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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.185 by root, Mon Apr 21 06:35:26 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 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 */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 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); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 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} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 189 ob->map = 0;
190 party = 0;
202 191
203 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
204 ranges [range_skill] = 0;
205 193
206 players.erase (this); 194 players.erase (this);
207} 195}
208 196
209// connect the player with a specific client 197// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
211void 199void
212player::connect (client *ns) 200player::connect (client *ns)
213{ 201{
214 this->ns = ns; 202 this->ns = ns;
215 ns->pl = this; 203 ns->pl = this;
216 204
217 run_on = 0; 205 run_on = 0;
218 fire_on = 0; 206 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
220 208
221 ns->update_look = 0; 209 ns->update_look = 0;
222 ns->look_position = 0; 210 ns->look_position = 0;
223 211
224 clear_los (ob); 212 clear_los (this);
225 213
226 ns->reset_stats (); 214 ns->reset_stats ();
227 215
228 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
231 219
232 if (!legal_range (ob, shoottype)) 220 ob->update_weight ();
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 226
252 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
254 { 229 {
255 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
256 231
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 235 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 237 skin = tmp;
266 238
267 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
268 } 240 }
269 241
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 243
272 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this, ob->weight + ob->carrying);
273 245
274 ob->update_stats (); 246 ob->update_stats ();
247
275 ns->floorbox_update (); 248 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 249 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 250 esrv_add_spells (this, 0);
279 251
280 activate (); 252 activate ();
281 253
288} 260}
289 261
290void 262void
291player::disconnect () 263player::disconnect ()
292{ 264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
293 if (ns) 271 if (ns)
294 { 272 {
295 if (active) 273 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 275
298 INVOKE_PLAYER (DISCONNECT, this); 276 INVOKE_PLAYER (DISCONNECT, this);
299 277
300 ns->reset_stats (); 278 ns->reset_stats ();
301 ns->pl = 0; 279 ns->pl = 0;
302 this->ns = 0; 280 ns = 0;
303 } 281 }
304 282
305 ob->container = 0; //TODO: client-specific 283 observe = ob;
284
306 deactivate (); 285 deactivate ();
307} 286}
308 287
309// the need for this function can be explained 288// the need for this function can be explained
310// by load_object not returning the object 289// by load_object not returning the object
311void 290void
312player::set_object (object *op) 291player::set_object (object *op)
313{ 292{
314 ob = op; 293 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 294 ob->contr = this; /* this aren't yet in archetype */
316 295
296 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 297 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 298
319 ob->direction = 5; /* So player faces south */ 299 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322 300
323 ob->roll_stats (); 301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327}
328
329void
330player::set_observe (object *op)
331{
332 observe = op ? op : ob;
333 do_los = 1;
324} 334}
325 335
326player::player () 336player::player ()
327{ 337{
328 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 339 * we deal with that below this point.
330 */ 340 */
331 outputs_sync = 16; /* Every 2 seconds */ 341 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 342 outputs_count = 4;
333 unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
334 344
335 savebed_map = first_map_path; /* Init. respawn position */ 345 savebed_map = first_map_path; /* Init. respawn position */
336 346
337 gen_sp_armour = 10; 347 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 348 bowtype = bow_normal;
340 petmode = pet_normal; 349 petmode = pet_normal;
341 listening = 10; 350 listening = 10;
342 usekeys = containers; 351 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
344 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
345} 357}
346 358
347void 359void
348player::do_destroy () 360player::do_destroy ()
349{ 361{
354 if (ob) 366 if (ob)
355 { 367 {
356 ob->destroy_inv (false); 368 ob->destroy_inv (false);
357 ob->destroy (); 369 ob->destroy ();
358 } 370 }
371
372 ob = observe = 0;
359} 373}
360 374
361player::~player () 375player::~player ()
362{ 376{
363 /* Clear item stack */ 377 /* Clear item stack */
372player::create () 386player::create ()
373{ 387{
374 player *pl = new player; 388 player *pl = new player;
375 389
376 pl->set_object (arch_to_object (get_player_archetype (0))); 390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
377 set_first_map (pl->ob); 396 set_first_map (pl->ob);
378 397
379 return pl; 398 return pl;
380} 399}
381 400
385 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
386 */ 405 */
387archetype * 406archetype *
388get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
389{ 408{
390 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
391 416
392 for (;;) 417 for (;;)
393 { 418 {
394 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
395 at = first_archetype; 420 i = archetypes.begin ();
396 else 421 else if (*i == at)
397 at = at->next; 422 cleanup ("not a single player archetype found");
398 423
399 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
400 return at; 425 return *i;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 } 426 }
408} 427}
409 428
410object * 429object *
411get_nearest_player (object *mon) 430get_nearest_player (object *mon)
415 unsigned lastdist; 434 unsigned lastdist;
416 rv_vector rv; 435 rv_vector rv;
417 436
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 438 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 440 continue;
449 441
450 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
451 { 443 {
527 x = mon->x; 519 x = mon->x;
528 y = mon->y; 520 y = mon->y;
529 m = mon->map; 521 m = mon->map;
530 dir = rv.direction; 522 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
533 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 527 if (diff > max)
535 return 0; 528 return 0;
529
536 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
537 { 531 {
538 lastx = x; 532 lastx = x;
539 lasty = y; 533 lasty = y;
540 lastmap = m; 534 lastmap = m;
622 max--; 616 max--;
623 lastdir = dir; 617 lastdir = dir;
624 if (!firstdir) 618 if (!firstdir)
625 firstdir = dir; 619 firstdir = dir;
626 } 620 }
621
627 if (diff <= 1) 622 if (diff <= 1)
628 { 623 {
629 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 625 * headed toward player for entire distance.
631 */ 626 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 629 }
630
635 if (diff > max) 631 if (diff > max)
636 return 0; 632 return 0;
637 } 633 }
634
638 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
639 if (!max) 636 if (!max)
640 return 0; 637 return 0;
641 638
642 return firstdir; 639 return firstdir;
643} 640}
644 641
645void 642void
646give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
647{ 644{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 645 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 647
653 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
654 { 649 {
655 next = op->below; 650 next = op->below;
656 651
657 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
663 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 659 * by this player due to race restrictions
665 */ 660 */
666 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
667 { 662 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
669 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 { 670 {
674 op->destroy (); 671 op->destroy ();
675 continue; 672 continue;
676 } 673 }
677 } 674 }
700 if (op->nrof > 1) 697 if (op->nrof > 1)
701 op->nrof = 1; 698 op->nrof = 1;
702 } 699 }
703 700
704 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 703
709 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
711 * merged properly. 706 * merged properly.
712 */ 707 */
713 if (need_identify (op)) 708 if (need_identify (op))
714 { 709 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 713 }
714
719 if (op->type == SPELL) 715 if (op->type == SPELL)
720 { 716 {
721 op->destroy (); 717 op->destroy ();
722 continue; 718 continue;
723 } 719 }
725 { 721 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 723 op->stats.exp = 0;
728 op->level = 1; 724 op->level = 1;
729 } 725 }
730 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
734 729
735 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
736 link_player_skills (pl); 731 link_player_skills (pl);
772} 767}
773 768
774void 769void
775object::roll_stats () 770object::roll_stats ()
776{ 771{
777 int statsort [7]; 772 int statsort [NUM_STATS];
778 773
779 for (;;) 774 for (;;)
780 { 775 {
781 int sum = 0; 776 int sum = 0;
782 for (int i = 7; i--; ) 777 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 778 sum += statsort [i] = roll_stat ();
784 779
785 if (sum >= 82 && sum <= 116) 780 if (sum >= 82 && sum <= 116)
786 break; 781 break;
787 } 782 }
788 783
789 // Sort the stats so that rerolling is easier... 784 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 786
787 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 788 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 789
800 stats.exp = 0; 790 stats.exp = 0;
801 stats.ac = 0; 791 stats.ac = 0;
802 792
803 stats.hp = stats.maxhp; 793 stats.hp = stats.maxhp;
815} 805}
816 806
817void 807void
818object::swap_stats (int a, int b) 808object::swap_stats (int a, int b)
819{ 809{
820 int tmp = get_attr_value (&contr->orig_stats, a); 810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 811
812 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 813 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 814
832 //TODO: the following code looks so borked and should, at the very least, 815 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats 816 // be merged with the similar code in roll_stats
834 stats.ac = 0; 817 stats.ac = 0;
835 818
854static void 837static void
855start_info (object *op) 838start_info (object *op)
856{ 839{
857 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
858 841
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 844}
864 845
865/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
869 * not the class. 850 * not the class.
870 */ 851 */
871int 852void
872key_change_class (object *op, char key) 853player::chargen_race_done ()
873{ 854{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882 857
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 859 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
886 861
887 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
889 864
890 op->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
891 866
892 if (op->msg) 867 if (ob->msg)
893 op->msg = NULL; 868 ob->msg = 0;
894 869
895 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
896 * to save here. 871 * to save here.
897 */ 872 */
873 {
874 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf); 876 make_path_to_file (buf);
877 }
900 878
901 start_info (op); 879 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 880 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 881 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op); 882 link_player_skills (ob);
905 esrv_send_inventory (op, op); 883 esrv_send_inventory (ob, ob);
906 op->update_stats (); 884 ob->update_stats ();
907 885
908 /* This moves the player to a different start map, if there 886 /* This moves the player to a different start map, if there
909 * is one for this race 887 * is one for this race
910 */ 888 */
911 if (*first_map_ext_path) 889 if (*first_map_ext_path)
912 { 890 {
913 object *tmp; 891 object *tmp;
914 char mapname[MAX_BUF]; 892 char mapname[MAX_BUF];
915 893
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create (); 895 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname; 896 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x; 897 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = op->y; 898 EXIT_Y (tmp) = ob->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded; 899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the 900 * if the map isn't there, then stay on the
923 * default initial map */ 901 * default initial map */
924 tmp->destroy (); 902 tmp->destroy ();
925 } 903 }
926 else 904 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
928 907
929 return 0; 908void
930 } 909player::chargen_race_next ()
931 910{
932 /* Following actually changes the race - this is the default command 911 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 912 * if we don't match with one of the options above.
934 */ 913 */
935 914
936 tmp_loop = 0; 915 do
937 while (!tmp_loop)
938 { 916 {
939 shstr name = op->name; 917 shstr name = ob->name;
940 int x = op->x, y = op->y; 918 int x = ob->x, y = ob->y;
941 919
942 op->remove_statbonus (); 920 ob->remove_statbonus ();
943 op->remove (); 921 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 922 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 923 ob->arch->copy_to (ob);
946 op->instantiate (); 924 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 925 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 926 ob->name = ob->name_pl = name;
949 op->x = x; 927 ob->x = x;
950 op->y = y; 928 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 929 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 930 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 931 assign (ob->contr->title, ob->arch->object::name);
954 op->add_statbonus (); 932 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 933 }
934 while (!allowed_class (ob));
957 935
958 update_object (op, UP_OBJ_FACE); 936 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 937 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 938 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 939 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 940 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 941 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 942}
971 943
972void 944void
973flee_player (object *op) 945flee_player (object *op)
974{ 946{
1021 /* Cornered, get rid of scared */ 993 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 995 op->enemy = NULL;
1024} 996}
1025 997
1026
1027/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should 999 * It returns 1 if the player should keep on moving, 0 if he should
1029 * stop. 1000 * stop.
1030 */ 1001 */
1031int 1002int
1032check_pick (object *op) 1003check_pick (object *op)
1033{ 1004{
1034 object *tmp, *next; 1005 object *tmp, *next;
1035 int stop = 0; 1006 int stop = 0;
1036 int j, k, wvratio; 1007 int wvratio;
1037 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1038 1009
1039 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1041 return 1; 1012 return 1;
1042 1013
1043 next = op->below; 1014 next = op->below;
1044 1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1045 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1046 * destroyed */ 1020 * destroyed */
1047 while (next && !next->destroyed ()) 1021 while (next && !next->destroyed ())
1048 { 1022 {
1049 tmp = next; 1023 tmp = next;
1050 next = tmp->below; 1024 next = tmp->below;
1051 1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1052 if (op->destroyed ()) 1032 if (op->destroyed ())
1053 return 0; 1033 return 0;
1054 1034
1055 if (!can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1056 continue; 1036 continue;
1057 1037
1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1059 { 1039 {
1060 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1061 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1062 continue; 1042 continue;
1063 } 1043 }
1064 1044
1065 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1066 if (!(op->contr->mode & PU_NEWMODE)) 1046 if (!(op->contr->mode & PU_NEWMODE))
1068 switch (op->contr->mode) 1048 switch (op->contr->mode)
1069 { 1049 {
1070 case 0: 1050 case 0:
1071 return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1072 case 1: 1052 case 1:
1073 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1074 return 1; 1054 return 1;
1075 case 2: 1055 case 2:
1076 pick_up (op, tmp); 1056 CHK_PICK_PICKUP;
1077 return 0; 1057 return 0;
1078 case 3: 1058 case 3:
1079 return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1080 case 4: 1060 case 4:
1081 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1082 break; 1062 break;
1083 case 5: 1063 case 5:
1084 pick_up (op, tmp); 1064 CHK_PICK_PICKUP;
1085 stop = 1; 1065 stop = 1;
1086 break; 1066 break;
1087 case 6: 1067 case 6:
1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1089 pick_up (op, tmp); 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1090 break; 1071 break;
1091 1072
1092 case 7: 1073 case 7:
1093 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1094 pick_up (op, tmp); 1075 CHK_PICK_PICKUP;
1095 break; 1076 break;
1096 1077
1097 default: 1078 default:
1098 /* use value density */ 1079 /* use value density */
1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1101 pick_up (op, tmp); 1082 CHK_PICK_PICKUP;
1102 } 1083 }
1103 } 1084 }
1104 else 1085 else
1105 { /* old model */ 1086 { /* old model */
1106 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1110 if (tmp->name != NULL) 1091 if (tmp->name != NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 else 1094 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 1097
1117 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 } 1099 }
1119 1100
1120 /* philosophy: 1101 /* philosophy:
1161 /* all food and drink if desired */ 1142 /* all food and drink if desired */
1162 /* question: don't pick up known-poisonous stuff? */ 1143 /* question: don't pick up known-poisonous stuff? */
1163 if (op->contr->mode & PU_FOOD) 1144 if (op->contr->mode & PU_FOOD)
1164 if (tmp->type == FOOD) 1145 if (tmp->type == FOOD)
1165 { 1146 {
1166 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1167 continue; 1148 continue;
1168 } 1149 }
1169 1150
1170 if (op->contr->mode & PU_DRINK) 1151 if (op->contr->mode & PU_DRINK)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1172 { 1153 {
1173 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1174 continue; 1155 continue;
1175 } 1156 }
1176 1157
1177 if (op->contr->mode & PU_POTION) 1158 if (op->contr->mode & PU_POTION)
1178 if (tmp->type == POTION) 1159 if (tmp->type == POTION)
1179 { 1160 {
1180 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1181 continue; 1162 continue;
1182 } 1163 }
1183 1164
1184 /* spellbooks, skillscrolls and normal books/scrolls */ 1165 /* spellbooks, skillscrolls and normal books/scrolls */
1185 if (op->contr->mode & PU_SPELLBOOK) 1166 if (op->contr->mode & PU_SPELLBOOK)
1186 if (tmp->type == SPELLBOOK) 1167 if (tmp->type == SPELLBOOK)
1187 { 1168 {
1188 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1189 continue; 1170 continue;
1190 } 1171 }
1191 1172
1192 if (op->contr->mode & PU_SKILLSCROLL) 1173 if (op->contr->mode & PU_SKILLSCROLL)
1193 if (tmp->type == SKILLSCROLL) 1174 if (tmp->type == SKILLSCROLL)
1194 { 1175 {
1195 pick_up (op, tmp); 1176 CHK_PICK_PICKUP;
1196 continue; 1177 continue;
1197 } 1178 }
1198 1179
1199 if (op->contr->mode & PU_READABLES) 1180 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL) 1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1201 { 1182 {
1202 pick_up (op, tmp); 1183 CHK_PICK_PICKUP;
1203 continue; 1184 continue;
1204 } 1185 }
1205 1186
1206 /* wands/staves/rods/horns */ 1187 /* wands/staves/rods/horns */
1207 if (op->contr->mode & PU_MAGIC_DEVICE) 1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1209 { 1190 {
1210 pick_up (op, tmp); 1191 CHK_PICK_PICKUP;
1211 continue; 1192 continue;
1212 } 1193 }
1213 1194
1214 /* pick up all magical items */ 1195 /* pick up all magical items */
1215 if (op->contr->mode & PU_MAGICAL) 1196 if (op->contr->mode & PU_MAGICAL)
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 { 1198 {
1218 pick_up (op, tmp); 1199 CHK_PICK_PICKUP;
1219 continue; 1200 continue;
1220 } 1201 }
1221 1202
1222 if (op->contr->mode & PU_VALUABLES) 1203 if (op->contr->mode & PU_VALUABLES)
1223 { 1204 {
1224 if (tmp->type == MONEY || tmp->type == GEM) 1205 if (tmp->type == MONEY || tmp->type == GEM)
1225 { 1206 {
1226 pick_up (op, tmp); 1207 CHK_PICK_PICKUP;
1227 continue; 1208 continue;
1228 } 1209 }
1229 } 1210 }
1230 1211
1231 /* rings & amulets - talismans seems to be typed AMULET */ 1212 /* rings & amulets - talismans seems to be typed AMULET */
1232 if (op->contr->mode & PU_JEWELS) 1213 if (op->contr->mode & PU_JEWELS)
1233 if (tmp->type == RING || tmp->type == AMULET) 1214 if (tmp->type == RING || tmp->type == AMULET)
1234 { 1215 {
1235 pick_up (op, tmp); 1216 CHK_PICK_PICKUP;
1236 continue; 1217 continue;
1237 } 1218 }
1238 1219
1239 /* we don't forget dragon food */ 1220 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH) 1221 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH) 1222 if (tmp->type == FLESH)
1242 { 1223 {
1243 pick_up (op, tmp); 1224 CHK_PICK_PICKUP;
1244 continue; 1225 continue;
1245 } 1226 }
1246 1227
1247 /* bows and arrows. Bows are good for selling! */ 1228 /* bows and arrows. Bows are good for selling! */
1248 if (op->contr->mode & PU_BOW) 1229 if (op->contr->mode & PU_BOW)
1249 if (tmp->type == BOW) 1230 if (tmp->type == BOW)
1250 { 1231 {
1251 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1252 continue; 1233 continue;
1253 } 1234 }
1254 1235
1255 if (op->contr->mode & PU_ARROW) 1236 if (op->contr->mode & PU_ARROW)
1256 if (tmp->type == ARROW) 1237 if (tmp->type == ARROW)
1257 { 1238 {
1258 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1259 continue; 1240 continue;
1260 } 1241 }
1261 1242
1262 /* all kinds of armor etc. */ 1243 /* all kinds of armor etc. */
1263 if (op->contr->mode & PU_ARMOUR) 1244 if (op->contr->mode & PU_ARMOUR)
1264 if (tmp->type == ARMOUR) 1245 if (tmp->type == ARMOUR)
1265 { 1246 {
1266 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1267 continue; 1248 continue;
1268 } 1249 }
1269 1250
1270 if (op->contr->mode & PU_HELMET) 1251 if (op->contr->mode & PU_HELMET)
1271 if (tmp->type == HELMET) 1252 if (tmp->type == HELMET)
1272 { 1253 {
1273 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1274 continue; 1255 continue;
1275 } 1256 }
1276 1257
1277 if (op->contr->mode & PU_SHIELD) 1258 if (op->contr->mode & PU_SHIELD)
1278 if (tmp->type == SHIELD) 1259 if (tmp->type == SHIELD)
1279 { 1260 {
1280 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1281 continue; 1262 continue;
1282 } 1263 }
1283 1264
1284 if (op->contr->mode & PU_BOOTS) 1265 if (op->contr->mode & PU_BOOTS)
1285 if (tmp->type == BOOTS) 1266 if (tmp->type == BOOTS)
1286 { 1267 {
1287 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1288 continue; 1269 continue;
1289 } 1270 }
1290 1271
1291 if (op->contr->mode & PU_GLOVES) 1272 if (op->contr->mode & PU_GLOVES)
1292 if (tmp->type == GLOVES) 1273 if (tmp->type == GLOVES)
1293 { 1274 {
1294 pick_up (op, tmp); 1275 CHK_PICK_PICKUP;
1295 continue; 1276 continue;
1296 } 1277 }
1297 1278
1298 if (op->contr->mode & PU_CLOAK) 1279 if (op->contr->mode & PU_CLOAK)
1299 if (tmp->type == CLOAK) 1280 if (tmp->type == CLOAK)
1300 { 1281 {
1301 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1302 continue; 1283 continue;
1303 } 1284 }
1304 1285
1305 /* hoping to catch throwing daggers here */ 1286 /* hoping to catch throwing daggers here */
1306 if (op->contr->mode & PU_MISSILEWEAPON) 1287 if (op->contr->mode & PU_MISSILEWEAPON)
1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1308 { 1289 {
1309 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1310 continue; 1291 continue;
1311 } 1292 }
1312 1293
1313 /* careful: chairs and tables are weapons! */ 1294 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON) 1295 if (op->contr->mode & PU_ALLWEAPON)
1315 { 1296 {
1316 if (tmp->type == WEAPON && tmp->name != NULL) 1297 if (tmp->type == WEAPON && tmp->name != NULL)
1317 { 1298 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1320 { 1301 {
1321 pick_up (op, tmp); 1302 CHK_PICK_PICKUP;
1322 continue; 1303 continue;
1323 } 1304 }
1324 } 1305 }
1325 1306
1326 if (tmp->type == WEAPON && tmp->name == NULL) 1307 if (tmp->type == WEAPON && tmp->name == NULL)
1327 { 1308 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1329 { 1310 {
1330 pick_up (op, tmp); 1311 CHK_PICK_PICKUP;
1331 continue; 1312 continue;
1332 } 1313 }
1333 } 1314 }
1334 } 1315 }
1335 1316
1336 /* misc stuff that's useful */ 1317 /* misc stuff that's useful */
1337 if (op->contr->mode & PU_KEY) 1318 if (op->contr->mode & PU_KEY)
1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1339 { 1320 {
1340 pick_up (op, tmp); 1321 CHK_PICK_PICKUP;
1341 continue; 1322 continue;
1342 } 1323 }
1343 1324
1344 /* any of the last 4 bits set means we use the ratio for value 1325 /* any of the last 4 bits set means we use the ratio for value
1345 * pickups */ 1326 * pickups */
1350 /* >=7 is the old standard setting. Now we take the last 4 bits 1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1351 * and multiply them by 5, giving 0..15*5== 5..75 */ 1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1352 wvratio = (op->contr->mode & PU_RATIO) * 5; 1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1353 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1354 { 1335 {
1355 pick_up (op, tmp); 1336 CHK_PICK_PICKUP;
1356#if 0 1337#if 0
1357 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1358 if (tmp->name != NULL) 1339 if (tmp->name != NULL)
1359 { 1340 {
1360 fprintf (stderr, "%s", tmp->name); 1341 fprintf (stderr, "%s", tmp->name);
1361 } 1342 }
1362 else 1343 else
1363 fprintf (stderr, "%s", tmp->arch->name); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1364 fprintf (stderr, ",%d] = ", tmp->type); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1366#endif 1347#endif
1367 continue; 1348 continue;
1368 } 1349 }
1379 * found object is returned. 1360 * found object is returned.
1380 */ 1361 */
1381object * 1362object *
1382find_arrow (object *op, const char *type) 1363find_arrow (object *op, const char *type)
1383{ 1364{
1384 object *tmp = NULL;
1385
1386 for (op = op->inv; op; op = op->below) 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1390 return op; 1374 return arrow;
1375 }
1376
1391 return tmp; 1377 return 0;
1392} 1378}
1393 1379
1394/* 1380/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1382 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1383 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1385 */
1400
1401object * 1386object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1388{
1404 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1438 else 1423 else
1439 { 1424 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 { 1426 {
1442 attacktype = 1 << attacknum; 1427 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1445 { 1430 {
1446 tmp = arrow; 1431 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1448 } 1433 }
1449 } 1434 }
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1436 {
1452 tmp = arrow; 1437 tmp = arrow;
1471 * find_better_arrow to find a decent arrow to use. 1456 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1457 * op = the shooter
1473 * type = bow->race 1458 * type = bow->race
1474 * dir = fire direction 1459 * dir = fire direction
1475 */ 1460 */
1476
1477object * 1461object *
1478pick_arrow_target (object *op, const char *type, int dir) 1462pick_arrow_target (object *op, const char *type, int dir)
1479{ 1463{
1480 object *tmp = NULL; 1464 object *tmp = NULL;
1481 maptile *m; 1465 maptile *m;
1546 */ 1530 */
1547int 1531int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1532fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1533{
1550 object *left, *bow; 1534 object *left, *bow;
1551 int bowspeed, mflags; 1535 int mflags;
1552 maptile *m; 1536 maptile *m;
1553 1537
1554 if (!dir) 1538 if (!dir)
1555 { 1539 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1541 return 0;
1558 } 1542 }
1559 1543
1560 if (op->type == PLAYER) 1544 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1545 bow = op->current_weapon;
1562 else 1546 else
1563 { 1547 {
1564 for (bow = op->inv; bow; bow = bow->below) 1548 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons. 1550 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1555 if (!bow)
1572 { 1556 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1558 return 0;
1575 } 1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1576 } 1568 }
1577 1569
1578 if (!bow->race || !bow->skill) 1570 if (!bow->race || !bow->skill)
1579 { 1571 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1573 return 0;
1582 } 1574 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592 1575
1593 if (arrow == NULL) 1576 if (arrow == NULL)
1594 { 1577 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1579 {
1597 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1583 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1602 return 0; 1586 return 0;
1603 } 1587 }
1604 } 1588 }
1605 1589
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1630 1614
1631 arrow->set_owner (op); 1615 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1616 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1617 arrow->direction = dir;
1634 1618
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626#if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639#endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1635 if (op->type == PLAYER) 1652 if (op->type == PLAYER)
1636 { 1653 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1668 } 1661 }
1669 else 1662 else
1670 { 1663 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1664 arrow->level = op->level;
1673 } 1665 arrow->stats.wc -= bow->magic;
1674 1666
1675 if (arrow->attacktype == AT_PHYSICAL) 1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1676 arrow->attacktype |= bow->attacktype; 1670 arrow->attacktype |= bow->attacktype;
1671 }
1677 1672
1678 if (bow->slaying) 1673 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1679
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1681 m->insert (arrow, sx, sy, op);
1686 1682
1687 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1684 move_arrow (arrow);
1689 1685
1710{ 1706{
1711 int ret = 0, wcmod = 0; 1707 int ret = 0, wcmod = 0;
1712 1708
1713 if (op->contr->bowtype == bow_bestarrow) 1709 if (op->contr->bowtype == bow_bestarrow)
1714 { 1710 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1712 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1714 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1; 1716 wcmod = -1;
1730 else if (op->contr->bowtype == bow_spreadshot) 1726 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1727 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1731 }
1737 else 1732 else
1738 { 1733 {
1739 /* Simple case */ 1734 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1736 }
1737
1742 return ret; 1738 return ret;
1743} 1739}
1744
1745 1740
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1741/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1742 * Broken apart from 'fire' to keep it more readable.
1748 */ 1743 */
1749void 1744void
1750fire_misc_object (object *op, int dir) 1745fire_misc_object (object *op, int dir)
1751{ 1746{
1752 object *item; 1747 object *item = op->contr->ranged_ob;
1753 1748
1754 if (!op->contr->ranges[range_misc]) 1749 if (!item)
1755 { 1750 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1752 return;
1758 } 1753 }
1759 1754
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1755 if (!item->inv)
1762 { 1756 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1757 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1758 return;
1765 } 1759 }
1760
1761 if (!op->change_weapon (item))
1762 return;
1763
1766 if (item->type == WAND) 1764 if (item->type == WAND)
1767 { 1765 {
1768 if (item->stats.food <= 0) 1766 if (item->stats.food <= 0)
1769 { 1767 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1768 op->contr->play_sound (sound_find ("wand_poof"));
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1769 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1770
1772 return; 1771 return;
1773 } 1772 }
1774 } 1773 }
1775 else if (item->type == ROD || item->type == HORN) 1774 else if (item->type == ROD || item->type == HORN)
1776 { 1775 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 { 1777 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1778 op->contr->play_sound (sound_find ("wand_poof"));
1779
1780 if (item->type == ROD) 1780 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1782 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1784
1784 return; 1785 return;
1785 } 1786 }
1786 } 1787 }
1787 1788
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1789 if (cast_spell (op, item, dir, item->inv, NULL))
1795 object *tmp; 1796 object *tmp;
1796 1797
1797 if (item->arch) 1798 if (item->arch)
1798 { 1799 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE); 1800 CLEAR_FLAG (item, FLAG_ANIMATE);
1800 item->face = item->arch->clone.face; 1801 item->face = item->arch->face;
1801 item->set_speed (0); 1802 item->set_speed (0);
1802 } 1803 }
1803 1804
1804 if ((tmp = item->in_player ())) 1805 if ((tmp = item->in_player ()))
1805 esrv_update_item (UPD_ANIM, tmp, item); 1806 esrv_update_item (UPD_ANIM, tmp, item);
1810 } 1811 }
1811} 1812}
1812 1813
1813/* Received a fire command for the player - go and do it. 1814/* Received a fire command for the player - go and do it.
1814 */ 1815 */
1815void 1816bool
1816fire (object *op, int dir) 1817fire (object *op, int dir)
1817{ 1818{
1818 int spellcost = 0; 1819 int spellcost = 0;
1819 1820
1820 /* check for loss of invisiblity/hide */ 1821 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1822 if (action_makes_visible (op))
1822 make_visible (op); 1823 make_visible (op);
1823 1824
1824 switch (op->contr->shoottype) 1825 player *pl = op->contr;
1826
1827 if (pl->golem)
1828 {
1829 control_golem (op->contr->golem, dir);
1830 return false;
1825 { 1831 }
1826 case range_none:
1827 return;
1828 1832
1829 case range_bow: 1833 object *ob = pl->ranged_ob;
1834
1835 if (!ob)
1836 return false;
1837
1838 if (!op->change_weapon (ob))
1839 return false;
1840
1841 if (op->speed_left > 0.f)
1842 --op->speed_left;
1843 else
1844 return false;
1845
1846 switch (ob->type)
1847 {
1848 case BOW:
1830 player_fire_bow (op, dir); 1849 player_fire_bow (op, dir);
1831 return; 1850 break;
1832 1851
1833 case range_magic: /* Casting spells */ 1852 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1853 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 return; 1854 break;
1836 1855
1837 case range_misc: 1856 case BUILDER:
1857 apply_map_builder (op, dir);
1858 break;
1859
1860 case SKILL:
1861 do_skill (op, op, ob, dir, 0);
1862 break;
1863
1864 default:
1838 fire_misc_object (op, dir); 1865 fire_misc_object (op, dir);
1839 return; 1866 break;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 } 1867 }
1868}
1869 1868
1870 1869 return true;
1870}
1871 1871
1872/* find_key 1872/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1873 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1874 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1875 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1877 * pl is the player,
1878 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1881 */ 1881 */
1882
1883object * 1882object *
1884find_key (object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1885{ 1884{
1886 object *tmp, *key; 1885 object *tmp, *key;
1887 1886
1888 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1888 if (!container->inv)
1890 return NULL; 1889 return 0;
1891 1890
1892 /* First, lets try to find a key in the top level inventory */ 1891 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1893 {
1895 if (door->type == DOOR && tmp->type == KEY) 1894 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1895 break;
1897 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1899 */ 1898 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1900 break;
1902 } 1901 }
1902
1903 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1904 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1905 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1906 * a key, return
1907 */ 1907 */
1908 if (!tmp) 1908 if (!tmp)
1909 { 1909 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1911 {
1912 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1913 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1914 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1915 if ((key = find_key (pl, tmp, door)))
1916 return key; 1916 return key;
1917 } 1917 }
1918 } 1918 }
1919
1919 if (!tmp) 1920 if (!tmp)
1920 return NULL; 1921 return NULL;
1921 } 1922 }
1923
1922 /* We get down here if we have found a key. Now if its in a container, 1924 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1925 * see if we actually want to use it
1924 */ 1926 */
1925 if (pl != container) 1927 if (pl != container)
1926 { 1928 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1949 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1951 return NULL;
1950 } 1952 }
1951 } 1953 }
1954
1952 return tmp; 1955 return tmp;
1953} 1956}
1954 1957
1955/* moved door processing out of move_player_attack. 1958/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1959 * returns 1 if player has opened the door with a key
1958 * 0 otherwise 1961 * 0 otherwise
1959 */ 1962 */
1960static int 1963static int
1961player_attack_door (object *op, object *door) 1964player_attack_door (object *op, object *door)
1962{ 1965{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1966 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1967 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1968 * otherwise, we fall through to the rest of the code.
1966 */ 1969 */
1967 object *key = find_key (op, op, door); 1970 object *key = find_key (op, op, door);
1968 1971
1969 /* IF we found a key, do some extra work */ 1972 /* If we found a key, do some extra work */
1970 if (key) 1973 if (key)
1971 { 1974 {
1972 object *container = key->env; 1975 object *container = key->env;
1973 1976
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1977 if (action_makes_visible (op))
1976 make_visible (op); 1978 make_visible (op);
1979
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1981 spring_trap (door->inv, op);
1982
1979 if (door->type == DOOR) 1983 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
1984 { 1986 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1987 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1988 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1989 }
1990
1988 /* Do this after we print the message */ 1991 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1992 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1993 /* Need to update the weight the container the key was in */
1991 if (container != op) 1994 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container); 1995 esrv_update_item (UPD_WEIGHT, op, container);
1996
1993 return 1; /* Nothing more to do below */ 1997 return 1; /* Nothing more to do below */
1994 } 1998 }
1995 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
1996 { 2000 {
1997 /* Might as well return now - no other way to open this */ 2001 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2002 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1999 return 1; 2003 return 1;
2000 } 2004 }
2005
2001 return 0; 2006 return 0;
2002} 2007}
2003 2008
2004/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2009 */ 2014 */
2010void 2015bool
2011move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2012{ 2017{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 2018 int on_battleground;
2016 maptile *m;
2017 2019
2018 nx = freearr_x[dir] + op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2020 2022
2021 on_battleground = op_on_battleground (op, 0, 0); 2023 on_battleground = op_on_battleground (op, 0, 0);
2024
2025 if (out_of_map (op->map, nx, ny))
2026 return false;
2027
2028 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2029 {
2030 --op->speed_left;
2031 return true;
2032 }
2022 2033
2023 /* If braced, or can't move to the square, and it is not out of the 2034 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 2035 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 2036 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 2037 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should 2038 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through 2039 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what 2040 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 2041 * move_ob uses.
2031 */ 2042 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2035 {
2036 m = op->map->xy_find (nx, ny); 2043 maptile *m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042 2044
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if 2045 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack. 2046 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters 2047 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space 2048 * on the space
2051 */ 2049 */
2052 while (tmp) 2050 object *mon;
2053 { 2051 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2054 if (tmp == op) 2052 {
2055 { 2053 if ((mon->flag [FLAG_ALIVE]
2056 tmp = tmp->above; 2054 || mon->type == LOCKED_DOOR
2057 continue; 2055 || mon->flag [FLAG_CAN_ROLL])
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp; 2056 && mon != op)
2063 break; 2057 break;
2064 } 2058 }
2065 2059
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */ 2060 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2061 return false; /* into a wall */
2074 2062
2075 if (mon->head)
2076 mon = mon->head; 2063 mon = mon->head_ ();
2077 2064
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2065 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2066 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door (op, mon)) 2067 if (player_attack_door (op, mon))
2068 {
2069 --op->contr->weapon_sp_left;
2080 return; 2070 return true;
2071 }
2081 2072
2082 /* The following deals with possibly attacking peaceful 2073 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered 2074 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the 2075 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that 2076 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently, 2077 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them. 2078 * and thus will not push them.
2088 */ 2079 */
2089 2080
2090 /* If the creature is a pet, push it even if the player is not 2081 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the 2082 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive. 2083 * player owns it and it is either friendly or unagressive.
2093 */ 2084 */
2094 if ((op->type == PLAYER) 2085 if (op->type == PLAYER
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr 2086 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2087 && same_party (mon->owner->contr->party, op->contr->party))
2099#else
2100 && mon->owner == op 2088 || mon->owner == op)
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2089 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 { 2090 {
2104 /* If we're braced, we don't want to switch places with it */ 2091 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) 2092 if (op->contr->braced)
2106 return; 2093 return false;
2107 2094
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2095 if (op->speed_left > 0.f)
2096 {
2097 --op->speed_left;
2098
2099 op->play_sound (sound_find ("push_player"));
2109 (void) push_ob (mon, dir, op); 2100 push_ob (mon, dir, op);
2101
2110 if (op->contr->tmp_invis || op->hide) 2102 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op); 2103 make_visible (op);
2112 2104
2113 return; 2105 return true;
2114 } 2106 }
2107 else
2108 return false;
2109 }
2115 2110
2116 /* in certain circumstances, you shouldn't attack friendly 2111 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2112 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2113 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2114 * attack them either.
2120 */ 2115 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2116 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2117 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2118 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2119 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2120 && !on_battleground))
2121 {
2122 if (op->speed_left > 0.f)
2132 { 2123 {
2124 --op->speed_left;
2125
2133 if (!op->contr->braced) 2126 if (!op->contr->braced)
2134 { 2127 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2137 } 2130 }
2138 else 2131 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2132 op->statusmsg ("You withhold your attack");
2140 2133
2141 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op); 2135 make_visible (op);
2143 }
2144 2136
2137 return true;
2138 }
2139 }
2145 /* If the object is a boulder or other rollable object, then 2140 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced. 2141 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2142 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2143 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2144 {
2145 if (op->speed_left > 0.f)
2149 { 2146 {
2147 --op->speed_left;
2148
2150 recursive_roll (mon, dir, op); 2149 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2150 if (action_makes_visible (op))
2152 make_visible (op); 2151 make_visible (op);
2153 }
2154 2152
2153 return true;
2154 }
2155 }
2155 /* Any generic living creature. Including things like doors. 2156 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2157 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 2158 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note 2159 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen. 2160 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2161 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2163 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2164 {
2164 2165 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 2166 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2167 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2168
2177 skill_attack (mon, op, 0, 0, 0); 2169 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 2170
2193 if (action_makes_visible (op)) 2171 if (action_makes_visible (op))
2194 make_visible (op); 2172 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2173
2199int 2174 return true;
2175 }
2176 }
2177
2178 return false;
2179}
2180
2181bool
2200move_player (object *op, int dir) 2182move_player (object *op, int dir)
2201{ 2183{
2202 int pick; 2184 int pick;
2203 2185
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2186 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2205 return 0; 2187 return 0;
2206 2188
2207 /* Sanity check: make sure dir is valid */ 2189 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2190 if ((dir < 0) || (dir >= 9))
2209 { 2191 {
2218 op->facing = dir; 2200 op->facing = dir;
2219 2201
2220 if (op->hide) 2202 if (op->hide)
2221 do_hidden_move (op); 2203 do_hidden_move (op);
2222 2204
2205 bool retval;
2206
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2208 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2209 else if (op->contr->fire_on)
2226 fire (op, dir); 2210 retval = fire (op, dir);
2227 else 2211 else
2228 { 2212 {
2229 move_player_attack (op, dir); 2213 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2214 pick = check_pick (op);
2231 } 2215 }
2232 2216
2233 /* Add special check for newcs players and fire on - this way, the 2217 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2218 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2225 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2226 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2227 * for players.
2244 */ 2228 */
2245 animate_object (op, op->facing); 2229 animate_object (op, op->facing);
2246 return 0; 2230
2231 return retval;
2247} 2232}
2248 2233
2249/* This is similar to handle_player, below, but is only used by the 2234/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2235 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2236 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2237 * the new speed values for commands.
2253 * 2238 *
2254 * Returns true if there are more actions we can do. 2239 * Returns true if there are more actions we can do. Should not do
2240 * many actions in a row, as that would be too unfair to other
2241 * players.
2255 */ 2242 */
2256int 2243bool
2257handle_newcs_player (object *op) 2244handle_newcs_player (object *op)
2258{ 2245{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2246 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2247 {
2281 flee_player (op); 2248 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2249 {
2285 op->speed_left--; 2250 --op->speed_left;
2251 flee_player (op);
2252
2286 return 0; 2253 return true;
2287 } 2254 }
2255 else
2256 return false;
2288 } 2257 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2258
2298 /* call this here - we also will call this in do_ericserver, but 2259 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2260 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2261 * called, so we recheck it here.
2301 */ 2262 */
2302 if (op->contr->ns->handle_command ()) 2263 if (op->contr->ns->handle_command ())
2303 return 1; 2264 return true;
2304 2265
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2266 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2267 return move_player (op, op->direction);
2317 2268
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2269 return false;
2323} 2270}
2324 2271
2325int 2272int
2326save_life (object *op) 2273save_life (object *op)
2327{ 2274{
2329 return 0; 2276 return 0;
2330 2277
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2278 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2279 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 { 2280 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2281 op->play_sound (sound_find ("ob_evaporate"));
2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2282 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 2283
2337 if (op->contr) 2284 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count); 2285 esrv_del_item (op->contr, tmp->count);
2339 2286
2359/* This goes throws the inventory and removes unpaid objects, and puts them 2306/* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This 2307 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search 2308 * function will descend into containers. op is the object to start the search
2362 * from. 2309 * from.
2363 */ 2310 */
2364void 2311static void
2365remove_unpaid_objects (object *op, object *env) 2312drop_unpaid_items (object *op, object *env)
2366{ 2313{
2367 object *next;
2368
2369 while (op) 2314 while (op)
2370 { 2315 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2316 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2317
2373 if (QUERY_FLAG (op, FLAG_UNPAID)) 2318 if (QUERY_FLAG (op, FLAG_UNPAID))
2376 esrv_del_item (env->contr, op->count); 2321 esrv_del_item (env->contr, op->count);
2377 2322
2378 op->insert_at (env); 2323 op->insert_at (env);
2379 } 2324 }
2380 else if (op->inv) 2325 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env); 2326 drop_unpaid_items (op->inv, env);
2382 2327
2383 op = next; 2328 op = next;
2384 } 2329 }
2330}
2331
2332void
2333object::drop_unpaid_items ()
2334{
2335 if (!flag [FLAG_REMOVED])
2336 ::drop_unpaid_items (inv, this);
2385} 2337}
2386 2338
2387/* 2339/*
2388 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2439 int rate_grace = 2000; 2391 int rate_grace = 2000;
2440 const int max_hp = 1; 2392 const int max_hp = 1;
2441 const int max_sp = 1; 2393 const int max_sp = 1;
2442 const int max_grace = 1; 2394 const int max_grace = 1;
2443 2395
2444 if (op->contr->outputs_sync) 2396 if (op->contr->hidden)
2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2445 { 2405 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2407 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2449 } 2413 }
2450 2414
2451 if (op->contr->ns->state == ST_PLAYING) 2415 if (op->contr->ns->state == ST_PLAYING)
2452 { 2416 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2437 else
2474 { 2438 {
2475 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2441 }
2520 2442
2521 /* Regenerate Grace */ 2443 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2444 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2445 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2466 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2467 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2468 /* wearing stuff doesn't detract from grace generation. */
2547 } 2469 }
2548 2470
2471 if (op->stats.food > 0)
2472 {
2549 /* Regenerate Hit Points */ 2473 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2474 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2475 {
2554 op->stats.hp++; 2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2477
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2478 if (op->stats.sp < op->stats.maxsp)
2557 { 2479 {
2480 op->stats.sp++;
2481
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2558 op->stats.food--; 2485 op->stats.food--;
2486
2559 if (op->contr->digestion < 0) 2487 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2490 op->stats.food = last_food;
2491 }
2563 } 2492 }
2564 }
2565 2493
2566 if (max_hp > 1) 2494 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2495 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2496 over_sp = (gen_sp + 10) / rate_sp;
2497 if (over_sp > 0)
2498 {
2499 if (op->stats.sp < op->stats.maxsp)
2500 {
2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504 op->stats.sp--;
2505
2506 if (op->stats.sp > op->stats.maxsp)
2507 op->stats.sp = op->stats.maxsp;
2508 }
2509
2572 op->last_heal = 0; 2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2514 }
2574 else 2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if (--op->last_heal < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2575 { 2523 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2524 op->stats.hp++;
2525
2526 /* dms do not consume food */
2527 if (!QUERY_FLAG (op, FLAG_WIZ))
2528 {
2529 op->stats.food--;
2530
2531 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food;
2535 }
2577 } 2536 }
2537
2538 if (max_hp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541
2542 if (over_hp > 0)
2543 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2545 op->last_heal = 0;
2546 }
2547 else
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2549 }
2579 else 2550 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2552 }
2583 } 2553 }
2584 2554
2585 /* Digestion */ 2555 /* Digestion */
2586 if (--op->last_eat < 0) 2556 if (--op->last_eat < 0)
2587 { 2557 {
2588#ifdef COZY_SERVER 2558 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2559 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2560
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2561 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2562
2600 /* dms do not consume food */ 2563 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2565 op->stats.food--;
2603 } 2566 }
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2631 manual_apply (op, flesh, 0); 2594 manual_apply (op, flesh, 0);
2632 } 2595 }
2633 } 2596 }
2634 2597
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2598 if (op->stats.food < 0)
2636 op->stats.food++, op->stats.hp--; 2599 {
2600 op->stats.hp += op->stats.food;
2601 op->stats.food = 0;
2602 }
2637 2603
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2604 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2605 kill_player (op);
2640 } 2606 }
2641} 2607}
2646 * file. 2612 * file.
2647 */ 2613 */
2648void 2614void
2649kill_player (object *op) 2615kill_player (object *op)
2650{ 2616{
2617 int x, y;
2651 char buf[MAX_BUF]; 2618 char buf[MAX_BUF];
2652 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2619 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2620 int will_kill_again;
2663 archetype *at; 2621 archetype *at;
2664 object *tmp; 2622 object *tmp;
2665 2623
2666 if (save_life (op)) 2624 if (save_life (op))
2667 return; 2625 return;
2668
2669 2626
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2627 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2628 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2629 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2630 */
2689 { 2646 {
2690 tmp->destroy (); 2647 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2648 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 } 2649 }
2693 2650
2694 cure_disease (op, 0); /* remove any disease */ 2651 cure_disease (op, 0, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp; 2652 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0) 2653 if (op->stats.food <= 0)
2697 op->stats.food = 999; 2654 op->stats.food = 999;
2698 2655
2699 /* create a bodypart-trophy to make the winner happy */ 2656 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2657 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 { 2658 {
2702 sprintf (buf, "%s's finger", &op->name); 2659 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2660 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2661 tmp->msg = format (
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2662 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2663 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2707 tmp->msg = buf; 2664 );
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2665 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2666 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2667 tmp->insert_at (op, tmp);
2711 } 2668 }
2712 2669
2713 /* teleport defeated player to new destination */ 2670 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2671 transfer_ob (op, x, y, 0, NULL);
2719 INVOKE_PLAYER (DEATH, op->contr); 2676 INVOKE_PLAYER (DEATH, op->contr);
2720 2677
2721 command_kill_pets (op, 0); 2678 command_kill_pets (op, 0);
2722 2679
2723 if (op->stats.food < 0) 2680 if (op->stats.food < 0)
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation"); 2681 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730 2682
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2683 op->contr->play_sound (sound_find ("player_dies"));
2732 2684
2733 /* save the map location for corpse, gravestone */ 2685 /* save the map location for corpse, gravestone */
2734 x = op->x; 2686 x = op->x;
2735 y = op->y; 2687 y = op->y;
2736 map = op->map; 2688 map = op->map;
2899 { 2851 {
2900 tmp->destroy (); 2852 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2853 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 } 2854 }
2903 2855
2904 cure_disease (op, 0); /* remove any disease */ 2856 cure_disease (op, 0, 0); /* remove any disease */
2905 2857
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2858 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2859 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100) 2860 if (op->stats.food < 100)
2909 op->stats.food = 900; 2861 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp; 2862 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2863 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2864 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2865
2914 /* 2866 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2867 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2868 * and put them back in the map.
2918 */ 2869 */
2919 2870 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2871
2923 /****************************************/ 2872 /****************************************/
2924 /* */ 2873 /* */
2925 /* Move player to his current respawn- */ 2874 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2875 /* position (usually last savebed) */
2946 object *force; 2895 object *force;
2947 int at; 2896 int at;
2948 2897
2949 force = get_archetype (FORCE_NAME); 2898 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2899 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2900 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2901 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2902 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2903 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2904 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2905 force->resist[at] = 100;
2957 2906
2966void 2915void
2967loot_object (object *op) 2916loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2917{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2918 object *tmp, *tmp2, *next;
2970 2919
2971 if (op->container) 2920 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2921
2974 for (tmp = op->inv; tmp; tmp = next) 2922 for (tmp = op->inv; tmp; tmp = next)
2975 { 2923 {
2976 next = tmp->below; 2924 next = tmp->below;
2977 2925
2978 if (tmp->invisible) 2926 if (tmp->invisible)
2979 continue; 2927 continue;
2980 2928
2981 tmp->remove (); 2929 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2930 tmp->x = op->x, tmp->y = op->y;
2931
2983 if (tmp->type == CONTAINER) 2932 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2933 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2934
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2935 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2936 {
2989 if (tmp->nrof > 1) 2937 if (tmp->nrof > 1)
2990 { 2938 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2939 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3003/* 2951/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2952 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2953 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2954 * was changed.
3007 */ 2955 */
3008
3009void 2956void
3010fix_weight (void) 2957fix_weight (void)
3011{ 2958{
3012 for_all_players (pl) 2959 for_all_players (pl)
3013 { 2960 {
3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2961 sint32 old = pl->ob->carrying;
3015 2962
3016 if (old == sum) 2963 pl->ob->update_weight ();
3017 continue; 2964
2965 if (old != pl->ob->carrying)
2966 {
3018 pl->ob->update_stats (); 2967 pl->ob->update_stats ();
3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2968 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2969 }
3020 } 2970 }
3021} 2971}
3022 2972
3023void 2973void
3024fix_luck (void) 2974fix_luck (void)
3068void 3018void
3069make_visible (object *op) 3019make_visible (object *op)
3070{ 3020{
3071 op->hide = 0; 3021 op->hide = 0;
3072 op->invisible = 0; 3022 op->invisible = 0;
3023
3073 if (op->type == PLAYER) 3024 if (op->type == PLAYER)
3074 { 3025 {
3075 op->contr->tmp_invis = 0; 3026 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 3027 op->contr->invis_race = 0;
3077 } 3028 }
3029
3078 update_object (op, UP_OBJ_FACE); 3030 update_object (op, UP_OBJ_CHANGE);
3079} 3031}
3080 3032
3081int 3033int
3082is_true_undead (object *op) 3034is_true_undead (object *op)
3083{ 3035{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3036 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3087 return 1; 3037 return 1;
3088 3038
3089 return 0; 3039 return 0;
3090} 3040}
3091 3041
3092/* look at the surrounding terrain to determine 3042/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3043 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3044 * indicate greater hideability.
3095 */ 3045 */
3096
3097int 3046int
3098hideability (object *ob) 3047hideability (object *ob)
3099{ 3048{
3100 int i, level = 0, mflag; 3049 int i, level = 0, mflag;
3101 sint16 x, y; 3050 sint16 x, y;
3111 * as bad as carrying a light on a pitch dark map */ 3060 * as bad as carrying a light on a pitch dark map */
3112 if (has_carried_lights (ob)) 3061 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness)); 3062 level = -(10 + (2 * ob->map->darkness));
3114 3063
3115 /* scan through all nearby squares for terrain to hide in */ 3064 /* scan through all nearby squares for terrain to hide in */
3116 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3065 for (i = 0, x = ob->x, y = ob->y;
3066 i <= SIZEOFFREE1;
3067 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3117 { 3068 {
3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3069 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3119 if (mflag & P_OUT_OF_MAP) 3070 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue; 3071 continue;
3122 } 3072
3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3073 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3124 level += 2; 3074 level += 2;
3125 else /* open terrain! */ 3075 else /* open terrain! */
3126 level -= 1; 3076 level -= 1;
3127 } 3077 }
3135/* For Hidden creatures - a chance of becoming 'unhidden' 3085/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 3086 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 3087 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 3088 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 3089 */
3140
3141void 3090void
3142do_hidden_move (object *op) 3091do_hidden_move (object *op)
3143{ 3092{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3093 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3145 object *skop; 3094 object *skop;
3227 * object op. This function works fine for monsters, 3176 * object op. This function works fine for monsters,
3228 * but we dont worry if the object isnt the top one in 3177 * but we dont worry if the object isnt the top one in
3229 * a pile (say a coin under a table would return "viewable" 3178 * a pile (say a coin under a table would return "viewable"
3230 * by this routine). Another question, should we be 3179 * by this routine). Another question, should we be
3231 * concerned with the direction the player is looking 3180 * concerned with the direction the player is looking
3232 * in? Realistically, most of use cant see stuff behind 3181 * in? Realistically, most of us can't see stuff behind
3233 * our backs...on the other hand, does the "facing" direction 3182 * our backs...on the other hand, does the "facing" direction
3234 * imply the way your head, or body is facing? Its possible 3183 * imply the way your head, or body is facing? It's possible
3235 * for them to differ. Sigh, this fctn could get a bit more complex. 3184 * for them to differ. Sigh, this fctn could get a bit more complex.
3236 * -b.t. 3185 * -b.t.
3237 * This function is now map tiling safe. 3186 * This function is now map tiling safe.
3238 */ 3187 */
3239
3240int 3188int
3241player_can_view (object *pl, object *op) 3189player_can_view (object *pl, object *op)
3242{ 3190{
3243 rv_vector rv; 3191 rv_vector rv;
3244 int dx, dy; 3192 int dx, dy;
3256 3204
3257 get_rangevector (pl, op, &rv, 0x1); 3205 get_rangevector (pl, op, &rv, 0x1);
3258 3206
3259 /* starting with the 'head' part, lets loop 3207 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any 3208 * through the object and find if it has any
3261 * part that is in the los array but isnt on 3209 * part that is in the los array but isn't on
3262 * a blocked los square. 3210 * a blocked los square.
3263 * we use the archetype to figure out offsets. 3211 * we use the archetype to figure out offsets.
3264 */ 3212 */
3265 while (op) 3213 while (op)
3266 { 3214 {
3267 dx = rv.distance_x + op->arch->clone.x; 3215 dx = rv.distance_x + op->arch->x;
3268 dy = rv.distance_y + op->arch->clone.y; 3216 dy = rv.distance_y + op->arch->y;
3269 3217
3270 /* only the viewable area the player sees is updated by LOS 3218 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values 3219 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values. 3220 * for any meaningful values.
3273 */ 3221 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3222 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3223 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3224 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1; 3225 return 1;
3226
3278 op = op->more; 3227 op = op->more;
3279 } 3228 }
3229
3280 return 0; 3230 return 0;
3281} 3231}
3282 3232
3283/* routine for both players and monsters. We call this when 3233/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3234 * there is a possibility for our action distrubing our hiding
3287 * return 0. 3237 * return 0.
3288 */ 3238 */
3289int 3239int
3290action_makes_visible (object *op) 3240action_makes_visible (object *op)
3291{ 3241{
3292
3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3242 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 { 3243 {
3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3244 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3296 return 0; 3245 return 0;
3297 3246
3303 { 3252 {
3304 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3253 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3305 return 1; 3254 return 1;
3306 } 3255 }
3307 } 3256 }
3257
3308 return 0; 3258 return 0;
3309} 3259}
3310 3260
3311/* op_on_battleground - checks if the given object op (usually 3261/* op_on_battleground - checks if the given object op (usually
3312 * a player) is standing on a valid battleground-tile, 3262 * a player) is standing on a valid battleground-tile,
3317 * Default is to do the same as before, so only people wanting to have different points need worry about this 3267 * Default is to do the same as before, so only people wanting to have different points need worry about this
3318 */ 3268 */
3319int 3269int
3320op_on_battleground (object *op, int *x, int *y) 3270op_on_battleground (object *op, int *x, int *y)
3321{ 3271{
3322 object *tmp;
3323
3324 /* A battleground-tile needs the following attributes to be valid: 3272 /* A battleground-tile needs the following attributes to be valid:
3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3273 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3274 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3327 * and the exit-coordinates sp/hp must both be > 0. 3275 * and the exit-coordinates sp/hp must both be > 0.
3328 * => The intention here is to prevent abuse of the battleground- 3276 * => The intention here is to prevent abuse of the battleground-
3329 * feature (like pickable or hidden battleground tiles). */ 3277 * feature (like pickable or hidden battleground tiles). */
3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3278 for (object *tmp = op->below; tmp; tmp = tmp->below)
3331 { 3279 {
3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3280 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 { 3281 {
3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3282 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3283 && tmp->type == BATTLEGROUND
3284 && tmp->name == shstr_battleground
3285 && EXIT_X (tmp) && EXIT_Y (tmp))
3336 { 3286 {
3337 /*before we assign the exit, check if this is a teambattle */ 3287 /* before we assign the exit, check if this is a teambattle */
3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3288 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 { 3289 {
3340 object *invtmp;
3341
3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3290 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3343 { 3291 {
3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3292 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3345 { 3293 {
3346 if (x != NULL && y != NULL) 3294 if (x && y)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3295 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3296
3348 return 1; 3297 return 1;
3349 } 3298 }
3350 } 3299 }
3351 } 3300 }
3301
3352 if (x != NULL && y != NULL) 3302 if (x && y)
3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3303 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3304
3354 return 1; 3305 return 1;
3355 } 3306 }
3356 } 3307 }
3357 } 3308 }
3309
3358 /* If we got here, did not find a battleground */ 3310 /* If we got here, did not find a battleground */
3359 return 0; 3311 return 0;
3360} 3312}
3361 3313
3362/* 3314/*
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3331 int i = 0, j = 0;
3380 3332
3381 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3335 trlist = treasurelist::find (shstr_dragon_ability_fire);
3384 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3337 trlist = treasurelist::find (shstr_dragon_ability_cold);
3386 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3339 trlist = treasurelist::find (shstr_dragon_ability_elec);
3388 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3341 trlist = treasurelist::find (shstr_dragon_ability_poison);
3390 3342
3391 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3392 return; 3344 return;
3393 3345
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return; 3351 return;
3400 } 3352 }
3401 3353
3402 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone); 3355 item = tr->item;
3404 3356
3405 if (item->type == SPELL) 3357 if (item->type == SPELL)
3406 { 3358 {
3407 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3408 return; 3360 return;
3467 { 3419 {
3468 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3469 object *skin; 3421 object *skin;
3470 3422
3471 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3474 ; 3425 ;
3475 3426
3476 if (!skin) 3427 if (!skin)
3477 return; 3428 return;
3478 3429
3526 * not readied. 3477 * not readied.
3527 */ 3478 */
3528void 3479void
3529player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3530{ 3481{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3532 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3489 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}
3510
3511void
3512player::infobox (const char *title, const char *msg, int color)
3513{
3514 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3515}
3516
3517void
3518player::statusmsg (const char *msg, int color)
3519{
3520 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3521}
3522
3523void
3524player::failmsg (const char *msg, int color)
3525{
3526 play_sound (sound_find ("generic_failure"));
3527 statusmsg (msg, color);
3528}
3529

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