op->set_flag (FLAG_INV_LOCKED);
596 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
597 587
598 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
599 pl->contr->link_skills (); 589 pl->contr->link_skills ();
600} 590}
619roll_stat () 609roll_stat ()
620{ 610{
621 int a[4], i, j, k; 611 int a[4], i, j, k;
622 612
623 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
624 a[i] = (int) rndm (6) + 1; 614 a[i] = rndm (1, 6);
625 615
626 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
627 if (a[i] < k) 617 if (a[i] < k)
628 k = a[i], j = i; 618 k = a[i], j = i;
629 619
726 treasurelist *tl = treasurelist::find (shstr_starting_wealth); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
727 if (tl) 717 if (tl)
728 create_treasure (tl, ob, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
729 719
730 INVOKE_PLAYER (BIRTH, ob->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
731 INVOKE_PLAYER (LOGIN, ob->contr);
732 721
733 ob->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
734 723
735 if (ob->msg) 724 if (ob->msg)
736 ob->msg = 0; 725 ob->msg = 0;
737 726
738 start_info (ob); 727 start_info (ob);
739 CLEAR_FLAG (ob, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
740 give_initial_items (ob, ob->randomitems); 729 give_initial_items (ob, ob->randomitems);
741 esrv_send_inventory (ob, ob); 730 esrv_send_inventory (ob, ob);
742 ob->update_stats (); 731 ob->update_stats ();
743 732
744 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
746 */ 735 */
747 if (*first_map_ext_path) 736 if (*first_map_ext_path)
748 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
749 else 738 else
750 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
751} 759}
752 760
753void 761void
754player::chargen_race_next () 762player::chargen_race_next ()
755{ 763{
793 rv_vector rv; 801 rv_vector rv;
794 802
795 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
796 { 804 {
797 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
798 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
799 return; 807 return;
800 } 808 }
801 809
802 if (!op->enemy) 810 if (!op->enemy)
803 { 811 {
804 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
805 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
806 return; 814 return;
807 } 815 }
808 816
809 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
810 { 818 {
811 op->enemy = NULL; 819 op->enemy = NULL;
812 CLEAR_FLAG (op, FLAG_SCARED); 820 op->clr_flag (FLAG_SCARED);
813 return; 821 return;
814 } 822 }
815 823
816 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
817 825
823 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
824 return; 832 return;
825 } 833 }
826 834
827 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
828 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
829 op->enemy = NULL; 837 op->enemy = NULL;
830} 838}
831 839
832/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
833 * It returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
925 * fighting */ 933 * fighting */
926 if (op->contr->mode & PU_INHIBIT) 934 if (op->contr->mode & PU_INHIBIT)
927 return 1; 935 return 1;
928 936
929 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
930 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 938 if (tmp->flag [FLAG_UNPAID])
931 continue; 939 continue;
932 940
933 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
934 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
935 continue; 943 continue;
936 944
937 /* all food and drink if desired */ 945 /* all food and drink if desired */
938 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
939 if (op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
942 CHK_PICK_PICKUP; 950 CHK_PICK_PICKUP;
943 continue; 951 continue;
944 } 952 }
945 953
946 if (op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
947 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
948 { 956 {
949 CHK_PICK_PICKUP; 957 CHK_PICK_PICKUP;
950 continue; 958 continue;
951 } 959 }
952 960
990 continue; 998 continue;
991 } 999 }
992 1000
993 /* pick up all magical items */ 1001 /* pick up all magical items */
994 if (op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
995 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
996 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1004 && !tmp->flag [FLAG_KNOWN_CURSED])
997 { 1005 {
998 CHK_PICK_PICKUP; 1006 CHK_PICK_PICKUP;
999 continue; 1007 continue;
1000 } 1008 }
1001 1009
1085 continue; 1093 continue;
1086 } 1094 }
1087 1095
1088 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1089 if (op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1090 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1091 { 1099 {
1092 CHK_PICK_PICKUP; 1100 CHK_PICK_PICKUP;
1093 continue; 1101 continue;
1094 } 1102 }
1095 1103
1144} 1152}
1145 1153
1146/* routine for both players and monsters. We call this when 1154/* routine for both players and monsters. We call this when
1147 * there is a possibility for our action distrubing our hiding 1155 * there is a possibility for our action distrubing our hiding
1148 * place or invisiblity spell. Artefact invisiblity causes 1156 * place or invisiblity spell. Artefact invisiblity causes
1149 * "noise" instead. If we arent invisible to begin with, we 1157 * "noise" instead. If we arent invisible to begin with, we
1150 * return 0. 1158 * return 0.
1151 */ 1159 */
1152static int 1160static int
1153action_makes_visible (object *op) 1161action_makes_visible (object *op)
1154{ 1162{
1155 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 1163 if (op->invisible && op->flag [FLAG_ALIVE])
1156 { 1164 {
1157 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 1165 if (op->flag [FLAG_MAKE_INVIS])
1158 { 1166 {
1159 // artefact invisibility is permanent, but we still make noise 1167 // artefact invisibility is permanent, but we still make noise
1160 // this is important for game-balance. 1168 // this is important for game-balance.
1161 if (op->contr) 1169 if (op->contr)
1162 op->make_noise (); 1170 op->make_noise ();
1178 return 0; 1186 return 0;
1179} 1187}
1180 1188
1181/* 1189/*
1182 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1183 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1184 * found object is returned. 1192 * found object is returned.
1185 */ 1193 */
1186static object * 1194static object *
1187find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1188{ 1196{
1189 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1190 if (tmp->type == ARROW && !strcmp (&tmp->race, type)) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1191 return splay (tmp); 1199 return splay (tmp);
1192 1200
1193 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1194 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) 1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1195 if (object *arrow = find_arrow (tmp, type)) 1203 if (object *arrow = find_arrow (tmp, type))
1196 { 1204 {
1197 splay (tmp); 1205 splay (tmp);
1198 return arrow; 1206 return arrow;
1199 } 1207 }
1216 if (!type) 1224 if (!type)
1217 return NULL; 1225 return NULL;
1218 1226
1219 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1220 { 1228 {
1221 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1222 { 1230 {
1223 i = 0; 1231 i = 0;
1224 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1225 1233
1226 if (i > betterby) 1234 if (i > betterby)
1327 break; 1335 break;
1328 } 1336 }
1329 1337
1330 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1331 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1332 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1333 break; 1341 break;
1334 } 1342 }
1335 1343
1336 if (!tmp) 1344 if (!tmp)
1337 return find_arrow (op, type); 1345 return find_arrow (op, type);
1341 1349
1342 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1343} 1351}
1344 1352
1345/* 1353/*
1346 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1347 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1348 * op is the object firing the bow. 1356 * op is the object firing the bow.
1349 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1350 * dir is the direction of fire. 1358 * dir is the direction of fire.
1351 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1398 { 1406 {
1399 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1400 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1401 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1402 else 1410 else
1403 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1404 1412
1405 return 0; 1413 return 0;
1406 } 1414 }
1407 } 1415 }
1408 1416
1457#endif 1465#endif
1458 1466
1459 SET_ANIMATION (arrow, arrow->direction); 1467 SET_ANIMATION (arrow, arrow->direction);
1460 1468
1461 /* update the speed */ 1469 /* update the speed */
1462 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1463 + bow->stats.dam / 7.f;
1464 1470
1465 arrow->set_speed (max (arrow->speed, 2.f));
1466 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1467 1476
1468 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1469 1478
1470 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1471 { 1480 {
1492 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1493 1502
1494 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1495 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1496 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1497 1507
1498 op->play_sound (sound_find ("fire_arrow")); 1508 op->play_sound (sound_find ("fire_arrow"));
1499 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1500 1510
1501 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1604 1614
1605 if (item->type == WAND) 1615 if (item->type == WAND)
1606 { 1616 {
1607 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1608 { 1618 {
1609 object *tmp;
1610
1611 if (item->arch) 1619 if (item->arch)
1612 { 1620 {
1613 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1614 item->face = item->arch->face; 1622 item->face = item->arch->face;
1615 item->set_speed (0); 1623 item->set_speed (0);
1616 } 1624 }
1617 1625
1618 if (object *pl = item->visible_to ()) 1626 if (object *pl = item->visible_to ())
1699 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1700 { 1708 {
1701 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1702 break; 1710 break;
1703 1711
1704 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1705 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1706 */ 1714 */
1707 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1708 break; 1716 break;
1709 } 1717 }
1746 * 1754 *
1747 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1748 * all the others. 1756 * all the others.
1749 */ 1757 */
1750 if (pl->contr->usekeys == key_inventory 1758 if (pl->contr->usekeys == key_inventory
1751 || !QUERY_FLAG (container, FLAG_APPLIED) 1759 || !container->flag [FLAG_APPLIED]
1752 || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1753 { 1761 {
1754 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1755 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1756 return NULL; 1764 return NULL;
1763/* find_key 1771/* find_key
1764 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
1765 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1766 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1767 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1768 * pl is the player, 1776 * pl is the player,
1769 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1770 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1771 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1772 */ 1780 */
1773object * 1781object *
1774find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1878 || mon->flag [FLAG_CAN_ROLL]) 1886 || mon->flag [FLAG_CAN_ROLL])
1879 && mon != op) 1887 && mon != op)
1880 break; 1888 break;
1881 } 1889 }
1882 1890
1883 if (!mon) /* This happens anytime the player tries to move */ 1891 /* no monster == player tries to move into a wall or so */
1884 return false; /* into a wall */ 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
1885 1917
1886 mon = mon->head_ (); 1918 mon = mon->head_ ();
1887 1919
1888 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1889 if (op->contr->weapon_sp_left > 0.f) 1921 if (op->contr->weapon_sp_left > 0.f)
1907 */ 1939 */
1908 if (op->type == PLAYER 1940 if (op->type == PLAYER
1909 && ((mon->owner && mon->owner->contr 1941 && ((mon->owner && mon->owner->contr
1910 && same_party (mon->owner->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
1911 || mon->owner == op) 1943 || mon->owner == op)
1912 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1913 { 1945 {
1914 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
1915 if (op->contr->braced) 1947 if (op->contr->braced)
1916 return false; 1948 return false;
1917 1949
1937 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
1938 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
1939 * attack them either. 1971 * attack them either.
1940 */ 1972 */
1941 if ((mon->type == PLAYER || mon->enemy != op) 1973 if ((mon->type == PLAYER || mon->enemy != op)
1942 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1943 && ((op->contr->peaceful 1975 && ((op->contr->peaceful
1944 || (mon->type == PLAYER && mon->contr->peaceful)) 1976 || (mon->type == PLAYER && mon->contr->peaceful))
1945 && !on_battleground)) 1977 && !on_battleground))
1946 { 1978 {
1947 if (op->speed_left > 0.f) 1979 if (op->speed_left > 0.f)
1963 } 1995 }
1964 } 1996 }
1965 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
1966 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
1967 */ 1999 */
1968 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1969 { 2001 {
1970 if (op->speed_left > 0.f) 2002 if (op->speed_left > 0.f)
1971 { 2003 {
1972 --op->speed_left; 2004 --op->speed_left;
1973 2005
1982 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
1983 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
1984 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
1985 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
1986 */ 2018 */
1987 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1988 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1989 { 2021 {
1990 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1991 { 2023 {
1992 --op->contr->weapon_sp_left; 2024 --op->contr->weapon_sp_left;
2004} 2036}
2005 2037
2006bool 2038bool
2007move_player (object *op, int dir) 2039move_player (object *op, int dir)
2008{ 2040{
2009 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2010 return 0; 2042 return 0;
2011 2043
2012 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2013 if (dir < 0 || dir >= 9) 2045 if (dir < 0 || dir > 8)
2014 { 2046 {
2015 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2016 return 0; 2048 return 0;
2017 } 2049 }
2018 2050
2019 /* peterm: added following line */ 2051 /* peterm: added following line */
2020 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2021 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2022 2054
2023 op->facing = dir; 2055 op->facing = dir;
2024 2056
2025 if (op->flag [FLAG_HIDDEN]) 2057 if (op->flag [FLAG_HIDDEN])
2065 * players. 2097 * players.
2066 */ 2098 */
2067bool 2099bool
2068handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2069{ 2101{
2070 if (QUERY_FLAG (op, FLAG_SCARED)) 2102 if (op->flag [FLAG_SCARED])
2071 { 2103 {
2072 if (op->speed_left > 0.f) 2104 if (op->speed_left > 0.f)
2073 { 2105 {
2074 --op->speed_left; 2106 --op->speed_left;
2075 flee_player (op); 2107 flee_player (op);
2094} 2126}
2095 2127
2096static int 2128static int
2097save_life (object *op) 2129save_life (object *op)
2098{ 2130{
2099 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2100 return 0; 2132 return 0;
2101 2133
2102 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2103 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2104 { 2136 {
2105 op->play_sound (sound_find ("ob_evaporate")); 2137 op->play_sound (sound_find ("ob_evaporate"));
2106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2107 2139
2108 tmp->destroy (); 2140 tmp->destroy ();
2109 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2110 2142
2111 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2112 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2113 2145
2114 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2117 op->update_stats (); 2149 op->update_stats ();
2118 return 1; 2150 return 1;
2119 } 2151 }
2120 2152
2121 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2122 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2123 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2124 return 0; 2156 return 0;
2125} 2157}
2126 2158
2127/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2134{ 2166{
2135 while (op) 2167 while (op)
2136 { 2168 {
2137 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2138 2170
2139 if (QUERY_FLAG (op, FLAG_UNPAID)) 2171 if (op->flag [FLAG_UNPAID])
2140 op->insert_at (env); 2172 op->insert_at (env);
2141 else if (op->inv) 2173 else if (op->inv)
2142 drop_unpaid_items (op->inv, env); 2174 drop_unpaid_items (op->inv, env);
2143 2175
2144 op = next; 2176 op = next;
2155void 2187void
2156do_some_living (object *op) 2188do_some_living (object *op)
2157{ 2189{
2158 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2159 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2160 int over_hp, over_sp, over_grace;
2161 int i;
2162 int rate_hp = 1200; 2192 int rate_hp = 1200;
2163 int rate_sp = 2500; 2193 int rate_sp = 2500;
2164 int rate_grace = 2000; 2194 int rate_grace = 2000;
2165 const int max_hp = 1; 2195 const int max_hp = 1;
2166 const int max_sp = 1; 2196 const int max_sp = 1;
2167 const int max_grace = 1; 2197 const int max_grace = 1;
2168 2198
2199#if 0
2169 if (op->contr->hidden) 2200 if (op->contr->hidden)
2170 { 2201 {
2171 op->invisible = 1000; 2202 op->invisible = 1000;
2172 /* the socket code flashes the player visible/invisible 2203 /* the socket code flashes the player visible/invisible
2173 * depending on the value of invisible, so we need to 2204 * depending on the value of invisible, so we need to
2174 * alternate it here for it to work correctly. 2205 * alternate it here for it to work correctly.
2175 */ 2206 */
2176 if (pticks & 2) 2207 if (server_tick & 2)
2177 op->invisible--; 2208 op->invisible--;
2178 } 2209 }
2210 else
2211#endif
2179 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2180 { 2213 {
2181 if (!op->invisible--) 2214 if (!op->invisible--)
2182 { 2215 {
2183 make_visible (op); 2216 make_visible (op);
2184 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2218 if (--op->last_grace < 0) 2251 if (--op->last_grace < 0)
2219 { 2252 {
2220 if (op->stats.grace < op->stats.maxgrace / 2) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2221 op->stats.grace++; /* no penalty in food for regaining grace */ 2254 op->stats.grace++; /* no penalty in food for regaining grace */
2222 2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2223 if (max_grace > 1) 2258 if (max_grace > 1)
2224 { 2259 {
2225 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2260 int over_grace = temp / rate_grace;
2261
2226 if (over_grace > 0) 2262 if (over_grace > 0)
2227 { 2263 {
2228 op->stats.sp += over_grace 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2229 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2230 op->last_grace = 0; 2265 op->last_grace = 0;
2231 } 2266 }
2232 else 2267 else
2233 { 2268 op->last_grace = rate_grace / temp;
2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2235 }
2236 } 2269 }
2237 else 2270 else
2238 { 2271 op->last_grace = rate_grace / temp;
2239 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2272
2240 }
2241 /* wearing stuff doesn't detract from grace generation. */ 2273 /* wearing stuff doesn't detract from grace generation. */
2242 } 2274 }
2243 2275
2244 if (op->stats.food > 0) 2276 if (op->stats.food > 0)
2245 { 2277 {
2251 if (op->stats.sp < op->stats.maxsp) 2283 if (op->stats.sp < op->stats.maxsp)
2252 { 2284 {
2253 op->stats.sp++; 2285 op->stats.sp++;
2254 2286
2255 /* dms do not consume food */ 2287 /* dms do not consume food */
2256 if (!QUERY_FLAG (op, FLAG_WIZ)) 2288 if (!op->flag [FLAG_WIZ])
2257 { 2289 {
2258 op->stats.food--; 2290 op->stats.food--;
2259 2291
2260 if (op->contr->digestion < 0) 2292 if (op->contr->digestion < 0)
2261 op->stats.food += op->contr->digestion; 2293 op->stats.food += op->contr->digestion;
2264 } 2296 }
2265 } 2297 }
2266 2298
2267 if (max_sp > 1) 2299 if (max_sp > 1)
2268 { 2300 {
2269 over_sp = (gen_sp + 10) / rate_sp; 2301 int over_sp = (gen_sp + 10) / rate_sp;
2270 if (over_sp > 0) 2302 if (over_sp > 0)
2271 { 2303 {
2272 if (op->stats.sp < op->stats.maxsp) 2304 if (op->stats.sp < op->stats.maxsp)
2273 { 2305 {
2274 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2295 if (op->stats.hp < op->stats.maxhp) 2327 if (op->stats.hp < op->stats.maxhp)
2296 { 2328 {
2297 op->stats.hp++; 2329 op->stats.hp++;
2298 2330
2299 /* dms do not consume food */ 2331 /* dms do not consume food */
2300 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!op->flag [FLAG_WIZ])
2301 { 2333 {
2302 op->stats.food--; 2334 op->stats.food--;
2303 2335
2304 if (op->contr->digestion < 0) 2336 if (op->contr->digestion < 0)
2305 op->stats.food += op->contr->digestion; 2337 op->stats.food += op->contr->digestion;
2306 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2307 op->stats.food = last_food; 2339 op->stats.food = last_food;
2308 } 2340 }
2309 } 2341 }
2310 2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2311 if (max_hp > 1) 2345 if (max_hp > 1)
2312 { 2346 {
2313 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2347 int over_hp = temp / rate_hp;
2314 2348
2315 if (over_hp > 0) 2349 if (over_hp > 0)
2316 { 2350 {
2317 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2318 op->last_heal = 0; 2352 op->last_heal = 0;
2319 } 2353 }
2320 else 2354 else
2321 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2322 } 2356 }
2323 else 2357 else
2324 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2358 op->last_heal = rate_hp / temp;
2325 } 2359 }
2326 } 2360 }
2327 2361
2328 /* Digestion */ 2362 /* Digestion */
2329 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2332 penalty = max (0, -op->contr->digestion); 2366 penalty = max (0, -op->contr->digestion);
2333 2367
2334 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2335 2369
2336 /* dms do not consume food */ 2370 /* dms do not consume food */
2337 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2338 op->stats.food--; 2372 op->stats.food--;
2339 } 2373 }
2340 2374
2341 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2342 { 2376 {
2343 object *flesh = 0; 2377 object *flesh = 0;
2344 2378
2345 for_inv_removable (op, tmp) 2379 for_inv_removable (op, tmp)
2346 { 2380 {
2347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2348 continue; 2382 continue;
2349 2383
2350 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2351 { 2385 {
2352 op->statusmsg ("You blindly grab for a bite of food. " 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 op->contr->killer->destroy (); 2421 op->contr->killer->destroy ();
2388 } 2422 }
2389 } 2423 }
2390 2424
2391 /* killer should be set here already */ 2425 /* killer should be set here already */
2392 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2393 kill_player (op); 2427 kill_player (op);
2394 } 2428 }
2395} 2429}
2396 2430
2397/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2566 2600
2567 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2568 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2569 { 2603 {
2570 lose_this_stat = 0; 2604 lose_this_stat = 0;
2571 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2572 retain the stat. */ 2606 retain the stat. */
2573 } 2607 }
2574 else 2608 else
2575 { 2609 {
2576 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2592 * difference. 2626 * difference.
2593 */ 2627 */
2594 if (this_stat >= -50) 2628 if (this_stat >= -50)
2595 { 2629 {
2596 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2597 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2598 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2599 op->update_stats (); 2633 op->update_stats ();
2600 lost_a_stat = 1; 2634 lost_a_stat = 1;
2601 } 2635 }
2602 } 2636 }
2669 if (will_kill_again) 2703 if (will_kill_again)
2670 { 2704 {
2671 object *force; 2705 object *force;
2672 int at; 2706 int at;
2673 2707
2674 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2675 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2676 force->speed = 0.1f;
2677 force->speed_left = -5.f; 2710 force->speed_left = -5.f;
2678 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2679 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2680 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2681 force->resist[at] = 100; 2716 force->resist[at] = 100;
2682 2717
2683 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2688} 2723}
2689 2724
2690static void 2725static void
2691loot_object (object *op) 2726loot_object (object *op)
2692{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2693 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2694 2729
2695 op->close_container (); /* close open sack first */ 2730 op->close_container (); /* close open sack first */
2696 2731
2697 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2698 { 2733 {
2705 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2706 2741
2707 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2708 loot_object (tmp); /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2709 2744
2710 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2711 { 2746 {
2712 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2713 { 2748 {
2714 tmp->decrease (rndm (1, tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
2715 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2730void 2765void
2731fix_weight () 2766fix_weight ()
2732{ 2767{
2733 for_all_players (pl) 2768 for_all_players (pl)
2734 { 2769 {
2735 sint32 old = pl->ob->carrying; 2770 weight_t old = pl->ob->carrying;
2736 2771
2737 pl->ob->update_weight (); 2772 pl->ob->update_weight ();
2738 2773
2739 if (old != pl->ob->carrying) 2774 if (old != pl->ob->carrying)
2740 { 2775 {
2805} 2840}
2806 2841
2807int 2842int
2808is_true_undead (object *op) 2843is_true_undead (object *op)
2809{ 2844{
2810 if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) 2845 if (op->arch->flag [FLAG_UNDEAD])
2811 return 1; 2846 return 1;
2812 2847
2813 return 0; 2848 return 0;
2814} 2849}
2815 2850
2913 2948
2914 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
2915 player = 1; 2950 player = 1;
2916 2951
2917 else 2952 else
2918 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
2919 2954
2920 /* search adjacent squares */ 2955 /* search adjacent squares */
2921 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
2922 { 2957 {
2923 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
2932 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2933 continue; 2968 continue;
2934 2969
2935 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2936 { 2971 {
2937 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2938 return 1; 2973 return 1;
2939 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
2940 {
2941 /*don't let a hidden DM prevent you from hiding */
2942 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2943 return 1; 2975 return 1;
2944 }
2945 } 2976 }
2946 } 2977 }
2947 return 0; 2978 return 0;
2948} 2979}
2949 2980
2950/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
2951 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
2952 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
2953 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
2954 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
2955 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
2956 * in? Realistically, most of us can't see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
2957 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
2958 * imply the way your head, or body is facing? It's possible 2989 * imply the way your head, or body is facing? It's possible
2959 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
2960 * -b.t. 2991 * -b.t.
2961 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
2962 */ 2993 */
2963int 2994int
2964player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
2965{ 2996{
2979 3010
2980 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
2981 3012
2982 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
2983 * through the object and find if it has any 3014 * through the object and find if it has any
2984 * part that is in the los array but isn't on 3015 * part that is in the los array but isn't on
2985 * a blocked los square. 3016 * a blocked los square.
2986 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
2987 */ 3018 */
2988 while (op) 3019 while (op)
2989 { 3020 {
3016 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3017 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3018 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3019 for (object *tmp = op->below; tmp; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3020 { 3051 {
3021 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3022 { 3053 {
3023 if (QUERY_FLAG (tmp, FLAG_NO_PICK) 3054 if (tmp->flag [FLAG_NO_PICK]
3024 && tmp->type == BATTLEGROUND 3055 && tmp->type == BATTLEGROUND
3025 && tmp->name == shstr_battleground 3056 && tmp->name == shstr_battleground
3026 && EXIT_X (tmp) && EXIT_Y (tmp)) 3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3027 { 3058 {
3028 /* before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3186 strcat (buf, "."); 3217 strcat (buf, ".");
3187 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3188 } 3219 }
3189 3220
3190 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3191 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3192 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3193 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3194 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3195 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3196 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3197 3228
3198 /* print message if there is one */ 3229 /* print message if there is one */
3199 if (item->msg != NULL) 3230 if (item->msg != NULL)
3200 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3201 } 3232 }
3243{ 3274{
3244 play_sound (sound_find ("generic_failure")); 3275 play_sound (sound_find ("generic_failure"));
3245 statusmsg (msg, color); 3276 statusmsg (msg, color);
3246} 3277}
3247 3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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